#1 -1 !~ ! Syntax: ! ! repeats the last command you typed. ~ #2 -1 TRAPS +~ TRAPS ( for description of thief trap skill use "help thief traps") Due to the guild of Thieves natural willingness to lend their services to anyone with enough gold, the land of Aabahran has become riddled with various devices and traps ranging from harmless to deviously deadly in their construction and placement. SEEING BEFORE DYING A trap may be present on any object, or path or door leading from a room, and when spotted is represented by `!+`` appearing beside an object, or exit. An exit can further be examined or looked at using "examine" or "look". Your chances to spot a trap before setting it off are mainly decided by wisdom, and more reliably by the proficiency in Detect Hidden skill. Thieves being quite used to these devices get a bonus towards detection. DEFUSING An object or exit may be checked for traps and defused if one is found using the "defuse" command. If successful the trap will be disarmed and destroyed if it was created by another player. PLAYER TRAPS Most of the traps in the Lands, have been created by the Thief Guild and are maintained by them. Those traps cannot be removed, and will be rearmed and reset once every so often by the guild. The traps set and created by individual players however, once disarmed or tripped, are usually removed. These traps also obey PK ranges and cannot be seen, defused, or tripped by those outside of their owner's PK range. See also: THIEF TRAPS, DEFUSE, DETECT HIDDEN, PK ~ #3 -1 DEFUSE~ DEFUSE Syntax: defuse <obj> : attempts to defuse a trap on object defuse <direction> ; attempts to defuse a trap on path or door Since the guild of Thieves delights in lending its services out to anyone with enough gold to pay for their traps, the land of Aabahran is riddled with such devices. When the trap is spotted, you may attempt to defuse it using this command with your rank and wisdom playing a large role. Those actually skilled in defusing traps, have a far better chance of spotting and defusing the deadly contraptions then their unskilled bretheren. See also: TRAPS ~ #4 -1 SHEATH DRAW~ SHEATH Syntax: sheath : sheathes your weapons if possible draw : draws your weapons if possible Any profession of Forsaken Lands has ability to sheath their weapons. When sheathed the weapons are placed in sheathes or other, at times hidden positions depending on one's guild. Sheathed weapons will be drawn automaticly in an event of combat, or by choice with use of 'draw' command. Sheathing of weapons is a sign of good intentions, and in case of any Noble or Royal dwellings etiquette. The JUSTICE cabal also requires that all weapons be sheathed in cities under their watch, with promise of heavy fines otherwise. Finaly, while your weapons are sheathed, you will not automaticly engage in combat when your group does, nor will you be able to 'murder' anyone. Weapons may be sheathed and drawn automaticly in cities with use of 'autosheath'. See also: AUTOSHEATH, DOUBLESHEATH ~ #5 -1 SOCKET SOCKETS ADORN ADORNMENTS~ SOCKETS Syntax: GET <SOCKET> FROM <ITEM> PUT <SOCKET> IN <ITEM> There are certain items within the realms that are considered to be 'socketable' items. This basically means that a small clasp has been forged in a weapon or piece of armor to which a 'socket' can be affixed. Sockets range from gemstones to spikes, and can be found all over the realms in varying locations. Certain sockets can only fit in certain items, and grant that item the properties of that socket. There are also certain sockets that once affixed, can never be removed. ~ #6 -1 AREAS AREA COMMANDS COMMAND REPORT SCORE TIME WEATHER~ AREAS COMMANDS REPORT SCORE TIME WEATHER Syntax: areas Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ #7 -1 LAW LAWS~ Text: Syntax: law The law command will check and report if the area you are in is protected by laws of JUSTICE, and how severe are the various crimes in eyes of locals. CRIME TYPES: sheath: possession of unsheated weapon in lawful area looting: removal of items from any player corpse theft: use of thief skills to rob, steal, or pry items from a victim assault: attack upon any mobile within area murder: attack (including spells such as summon) upon any player in area obstruction: Assault, attempted theft, or murder on any member of Justice. NOTICE: It is against the law to have unsheathed weapons within any lawful area. For details on crimes, and Justice conduct seek the Justice Codex located at the entrance to Justice Cabal. Also be warned that any complaints or grievances regarding the Justice Cabal should be directed towards the Elders/Leader of said cabal. Do not pester with the Immortals with such trivial matters, lest you incur their wrath. See also: HELP CRIMES, JUSTICE, SHEATH, SURRENDER, WANTED ~ #8 -1 DICE~ Syntax: dice Rolls a six sided dice and reports random number. ~ #9 -1 CLAN CLANS~ CLAN The Imortals of Forsaken Lands offer clan related commands to help those player run clans, that have established and proven themselfs in their ability to operate without help. The following requirements have to be fulfilled in order for the clan to gain "official" status and the commands below. - The clan must have operated by itself for some time - The leader must have sent an application to immortals and been approved. Clan commands: Syntax: clan draft <person>:drafts the person into the clan clan remove <person>:removes the person from the clan clan promote <person>:promotes a clan member clan demote <person>:demotes a clan member clan <list/Rank/Sen> :sort and list members (only top 16 are shown) Notes/applications/changes to clan may be addressed using its name. To use clantalk use "cc" <message> Clan ranks are: (I)nductee, (M)ember, (V)eteran, (T)rusted, (E)lder, (L)eader ~ #10 51 CLAN CLANS~ FURTHER IMMORTAL CLAN OPTIONS: Syntax: clan create <clan>: create a new clan clan delete <clan>: deletes a clan and its member data clan <list/rank/sen> <clan>: sorts and lists members by pts/rank/sen> clan list clans: lists all the clans in the game brown <victim> : award brownie points ~ #11 -1 'SKILL SELECT' SELECT~ SKILL SELECT ON SKILL SELECTION: Number of classes and races in Forsaken Lands offer opportunity for the player to customise their class through selection of skills as the character progresses through the levels. Many of the skills are linked in a "research tree" fashion where choices you make early on drasticly affect skills avaliable to you at later time. The skill selection is offered at specific levels marked on the "skill" sheet by the names of a group of skills from which selections may be made. To enter the skill selection mode once a group of skill is avaliable to you use "select" command. IN SKILL SELECT MODE: Once you enter the skill selection mode normal game commands will cease to function and only the SKILL SELECTION (SS) commands will function. quit :Returns you to normal mode help :Shows this help file help <topic> :Shows help on topic select <skill> :Selects the skill and adds it to your skill set forfeit :Permamently skips the category, in case of no valid choices in given group. <enter> :Dispaly the SS screen and avaliabe choices REQUIREMENTS AND EXCLUSIONS: The list of avaliable choices is color coded in order to better reflect the choices avalible to you. Green :Skill is avaliable (You've met requirements if any) `1Red`` :Skill is not avalible beacuse you do not have skill/s that are needed as a pre-requisite. `8Dark`` :Skill is not avaliable as you alrady have it, OR another skill you posses prevents its choice. Once you use up all your choices per group, you will be automaticly returned to normal mode. You can quit and return anytime, but only the first avaliable SS group will be avalible to you. See also: HELP SKILL ~ #12 -1 'CABAL RULES'~ THE CARDINAL RULES OF CABAL CONDUCT Welcome to your new Cabal. Before you proceed, it is imperative that you read and understand this list of dos and donts for your cabal. This IS the final word for all cabal affairs in the lands. The following is a compiled list of rules and regulations regarding all cabal conduct in Aabahran. This list applies to ALL CABALS, without exception, and should be adhered to closely. Failure to follow any of these rules can and will result in termination of cabal status. GENERAL: 1) Cabal members are the selected elite of the land. You have worked hard on your character, and have been admitted into the cabal of your choice. You are now a rolemodel of behavior for all lower players in the lands, and your conduct in the lands should reflect accordingly. ALL cabal members are expect- ed to have flawless roleplay. AT NO TIME will ANY cabal member breach their RP for ANY reason, other than speaking with an Immortal. There are not ANY exceptions to this cardinal rule. 2) You are a part of an organization. Like any organization, your status in the cabal depends on your actions within. You may be terminated from the cabal for any reason, and any time by your cabal elders. A reason does not have to be given, but some of the reasons for this occurrence may be: Breach of RP, failure to carry out specific cabal duties, failure to uphold the values set forth by your cabal, failure to appear on a regular basis, among others. LEADERSHIP: 1) Your cabal may have a designated Elder or Leader. These mortals have worked very hard to attain their cabal status, and should be given due regard. Their orders and words are to be taken as the voice of an Immortal. As well, all cabals are governed by an immortal. This Immortal is the absolute power within the cabal. Any orders given by the leader or patron are to be adhered to. Failure to do so, or extended disrespect to Elders or Leaders can result in termination. CONFIDENTIALITY: 1) You may not share any written or spoken words that dictate the effects, lists, or abilities of ANY cabal, to ANY non-cabal member. Cabal skills are highly coveted abilities, and should ONLY be shared between cabal members. Likewise, you may not tell of, give, sell, or trade ANY cabal equipment or items with anyone not of your own cabal. There is more information on this in the RULES OF ENGAGEMENT section. Any breach of these will result in termination. CABAL POINTS: 1) Cabal points are the currency your cabal uses to fuels you special powers, purchase equipment and supplies. The are give automatically on each tick, (type: auto), as well given out for cabal duties. CABAL STANDARD 1) Your cabal standard represents the source of your pride and power of your cabal. Ensuring that it remains within the confines of your altar is a duty who's priority lies above all other tasks you may have. Ignoring attacks on your cabal guardian or altar will result in explusion from the cabal. SUMMARY: This is a GENERAL list of cabal behavior, which will apply to ALL CABALS. Certain cabals may as well have extended rules of conduct, and you should familiarize your- self with them as well. On a last note, remember, character alignment and ethos supercede a cabal affiliation. This means that the rules of your alignment and your ethos must be followed BEFORE following the rules of the cabal. Keep this, and all cabal rules in mind. ~ #13 -1 ALIGN ALIGNMENT ETHOS~ ALIGN ALIGNMENT ETHOS One's alignment is the path that one has chosen to follow: good, neutral, or evil. It reflects one's nature, and describes how he reacts to situations and how he interacts with others. Ethos farther refines how one upholds his alignment. Alignment and ethos are chosen at birth, and the gods expect mortals to follow their chosen paths for their entire lives. The most important rule of alignment is that a follower of Light can NEVER kill another follower of Light. This is a cardinal rule of aligns and its violation will result in align change or outcasting. Mortals who fail their alignment or ethos will be punished by the gods. Those who have their alignment and/or ethos changed may be punished additionally by losing some or all of their skills and/or spells. Actions deemed unacceptable by one's guild, such as attack one's own guild guardian, will warrant being outcasted from the guild. See also: HELP GOOD, HELP NEUTRAL, HELP EVIL, HELP OUTCAST ~ #14 51 ALIGN ALIGNMENT ETHOS~ NOTE ON ALIGN CHANGES: When a character changes his align he keeps his spell casting powers. However, when a communer (uses "commune" command to cast) has has his align changed in such way that the new align conflicts with his deity (a good only deity for an evil mortal) the mortal HAS to be denied his magical powers using "set <char> nospells" command. ~ #15 -1 GOOD~ GOOD Goods consider the need of others in tandem with their own. Many good- aligns will place the well-being of others above that of themselves. A few have been known to shun violence and war altogether, but most Lightwalkers will fight against evil when necessary, in order to protect themselves and others. Goods who are overly bloodthirsty against neutrals will be reprimanded, and raising one's hand against a fellow Lightwalker is a sure way to incite the anger of the gods. Of all classes, paladins clerics, and healers are the ones most expect to uphold those ideals. See Also: HELP LAWFUL GOOD, NEUTRAL GOOD, CHAOTIC GOOD, REQUEST ~ #16 -1 NEUTRAL~ NEUTRAL Neutrals derive their name from the fact that their behavior is marked by neither philanthropy nor malice, or perhaps both in equal proportions. Although some may choose to engage in violence as part of their chosen profession, no one who is truly neutral would have the callous disregard for others to murder without a clear justification for the killing. Neutrals who kill excessively without reason, or for reasons considered purely selfish or malicious, will be turned to the path of Darkness. Because they are servants of neither the Gods of Light or the Gods of Darkness, neutrals are more free from bias in their adherence to their ethos. See Also: HELP LAWFUL NEUTRAL, NEUTRAL NEUTRAL, CHAOTIC NEUTRAL ~ #17 -1 EVIL~ EVIL Heedless of the well-being of others, evils selfishly and shamelessly live to exploit others for their own advancement and power. Some who are truly wicked even venture forth to spread suffering unto others for their own amusement, or in service to their merciless gods. Evils will lend aid to others only in proportion to what is received in return, for the helping of others in growing stronger weakens oneself in comparison. No matter how much they attempt to manipulate or control others, true evils strive to become powerful in their own right and shun displaying or admitting weakness, for this only invites aggression from their brethren. Of all classes, dark-knights, clerics and shamans are the ones most expected to uphold these ideals. See Also: HELP LAWFUL EVIL, NEUTRAL EVIL, CHAOTIC EVIL ~ #18 -1 PRAY YELL~ PRAY YELL Syntax: pray <message> Syntax: yell <message> PRAY sends a message to the gods. However, use caution. The Gods are not to be trifled with, and can often be very unhappy if pointlessly disturbed. YELL sends a message to all those awake within your area. Type a channel name by itself to turn it off. ~ #19 -1 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTOSEX AUTOSHEATH AUTOAIM 'AUTO AIM' AUTOALIAS AUTOFIRE~ AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTOFIRE The Forsaken Lands uses various automatic actions, to ease the boredom of always splitting gold and sacrificing corpses. The commands are as follows: autolist : list all automatic actions autoloot : take all equipment from dead creatures autogold : take all gold from dead creatures autosac : sacrifice dead creatures (if autoloot is on, only empty corpses) autoexit : display room exits upon entering a room autoexp : prevents gaining any kind of positive experience. autosplit : split up spoils from combat among your group members autoassit : makes you help group members in combat autofire : causes you to automaticly fire ranged weapons in combat AUTOAIM : controls autoaiming for MOB/PC/OBJ autosex : shows the sex of player with 'whois' command autosheath: automaticly sheathes and draws weapons when moving between cities autocabal : allows to display your cabal to all players on "who" list. autoalias : Turns alias conversion on/off Typing a command sets the action, typing it again removes it. ~ #20 -1 BRANDISH QUAFF RECITE ZAP USE~ BRANDISH QUAFF RECITE ZAP USE Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap Syntax: use <object> USE automaticly brandishes/zaps/uses magical items. BRANDISH brandishes a magical staff to cast a spell (affects a whole group/area) QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. Most of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be destroyed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. You may not quaff potions or recite scrolls while in combat. ~ #21 -1 BRIEF COMPACT~ BRIEF COMPACT Syntax: brief Syntax: compact Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ #22 -1 AVATAR AVATARS~ AVATAR AVATARS Avatars are creatures of the light, who fight the evil who engulf the lands. They are the most elite of those who fight for the Light. Avatars are messengers of Sirant, and are avenging angels of sorts. They are created to battle Chaos with divinity, and are the chosen emissaries of the God of Light himself. Granted with their path come several strong abilities and enhancements that grant them great strength over Demons, and other Darkwalkers. If you are truly divine in nature, and feel you exemplify the true virtues of the light, scribe a well written application to Sirant stating your history and which events shaped your life to motivate you. Brave souls of any rank are welcome to apply, so long as they believe their presence in the lands is worthy of this highest honor. See also: HELP AVATAR REQUIREMENTS ~ #23 -1 BUG IDEA TYPO~ These commands will take your message and record it into a file as feedback to the mud implementors. ~ #24 -1 BUY LIST SELL VALUE BROWSE~ BUY LIST SELL VALUE Syntax: buy <object> Syntax: buy # <objects> Syntax: sell <object> Syntax: browse<object> Syntax: value <object> Syntax: list BUY buys an object from the first shopkeeper in the same room as you. When multiple items of the same name are listed, type 'buy n.item', where "n" is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. You can buy 3 sword by using buy 3 sword. BROWSE will attempt to show you some information on the object depending on what skills or abilities you posses. LIST lists the objects the shopkeeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shopkeeper. VALUE asks the shopkeeper how much he, she, or it will buy the item for. ~ #25 -1 CAST CASTING~ CAST Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frog Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. Casting an offensive spell on yourself will result in memory impairment for you to cast that spell in the future lowering your skill in the spell. See also the help sections for individual spells. ~ #26 -1 COMMUNE~ COMMUNE Syntax: commune <supplication> <target> There are certain classes in the realm which dedicate their lives in the service of god(s). As a reward, the deities have granted the faithful a special ability called Commune. This privilege allows the communer to channel power directly from the heaven or nether-realms and use them to their ends. Since they are mentally communicating with the gods, they have no need to utter words like mages to invoke their power. As with all skills, one must first practice the supplication before one is able to communicate with the god effectively. The more one communes a particular supplication, the better they will become at it. Due to its mental strain, communing supplications depletes your mana, however, as you raise in rank most supplications will not be as taxing on the mind. Paladins, Clerics, Healers, and Shamans are able to commune. See also the help sections for individual supplications. ~ #27 -1 CB~ CB The CB toggle turns off your cabal channel (if you are in a cabal). You will not be able to hear what your cabalmates say over the channel if you set the channel off. You can type it again to toggle the channel on so you can communicate with your cabalmates through the channel once again. ~ #28 -1 COMPARE~ COMPARE Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ #29 -1 CONSIDER~ CONSIDER Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. Factors such as special effects, immunities, and vulnerabilities are not taken into account. You may also find out the alignment of the character by their reaction to you. Depending on the reaction from the CONSIDERED target, you can tell of which alignment they are. ~ #30 -1 COUNT~ COUNT The count command displays the number of people (that you can see) logged into the mud. It also displays the highest number observed that day, if it is higher. ~ #31 -1 DAMAGE~ In battle, causing damage is key to a victory. From the lightest hit, to the powerful hit, damage is key. Here is the damage you can cause ranked from lightest to hardest (descending in each column). scratch maul LACERATE *** OBLITERATE *** graze decimate DISMEMBER === DISINTEGRATE === hit devastate MASSACRE >>> ANNIHILATE <<< injure maim MANGLE <<< ERADICATE >>> wound MUTILATE ***DEMOLISH*** do UNSPEAKABLE things ~ #32 -1 DEAF~ DEAF The deaf toggle turns off incoming tells, helpful if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are a (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ #33 -1 DEATH~ DEATH DEATH When your character dies, you are reincarnated back at the recall point of your hometown. Your corpse is left behind in the room where you were killed, together with all of your equipment and gold. Corpses decay after time, and the objects inside the corpse returns to the pit of the hometown of the dead. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). LOOTING CORPSES There are following conditions for looting corpses in order to make the game more enjoyable for every one: 1) Players cannot loot other's corpses until they have reached the rank of 10. 2) PC corpses under level 15 cannot be looted at all. 3) In first 2 hours after death, your corpse can be looted only by following: - Your group mates - People who are in your PK range. ("who pk") - Members of Thief guild. Note that if you quit before retrieving your corpse, the corpse will no longer recognize you and some of the above may not hold. LIFE AFTER DEATH After the reincarnation, you will remain an untouchable ghost for a few minutes (as long as you don't initiate a combat). It is wise for you to use this time to retrieve your belongings left behind in your corpse. So get back to your corpse as fast as you can to retrieve your belongings. EFFECTS OF DEATH Although you are able to reincarnate and live again after a short time as a ghost, this reincarnation process is not perfect. Some of your health is lost for every five times you die. Your body can only withstand so much reincarnation. You will permanently die without a chance of reincarnation after your condition worsens after too many deaths. If you have lived an outstanding life, you may prove your worthiness to the Immortals by completing a quest to improve your condition when in danger of permanent death. - Any spells that were affecting you are canceled by death. - Following players and groups are not affected by death. PRICE OF DEMISE You lose experience points for dying to mobiles but not to other players. The amount you lose is 10% of your total experience. Death is to be avoided. The Healer spell Resurrection has ability to negate all effects of death including experience and condition as well as constitution loss. ~ #34 -1 DEFECATE~ DEFECATE Syntax: defecate An optional command, one can excrete their bodily waste once every day. This is extremely useful when you are too full to eat more, but need to pop in a pill, etc. Once used, you cannot defecate until a day has passed. Keep in mind however, that it is against the law to desecrate city grounds. ~ #35 -1 VOMIT~ VOMIT Syntax: vomit An optional command used to empty your stomach of anything you had in there. It has slight chance of puring one of any poisons that are affecting you at the time, even though the relative strength of the poison does play a large role. ~ #36 -1 DESCRIPTION DESC~ DESCRIPTION DESC Syntax: description <string> :Set description to <string> Syntax: description + <string> :Add <string> as a new line. Syntax: description - :Remove last line Syntax: description format :Format the description. Syntax: description edit :Enter Desc. Editor. ** "@" <enter> on empty line of Desc. Editor to exit. ** See HELP EDITOR for info on Description Editor. 1) `!YOUR DESCRIPTION SHOULD BE FORMATTED TO AT MOST 70 LETTERS PER LINE.`` Use word processor to write/format/spell check your description, then paste it into the mud's description editor. ("help editor") 2) `&Your description should be like a picture frozen in time.`` There should be no actions being performed, only descriptions of what the character looks like, or looks like he is doing. 3) `&You should NEVER force the looker to do, feel or think anything.`` The looker should make up their own minds about who you are, and what you might be doing. 4) `&The description should describe you, not your history.`` Concentrate on describing your characters stance, face, body, and their equipment. Not who they are, and where they came from. 5) `&Do NOT say how powerful, fearful, or deadly you are.`` The description is not the place to "stroke your ego" by saying how powerful you are and how fearful you look. 6) You may include descriptions of equipment that you would like your character to wear (family crested shields, particular sword etc.) since it is understood that the actual game equipment changes too often. When you are done your description and it has been `!formatted`` and `!spell checked`` pray ONCE per approximately 10 minutes that you are done. ~ #37 -1 DRINK EAT FILL POUR~ DRINK EAT FILL POUR Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. If you don't drink or eat when you get thirsty or hungry, you will die slowly due to thirst and hunger. You may not drink or eat while in combat. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. See also help DEFECATE. ~ #38 -1 DROP GET GIVE PUT TAKE~ DROP GET GIVE PUT TAKE Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. You also have the option of choosing the #th type of a mobile or object by using #.</mobile/object>. Example: get 3.sword (gets the third sword on the ground) Example: kill 4.beast (kills the forth beast in the room) Example: get all 3.corpse {gets all the items from the third corpse in the room) ~ #39 -1 EMOTE SOCIAL~ EMOTE SOCIAL Syntax: emote <action> EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). See also: SMOTE PMOTE ~ #40 -1 EQUIPMENT INVENTORY~ EQUIPMENT INVENTORY Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ #41 -1 EXITS~ EXITS Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ #42 -1 EXAMINE LOOK SCAN~ EXAMINE LOOK SCAN Syntax: look Syntax: look sky Syntax: look <object/character/direction/keyword> Syntax: look in <container/corpse> Syntax: examine <container/corpse> Syntax: scan <direction>/all LOOK looks at something and sees what you can see. LOOK SKY will give information on current area or weather depending on time of day. (night/day) EXAMINE gives information on item, in case of weapons provides the class (sword, whip, flail, two handed) of weapon. Examine also automaticly performs 'LOOK container' followed by 'LOOK IN container'. SCAN scans in the direction that you are directing your attention for all mobiles and players. The range that you can scan improves as you rise up in ranks. Certain conditions may hinder your ability to scan. "scan all" scans in all directions. ~ #43 -1 EXPERIENCE LEVEL XP~ EXPERIENCE LEVEL XP Your character may advance in power by gaining experience. The experience points needed to attain your next level is determined by your experience points per level at level 1 + 20% for each level. Therefore, a human warrior (1500 experience points per level at level 1) would need 3000 experience points to get from level 6 to level 7. You gain experience by: being part of a group that kills a monster improving on a skill or a spell You lose experience by: slaying good aligned mobiles if you are also good aligned fleeing from combat recalling out of combat being the target of certain spells dying to mobiles The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. There is a big experience bonus for groups of three and a small bonus for groups of two. ~ #44 -1 FLEE~ FLEE Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. You may use spells such as "word of recall" or "gate" to transport you out of battle. If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. High ranked warriors are able to sense the direction they have fled in. See also WIMPY. ~ #45 -1 FOLLOW GROUP NOFOLLOW~ FOLLOW GROUP NOFOLLOW Syntax: follow <character> Syntax: group Syntax: group <character> Syntax: nofollow FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you may automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. You may FOLLOW and GROUP only with characters who are within eight levels of your own. Groups of three and two gets extra experience bonuses (see "help experience".) NOFOLLOW is a toggle while makes you no longer accepts followers. It also cause all the people following you at the time cease to follow you. Also, you stop following whoever you were following. Type NOFOLLOW again to allow others to follow you. ~ #46 -1 GAIN 'GAIN CONVERT' 'GAIN STUDY' CONVERT STUDY~ GAIN 'GAIN CONVERT' 'GAIN STUDY' Adventurers of the realm may ask the trainers to convert ten practice sessions into one training session. The ability to do this is called 'gain convert'. Similarly, trainers can help adventurers change one training session into ten practices. To do this, find an appropriate trainer and type 'gain study'. ~ #47 -1 GOLD MONEY~ GOLD MONEY Forsaken Land's economy is based on gold coinage. You may use gold to purchase many items from the shopkeepers scattered all about the realm. Gold may also be stored in the various banks in the realm. Gold is not counted as part of the weight you are carrying, so you may carry as much gold as you please. ~ #48 -1 GTELL ; SAY TELL REPLY~ GTELL ; SAY ' TELL REPLY Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ #49 -1 HEALER~ There are many retired healers and priests in the realm who have long since abandoned their days of adventuring. Now, they often reside in temples to offer their healing services to the adventurers in the realm just to survive for another day. However, they do look upon those who are young and less traveled with mercy, and would grant free services at their own digression. To see a full listing of the healer's services, type 'heal' at his residence. To receive healing, bring plenty of money, and type 'heal <spell>'. ~ #50 -1 TOUR~ TOUR As a new traveler to the land, you have dreams of growing stronger, but chances are you do not know where you begin. What follows is directions to get you started on your way. Upon your birth into these lands, you are provided with maps. These maps are a great asset to you in your travels, make sure to consult them often and try to learn the general layout of the land (If you loose them for any reason you can "outfit" (Help Outfit) yourself if you are still low of rank, or purchase them in Val Miran map shop.) . When you begin, it is suggested you gain 3 or so ranks inside the mud school and equip yourself with the things found there. Remeber to set your "wimpy" (Help Wimpy) very high in your early life, and get a feel for attacking and fleeing monsters found there in. Also venture to the sacrifical pits of various temples, you never know what equipment lies inside (Corpses of fallen players decompose after about 15 minutes and their equipment appears in the pit of their home temple). Soon you will feel that combat in mud school is too easy and begin to yearn for more things to see. Once you exit the mud school, you have a choice of cities to exit to, Val Miran, Rheydin, Miruvhor, Marak, or Xymmeria. It is recommended that you limit yourself to Val Miran, Rheydin, and Miruvhor until you are more familiar with the lands. Entrances back to the school are found in every temple room that holds a pit, simply walk down when you see the path. Before you set out onto your first venture, visit the weapon/armor shops of Rheydin (Consult your maps of Rheydin, shops are marked with an X) and attempt to outfit yourself with weapons and armor found there. All of them are worthy of the gold you spent on them and will serve you well. While there find the Adventurer's Store (located two paces east and one pace south of the Central Commons) and once able, purchase a jug and a lantern as to not get lost later on in your life (You will not be harmed by thirst and hunger untill your 11th rank, but it will still slow your regeneration.) . Once so eqipped you are ready to tackle your first foes. Continued in: TOUR2 ("help TOUR2") See also: TOUR2, TOUR3, WIMPY, OUTFIT, DEATH ~ #51 -1 TOUR2~ TOUR2 Continued from: TOUR1 ("help TOUR1") The most important concept in adventuring is that of groups. Forsaken Lands stresses group effort by giving adventurers a sizable bonus to experience (Help Experience) gained from killing mobs. This bonus is applied to groups of 2, and even larger bonus is given to groups of 3. This means that you should attmempt to adventure in groups of 3 if possible at all times (use "who group" command to see your possible group mates). Furthermore evil charactes learn more when killing good creatures, and goods learn more when killing evils. When engaging mobs, it is customary to let the most defensible character be a "tank". A tank, is simply a character who initiates attacks onto the creatures, automaticly becoming their target and absorbing all the attacks (Notice many creatures will assist each other in trouble, making it hazardous to attack when there is more then one in the room.) . Obviously warrior like characters make the best tanks, while mages are usually quickly cut down due to their poor defenses. What follows is a few hints as to the locations you should choose in your early life. Evil/Neutral Characters: When you are fresh out of mud school and of neutral or evil align, it is suggested you find the raiders that wander just south of the evil city of Miruvhor, and the goblin village to the east of them. There is a secret door you may find in southern portion of the city that leads into a village. It is a perfect place to gain next few ranks, as well as find lots of usefull equipment. Simply tread lightly and use the "consider" command (Help Consider) on any creatures you are unfamiliar with. For travellers who are neutral aligned, after you have gained a few more ranks (achieved rank 5-7), journey to Drkshtyre Wood, just out of the south gates of Val Miran and kill a few spiders and oozes to gain the next few ranks, or if you are about rank eight, venture to the Emerald Forest (See below). You can get to Val Miran by using the portals in the cities. Venture back to Miruvhor and look for the Gate Golem. This will take you to the town of Rheydin. Once there, seek the Val Miran portal. For those who are evil, you will not want to kill evil creatures (use "consider" once again to judge the creature's alignment) hence most other creatures in Drkshtyre will be of little use to you. Once you are about level eight and feel up to a bit of harder challange travel to the Emerald Forest (consult your maps again, it is located south west of Miruvhor) and hunt farmers and other weaker creatures there (beware of the boogum near the entrance!) The Emerald forest is a great place to take you all the way into upper levels, even if it is a very crowded and dangerous place. Once you have gained ranks into the early teens, you may want to visit the Orc Mountains, through the Dragon Teeth to find more suitable wares. The mountains lie east of Rheydin, and north of the road. There are orc scouts and warriors that guard the trails, and travellers wander enjoying the sights. Use caution while here though, as the foes can be formidable. It is wise to "consider" things when you first come across them. Once done collecting the wares from the orcs, return to the Emerald Forest to continue your travels. Continued in: TOUR3 ("help TOUR3") See also: HELP TOUR, TOUR2, TOUR3, GROUP, LEVELS ~ #52 -1 HELP TOUR3~ TOUR3 Continued from: TOUR2 ("help TOUR2") Good/Neutral Characters: If you are a lightwalker or walk the balance, Elium forest is a good place to start adventuring if you feel the Arena is no longer challenging enough. Head out of the northern gate of Val Miran to find the forest. In there you will find outlaws camped to the east. Not only will they help you in gaining ranks, but they carry wares that will be helpful in your early travels. This is the ideal place for you to adventure until you are around rank five, then you should seek the lamias that plague the ruined city of Thalos. Beware the aggressive nature of the beasts though, as they will attack any on sight, so you may wish your warriors to enter the fray first. When you consult your maps, you will see that Thalos lies east of Val Miran and south of the road into the Dwarf Forest. Once in the forest, head west to find the city. You can stay in Thalos for a short while, then once you have gained about the eighth rank, head back to Val Miran and travel out the south gate, you will find yourself in Drkshtyre Wood. When in Drkshtyre Wood, those of path of good will want to stay clear of the saplings, and focus on the oozes and spiders. Later you can seek the serpents in the northwest of the woods, and the Ettins and Defilers in the west. The forest is easly capable of sustaining you until you reach a rank of 12-15 when you will be ready to tackle tougher creatures such as the Vampires to the west of Val Miran. To find them, travel out of the west gate to the great tree. There is a door to the west, open it and you will enter the lair of the vile undead. Once you have gained ranks into the high teens, return to Thalos and find the golems that guard the towers. They hold wares that will guard you well in your travels. Those who follow the path of the light will have to request the items from them or be damned by the gods if taken by force (Help Request). For those who walk the balance, you will have to take them by force, but do not be grouped with lightwalkers when you do, as the gods will still punish them for attacking and slaying fellow lightwalkers. After you are equipped with these wares you can return to the lair of the vampires to continue with your journeys. While your first days in the Forsaken Lands might seem very daunting remember that the best way to quickly get on your feet and begin enjoying the game is to throughly read the help files and ask well phrased questions. The newbie chat is there for you to use it, do not be afraid to ask for any information you require as longs as it's reasonable. Grouping with others more experienced than you is also an excellent way to gain information, do not be afraid to ask other travellers for locations of common equipment as it will only help you in the long run. See also: HELP TOUR, TOUR2 ~ #53 -1 HELP~ HELP Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ #54 -1 HOLD REMOVE WEAR WIELD~ HOLD REMOVE WEAR WIELD Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ #55 -1 HISTORY~ HISTORY At the dawn of time there was only darkness. The Chaos Machine had riddled the galaxies and universes with its decay, and had moved, finally, on to greener pastures. Astral bodies fell and fused, and in time, planets were formed. Little is known about the powerful magic's that came together to forge the lands known as Aabahran, only that a once lifeless husk of rock in space was born under the warmth of a sun. From the dawn of its existence, Aabahran was a doomed land. It grew to full fruition in what the ancient texts called 'The Fourth Turn". But the relative peace was not to last. Two dark lords emerged from the shadows and razed the land to ruin. Shadowspawn, his only mortal name, and Virigoth emerged from the depths of a hellish netherworld, and took Aabahran for their own, executing mortals and deities alike, and ravaging the land. Dark Scourges were born unholy births, and came to rise in power against the select few mortals who still walked the lands. These survivors banded together in small towns, and trained themselves to survive and fight the darkness that so consumed the land. Armies of undead poured from the torn landscapes and assaulted the survivors, harnessing powers and skills never before seen by any mortal. New races and breeds of creatures came from the woodwork, some to aid the darkness, some to aid the survivors. Old texts were uncovered by the survivors as they battled back with new energies and renewed vigor until the armies of Shadowspawn and Virigoth fell back in retreat. From these survivors walked three mortal men. Athaekeetha, Raght, and Palison stood victorious over the ravened mountains cape of Tyr Unguld, and earned their place in the heavens. Order was restored as Shadowspawn and Virigoth spent much less of their time leading their armies to victory, and much more battling their new immortal foes. Once again the survivors rebuilt the cities and lands to make way for the new breeds that walked forth. All seemed once again safe...but under the watchful, vengeful eyes of Virigoth and Shadowspawn, new breeds of hatred burned and frothed...in time, the scourges would once again stalk the lands... ~ #56 -1 IGNORE QUIET~ IGNORE QUIET syntax: ignore <keyword> syntax: quiet IGNORE: This commands will allow you to control whether or not you will hear public channels or tells from others. Ignore is more flexible, you can choose a keyword and anyone with their name fitting the keyword will be ignore by you. The keyword can be anything, even if the no one matching the keyword is currently on. Typing ignore with the existing keyword will remove it from your ignore list. Typing 'ignore clear' to clear your list. The list does not save when you quit, so you will have to set it again if you wish to continue ignoring someone. QUIET: Same as ignore except you ignore everyone. Type quiet by itself will turn the option on, type quiet again will turn the option off. ~ #57 -1 MULTI MULTI-CHAR MULTI-CHARRING MULTI-CHARACTER~ MULTI MULTI-CHAR MULTI-CHARRING MULTI-CHARACTER Although you are allowed create and play multiple characters, multi- charactering is NOT allowed at the Forsaken Lands. Multi-character is defined as any form of sharing of Out of Character actions between two characters. Here are some common examples (although multi- charactering is not limited to these) : * Having more than one character logged on at once. * Logging on one character, giving equipment to another one of your own characters. * Leaving equipment at a certain place for another one of your characters to pick up at a later time. * Using leverage such as, "I used to play Bob the Warrior, so do me some favors." * Logging on multiple of your own character at the same time to group or help one another in any way. * Using one of your character to weaken a creature for another one of your characters to slay. * Using a third person to hand equipment back and forth between characters. Note: Although technically asking your friend/sibling to log on your character and play him for you would not make you two the same people, if the players of those characters have any relations in real life, they may be considered as all of the same person. So, an excuse of, "But that's my friend playing the character, not me." would not hold. Additional Note: If you don't know what you are doing is multiing or not, you can always pray and ask whether we allow it. A good self-check exercise to do is to ask yourself, "Does my character have any reason to give this piece of equipment or grant help to this other person?" If you cannot give a good In Character response to that question, then you are most likely in danger of multi-charactering. Proxies: If you and someone else are logged in through a proxy, then you are not allowed to interact in any way with the other person. You two should not even be in the same room at any time. If you do not obey by these conditions, then you are considered guilty of multi'ing regardless. ~ #58 -1 NAME~ NAME Here at the Forsaken Lands we ask our players to have a believable fantasy name. This name should be one would be given to an individual at birth. It should not be a jumble of letters. There are no known tongue, no matter which race, that has their name as just a jumble of letters. Some criteria's to think about regarding names: * Is it a word found in the dictionary? * Is it a combination of two names/words? * Is it a well-known name? We also encourage our players to choose a name that is not well known. After all, you are given the chance to create a character with his/her own life, with his/her own story to tell. It is a great opportunity and we encourage you to use it to its full potential. SEE ALSO: LASTNAME ~ #59 -1 LASTNAME~ LASTNAME syntax: lastname <lastname> <lastname> This is completely optional for players to choose. To encourage and enhance role-playing, characters can now choose a last name. Just leave it blank if you wish to abstain from choosing a last name. There are no penalties for not having a last name. To set a last name if you haven't already done so at character creation, simply type out lastname <your choice> <repeat to confirm>. For example if you wanted you last name to be Smith, you would type 'lastname Smith Smith'. The command is case sensitive so remember to capitalize the first letter of your last name if you want it capitalized. Remember, the criteria for names also applies to last names. SEE ALSO: NAME ~ #60 -1 'NEWBIE INFO' NEWBIE~ Welcome to Forsaken Lands. This is a role-playing, player-killing mud. You should first go through Mud School. In there you can practice your skills and train your stats. Also, read the signs in Mud School. Here are a few basic commands that will get you started. Just type the following commands on your prompt. COMMANDS PURPOSE equipment see what you are wearing inventory see what you have in your inventory skills see the skills that you have spells see the spells that you have command see a list of commands available to you Help is available on all the commands and abilities. We recommend you go through the helps at a low level, especially if you are a first time mudder, or not familiar with this kind of mud. For more info, see also the helps on HELP, COMMANDS, and ROLEPLAYING. (help <topic>). For helps on combat or skill related topics see the helps: RELIGION, DAMAGE EXPERIENCE, PRACTICE, CASTING, COMMUNE, SKILLS, CONSIDER, FLEE, WIMPY, LAG, DEATH, PK, TRAIN, QUAFF, WHO, WHERE, TIPS, TOUR, BUY For helps on communicating, see the helps: TELL, PRAY, QUIET, NOTE, GTELL, YELL, For general tour of where to go early in your life see help: TOUR, TOUR2, TOUR3, TIPS Other useful command helps are under HELP: BRIEF, PROMPT PROMPT COLOR Please read HELP DESCRIPTION Complete one early as the rewards for well made description are more usefull early on in your life. ~ #61 -1 LAG~ Lag is the period of time delayed, in which commands can not be exectuted. Some skills and spells may lag yourself or your opponate a moment of time, depending on the spell or command. You may still enter the commands, they will not execute until after the lag has ended. See also: BASH, BODYSLAM, TRIP, GRAPPLE ~ #62 -1 NORTH SOUTH EAST WEST UP DOWN~ NORTH SOUTH EAST WEST UP DOWN Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction, you may also "look " in the direction for more information. (ex: "look east") For more info see: HELP EXITS, LOOK ~ #63 -1 NOTE NOTES CHANGES NEWS PENALTY IDEA APPLICATION UNREAD~ NOTE NOTES CHANGES NEWS PENALTY IDEA APPLICATION UNREAD The notes on Forsaken Lands replace the bulletin boards and mail systems found on many other muds. The following options are usable: reading notes/changes/news: (replace "note" with "change", "application", "news" etc. as needed) note list <mod> : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : marks all notes as read note format : formats the text of the note. where <mod> is optional and can be: "to" <name> : lists those of your notes that are to <name> "from" <name> : lists those of your notes that are from <name> writing new notes: note to : sets the to line (player, cabal, class, race, religion, immortal or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. You may send notes to other players, immortals (all immortals), and cabals (specific name of the cabal needed). If you misspell the name of the person or the cabal, then your note will not go through and be seen by the intended person(s). ex: "note to immortal", "note to paladin healer", "application to justice" ~ #64 -1 OPEN CLOSE LOCK UNLOCK PICK~ OPEN CLOSE LOCK UNLOCK PICK Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ #65 -1 'ORDER COMMAND'~ ORDER COMMAND Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform many commands. However, a charmed creature may not loot the corpses of others, nor quaff potions, wear equipment, or do others things regular players may do. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If you engage in combat with your charmed creature, your ability to control the creature will be broken. ~ #66 -1 OUTFIT~ OUTFIT The outfit command, usable by levels 5 and below, equips your character with a new set of basic gears to start their adventures. Only empty equipment slots are affected. ~ #67 -1 PASSWORD~ PASSWORD Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. It is recommended that you change your password from time to time to prevent your character from being hacked into. Also, try to choose a password that is not easily guessable. Effective passwords tend to contain a good mix of both letters and numbers. ~ #68 -1 DELPASSWORD DELPASS~ DELPASSWORD Syntax: delpassword <old-password> <new-password> DELPASSWORD changes your character's deletion password. If set, it is required to succesfuly delete your character. The first argument must be your old password (if any). The second argument is your new password. The DELPASSWORD command is protected against being snooped or logged. It is recommended that you change your password from time to time to prevent your character from being hacked into. Also, try to choose a password that is not easily guessable. Effective passwords tend to contain a good mix of both letters and numbers. ~ #69 -1 PET PETS~ PET PETS You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. There are pet stores scattered all around the realm. Pets that are under level 11 recall with you. Pets travels with you when you invoke the gate spell. See also 'HELP ORDER COMMAND'. ~ #70 -1 PLAYERKILLING PKING PK PLAYERKILL 'PLAYER KILLING' ~ PLAYERKILLING PKING PK PLAYERKILL 'PLAYER KILLING' Player Killing is another aspect of roleplay and should be treated as such. It has the potential to be an art form, and should be treated with respect. Violence is a major part of daily life on Forsaken Lands, and all that we ask is that your actions are only those that would be the actions of your character in terms of his/her role in life. You can playerkill once you have a <`1PK``> flag in front of your name. You will have a <`1PK``> flag in front of your name once you have gained more than 30,000 exp points or reached level 10, whichever comes `!last``. LOOTING CORPSES There are following conditions for looting corpses in order to make the game more enjoyable for every one: `!1``) Players cannot loot other's corpses until they have reached the rank of 10. `!2``) PC corpses under level 15 cannot be looted at all. `!3``) In first 2 hours after death, your corpse can be looted only by following: - Your group mates - People who are in your PK range. ("who pk") - Members of Thief guild. Note that if you quit before retrieving your corpse, the corpse will no longer recognize you and some of the above may not hold. PK RANGE Pk range is determined by level and exp cost. As, your level increases, so does your pk range. The range is shifted up or down depending on your character cost compared to others. For example, a human warrior with base exp cost is less likely to be in the pk of a higher level as opposed to an Elven paladin. There is also a 8 level limit on the range in extreme cases, to prevent higher levels from unfairly slaughtering those who happen to have characters who cost a lot of experience to level. - Expect to get PK'ed, it happens, don't take it personally. Just gather yourself back up and learn from the experience. - Group killing is legal, groups of any size can attack another group. However, this should be the exception and not the norm. Group killing beneath the higher ranks (above 40) is discouraged and should be used sparingly. Those who group kill on a continuous basis will be punished. - Do not cut link to avoid being PKed, it is considered bad role-playing and also, your character will still be vulnerable to other players while you are link dead. MULTIKILLING Use your best judgment, sometimes enough is enough, there is no need to kill someone over and over again. While multikilling (multiple killings of the same player by same attacker) are allowed at high ranks (above 40) they are discouraged and punished at low ranks. ~ #71 -1 PLAYERSTEALING PSTEAL PSTEALING 'PLAYER STEALING'~ PLAYERSTEALING PSTEAL PSTEALING 'PLAYER STEALING' Player stealing is allowed and encouraged here. Someone of the thief class has the ability to steal from mobs and players as well. Be wary of thieves when they are present. LOOTING CORPSES There are following conditions for looting corpses in order to make the game more enjoyable for every one: 1) Players cannot loot other's corpses until they have reached the rank of 10. 2) PC corpses under level 15 cannot be looted at all. 3) In first 2 hours after death, your corpse can be looted only by following: - Your group mates - People who are in your PK range. ("who pk") - Members of Thief guild. Note that if you quit before retrieving your corpse, the corpse will no longer recognize you and some of the above may not hold. ~ #72 -1 PRACTICE REHEARSE~ PRACTICE Syntax: PRACTICE Syntax: PRACTICE <skill|spell> Syntax: REHEARSE <song> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. You may learn to 75% proficiency in a skill or spell from your guild master. You must be at a guild master to practice. REHEARSE is analogus to PRACTICE but works for songs. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. Those below level 11 can't practice higher than 80% until they rank. No one can use a skill/spell that is at 1% as one cannot expect to learn a skill/spell when they have nothing as a basis. ~ #73 -1 PROMPT~ PROMPT Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %a : Display your Cabal Point total %c : Display a carriage return (useful for multi-line prompts) %C : Display carriage return in combat only. %h : Display your current hits %H : Display your maximum hits %i : Shown mount status _M_ounted or _D_ismounted %l : Begin color sequence (HELP PROMPT COLOR) %L : End color sequence (HELP PROMPT COLOR) %m : Display your current mana %M : Display your maximum mana %n : Display name of current tank (combat only) %p : Display health of current tank (percent) %P : Display health of current tank ("health bar") %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display experience to level %t : Display the current hour %g : Display your gold held %r : Display the room you are in (IMMORTAL ONLY) %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) Example: PROMPT %n%P%C<%hhp %mm %vmv> Will set a standard prompt. (PROMPT ALL) See also: HELP PROMPT COLOR ~ #74 -1 'PROMPT COLOR'~ HELP PROMPT COLOR syntax: %l <color> %L The Forsaken Lands prompt has limited ability to be color-customized. Using the %l and %L codes it is possible to color various parts of the prompt. COLOR CODES: In order to tell the MUD what color to insert, the "%l" has to be followed by a single character representing a type of color. Each of the characters has two versions: regular (code), and bright (shift + code). The folowing color codes can be used along with their uppercase variants: Normal : 1 to 8 Blinking : q to i Underlined : a to k Underlined+Blink: z to , STARTING COLOR: To start a color somwhere in the prompt, simply enter %l<code> in the spot you wish it to start at. (<code> being one of the characters above). ENDING COLOR: To end the color sequence simpy enter %L where you wish the color to end. Not that if the MUD sets its owner color somewhere in the prompt, it will override your settings. Example: "prompt <%l!%h%Lhp %l6%m%Lm %l3%v%Lmv>" Will result in a prompt colored as follows: <`!1000``hp `61000``m `31000``mv> See also: HELP PROMPT ~ #75 -1 ROLEPLAYING ROLE-PLAY ROLE-PLAYING~ ROLEPLAYING ROLE-PLAY ROLE-PLAYING Role-playing is mandatory here at Forsaken Lands. Role-playing is the ability to interact with others as the character that the player has created. By choosing a role for the character that you are playing, you are given the chance to live a life that you are not able to live in the real world. With role-playing, you are given the chance to act, to think as, and to hold beliefs as the character that you have created. This interaction between unique fantasy roles that players create is what makes Aabahran an interesting realm to live in. Upon creating a character, a player is given four factors that they need to decide about their character: race, class, alignment, and ethos. Each of these factors can have a different effect on how the character would be played out. In addition, many players also chooses other character traits such as an unquenched mind that seeks to pursue knowledge, a person of sloth who is too lazy to do anything, or a philosopher who questions every line of theology. Those are just a few of the examples that one may choose. Of course, there are many, many more that is not said and we wish you the best of luck exploring the possibilities. See also 'HELP DESC'. Do note that players MUST stay in-character (IC) as they interact with others. Some out-of-character (OOC) actions are punishable by the rules. Read: HELP RULES, HELP MULTI, HELP ALIGN ~ #76 -1 QUIT SAVE~ QUIT SAVE Syntax: quit Syntax: save SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Some objects, such as keys, may not be saved. Limited items will not be saved on characters below level 15. You may not quit for a while after fighting. QUIT leaves the game. When you re-enter the realm you will be back in the same room. ~ #77 -1 REQUEST~ REQUEST Syntax: request <object> <target> Those of good aligns may request help from other good aligned creatures. If you are experienced enough, good aligns may grant help by offering you their gear. However, do not abuse this privilege. One should only request those items that he himself would use. Those who request items for others would be considered to be betraying those of his align and be shunned because if he himself does not need the item requested, he is weakening others of his align, and does deserve such a privilege. Often times, a person would go into a state of meditation after requesting from another who is good aligned. This state of meditation may last a while, for the requester is amazed by the goodness of this gesture from his new friend. If attacked you will break out of the deep prayer, but in anger at your failings the gods often destroy the item you strove for. ~ #78 -1 TIP TIPS~ Here are some helpful tips that will help you in this realm... - Type 'who pk' and 'where pk' a lot. 'who pk' will tell you who is in your pk range, and 'where pk' will tell you if there are players in your pk in your area. - After level 10, you will not get any free recalls, so make sure you have ways to recall or teleport in case you run into noexit rooms or trouble. - Keep a good supply of food and water when you are traveling, and always have a light source unless your race doesn't require one. - Leveling in groups of 3 will give you the maximum exp. - Always consider mobiles (mobs) that you have not seen before. - Be careful where you sleep. Try not to sleep in crowded or obvious places. - Find out of the way places to hide when you're being attacked by other players. A lot of people die trying to flee back into their guilds. - Always keep on moving, if people can't catch you, they can't kill you. - Explore as many areas as you can. - It is a good idea to keep some of your money in the bank. - Know the strengths and weakness of your character. Find out the strengths and weakness of each class and race, and see which combination are better than others. - DON'T STAY IN A FIGHT THAT YOU DIDN'T START. Pking is about preparation. ~ #79 -1 REST SLEEP STAND WAKE SIT~ REST SLEEP STAND WAKE Syntax: rest [object] Syntax: sleep [object] Syntax: stand [object] Syntax: wake [object] These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Optionaly you may perform these commands upon an object, for roleplay or to trigger special events. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ #80 -1 SACRIFICE~ SACRIFICE Syntax: sacrifice <object> Syntax: ca 'sacrifice' <character> COMMAND: SACRIFICE offers an object to the immortal that you follow, who may reward you. The nature of the reward depends upon the type of object and the value of the object. SPELL: A healer can give up his own health to restore another's. To commune this, the healer must be in decent health else he/she would not survive the spell. The communer will be drained for a while, and cannot commune it again until he/she has recovered from it. ~ #81 -1 SCROLL~ SCROLL Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ #82 -1 SKILLS SPELLS SONG SONGS SKILL~ SKILLS SPELLS SONGS The skills, spells, and songs commands are used to display your character's list of available skills (or spells or songs, as the case may be). They are listed in order of level, with mana cost (for spells and songs) or percentage (for skills) listed where applicable. ~ #83 -1 SPLIT~ SPLIT Syntax: SPLIT <amount> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. You may also use AUTOSPLIT to refrain from having to split manually. ~ #84 -1 SUICIDE DELETE~ SUICIDE DELETE Use the delete command to erase unwanted characters, so the name will be available for use. This command must be typed twice to delete a character, and you cannot be forced to delete. Typing delete with an argument will return your character to 'safe' status if you change your mind after the first delete. ~ #85 -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help commands areas scan wear wield hold dual remove report score time weather where who recite quaff zap brandish description password worth lastname lock unlock open close pick bug typo quiet ignore inventory equipment look compare say tell yell cb eat drink fill pour emote pmote smote newbie list buy sell value note idea change news unread COMBAT OTHER kill flee kick rescue disarm ! save quit delete backstab cast wimpy assassinate practice train gain throw grapple bash roar dirt murder cleave charge circle ORIGIN trip poison blind help special For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DEATH EXPERIENCE NEWS STORY TICK IMMORTAL GROUP VAMPIRE UNDEAD DEMON CABAL TIPS TOUR NEWBIE RULES ROLEPLAYING PK PSTEAL LAW QUEST REBOOT SPECIAL BIO AFFECT ~ #86 50 APPROVE REJECT~ Syntax: approve app : approves the last app addressed read by you. approve <number> : approves the application by number. reject app : rejects the last app addressed read by you. reject <number> : rejects the application by number. In all cases a single line of text can be postfixed to the command, to be sent in the note instead of the default line. The above automaticly generate a approval/rejection note to the source of the given application. ~ #87 -1 CABALS~ CABALS CABAL SUB CABALS: ---------------------------------------------------- [JUSTICE] : [SENTINEL] [ENFORCER] [SYNDICATE] : [SYNDICATE] [KNIGHT] : [PRAETORIAN] [SIGIL] [NEXUS] : [REAVER] [PANDEMONIUM] [WARMASTER] : [BARBARIAN] [GLADIATOR] [SAVANT] : [MYSTERUM] [TEMPORUM] [HERALD] : [HERALD] [TRADER] : [TRADER] For specifics on each cabal, use "help <cabal>". See also: HELP CABAL ~ #88 -1 QUEST~ QUEST syntax: quest Forsaken Lands offers an advanced dynamic quest system. More then seventy (70) various quests await you as you grow in rank of your guild and explore the land. The particular order of quests offered to you may change due to your class, race, align or pure chance with the end result being an experience that is never exactly the same. The questor screen will summarize the quests you have been assigned as well as the tasks you have completed. There is two types of basic quests: permament and temporary (denoted by a <T> on "questor" screen). While a permament quest stays with you for duration of the character's life, the temporary quests are short tasks often needed to complete a larged quests and are reset with each world shift or when you leave the lands. Almost all the quests offer rewards. Most often this reward is in shape of experience and gold or items. Many others will also grant bonus train points or practices and other various beneficial things. Word of caution: While many quests are meant to be completed in groups, you should NEVER give solution to the quests to anyone. Part of the fun and excitement is to solve the quests, and the Immortals harshly punish anyone who defies this rule. See also: RULES, WORLD SHIFT, QUIT ~ #89 -1 TICK HOUR~ TICK Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 25 seconds to 35 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if someone is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ #90 -1 TRAIN~ TRAIN Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several scattered throughout the realm). It takes one training session to improve an attribute, or to increase mana or hp by 10. You receive one training session every five levels. The best attributes to train first are WIS and CON. WIS gives you more practice sessions when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to the max for your race before practicing or training anything else. See GAIN ~ #91 -1 VISIBLE~ VISIBLE VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ #92 -1 WHERE 'WHERE PK'~ WHERE 'WHERE PK' Syntax: where Syntax: where <character> Syntax: where pk WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. WHERE PK tells you the location of all the visible players that are in the same area as you are and in your PK-range. ~ #93 -1 WHO 'WHO PK' 'WHO WANTED' 'WHO NEWBIE' WHOIS BIO INFO~ WHO 'WHO PK' 'WHO WANTED' 'WHO NEWBIE' WHOIS Syntax: who Syntax: who pk Syntax: who <cabal name> Syntax: who <race> Syntax: who tattoo Syntax: who religion Syntax: who wanted Syntax: whois <name> Syntax: bio <name> Syntax: who newbie Syntax: who group Syntax: who description (IMMORTAL ONLY) WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show a selected group of people. For example: WHO PK shows all the visible players you may kill. WHO <CABAL NAME> shows all the visible members of a cabal (only if you are in that cabal). WHO <RACE> shows all the visible players of a certain race. WHO RELIGION shows all the visible players of your religion WHO TATTOO shows all the visible players who bears the same tattoo as you. WHOIS identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. WHO NEWBIE shows all the newbie players that are on, making it easier for newbies to find groups WHO GROUP shows all the players within 9 levels of you. Which is basically the people you can group with. BIO shows personal information about a player. ~ #94 -1 WIMPY~ WIMPY Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ #95 60 ADVANCE~ ADVANCE Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ #96 60 TRUST~ TRUST Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ #97 59 DENY~ DENY Syntax: deny <name> Deny locks a character out of a game permanently, rendering their character name unusable. It may only be removed by editing the file, for this reason freeze is usually preferred. ~ #98 59 PROTECT~ PROTECT Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ #99 59 REBOOT SHUTDOWN 'WORLD SHIFT'~ REBOOT SHUTDOWN Syntax: reboot <# of ticks> [count/color/purge/wipe] shutdown Reboot invokes the hot reboot sequence. It is like a regular reboot in all aspects except that players are not disconnected from the mud. Reboot without an argument reboots immediately. Reboot with a number starts the timer to reboot in a certain amount of ticks. Reboot -1 stops the reboot squence. Maintance options may be specified to be performed on reboot with following: - count : Counts pflies for Limited item avaliability. - color : Colors room names - purge : Purges limited items from pflies accorind to amount of time played previous month. - wipe : Wipes pfiles that have not logged in for 20 + (2 x level) days. - helps : Generates new set of class/skill helps files from current setup. - stats : Generates statistics on all races/cabal and sends to immortal - all : Does all of above Multiple options maybe passed ex: "reboot 4 color wipe purge" without significant extra reboot time penalty. Purge, Wipe and Count count pfiles automaticly. Shutdown shuts down the server and prevents the normal 'startup' script from restarting it. ~ #100 -1 REBOOT WORLDSHIFT 'WORLD SHIFT' WORLD SHIFT~ REBOOT Occasionally an immortal requires that the mud be rebooted so that a change can be put into effect. Other times the shared strings reach the max usage, and the mud needs to be rebooted to prevent high cpu usage. And almost all crashes can be detected and a reboot occurs. All these reboots are what we call hot reboots, in which players do not lose link, but rather, they just experience a lag for a couple seconds while the mud reboots. Here is a list of what is saved during reboots. All cabal items. All eq in pits unless they are melt_drop. All corpses on the ground. All eq on the ground unless they are melt_drop or repop in that room. Here is a list of what is not saved during reboots. Equipment on mobs (this includes your charmies). ~ #101 50 PERMQUEST TEMPQUEST REMQUEST INVIQUEST~ PERMQUEST TEMPQUEST REMQUEST Syntax: Permquest <char> <text> Inviquest <char> <text> Tempquest <char> <text> Remquest <char> <text/number> These command handle the attachement and removal of the quest text in "questor" screen. Quests set by Tempquest will not be saved on character and hence will be cleared on re-login. (Mostly usefull in scripted quests) Quest set by Inviquest are visible to Imms only and do not count towards master quest. They are useful mostly for marking behind the scene flags in quests. The <text> part is exactly what is shown on the "questor" screen. If you use permquest or tempquest on already existing quest, its perm/temp status will be change accordingly. Remquest can be passed the text of the quest to remove, OR the position number on the list. ~ #102 58 ALLOW BAN PERMBAN~ ALLOW BAN PERMBAN Syntax: allow <site> ban <site> <newbies|all|permit> ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by using "goodname") banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidentally lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ #103 55 FOR~ FOR FOR ALL <action> FOR MORTALS <action> FOR GODS <action> FOR MOBS <action> FOR EVERYWHERE <action> Executes action several times, either on ALL players (not including yourself), MORTALS (including trusted characters), GODS (characters with level higher than L_HERO), MOBS (Not recommended) or every room (not recommended either!) If you insert a # in the action, it will be replaced by the name of the target. If # is a part of the action, the action will be executed for every target in game. If there is no #, the action will be executed for every room containing at least one target, but only once per room. # cannot be used with FOR EVERY-WHERE. # can be anywhere in the action. Example: FOR ALL SMILE -> you will only smile once in a room with 2 players. FOR ALL TWIDDLE # -> In a room with A and B, you will twiddle A then B. Destroying the characters this command acts upon MAY cause it to fail. Try to avoid something like FOR MOBS PURGE. FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT Work though. :) ~ #104 58 SET~ SET Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ #105 57 DISCONNECT~ DISCONNECT Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ #106 57 FREEZE~ FREEZE Syntax: freeze <name> FREEZE <character> is a toggle, which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ #107 57 SLAY~ SLAY Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ #108 56 WIZLOCK NEWLOCK~ WIZLOCK NEWLOCK Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROM. Wizlock locks out all non-gods (i.e. level less than 51), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least Supreme level to wizlock the game. ~ #109 57 PARDON~ PARDON Syntax: pardon <character> killer pardon <character> thief Pardon pardons a player for their crimes. Don't pardon a player unless you are sure they deserve it. ~ #110 56 LOAD~ LOAD Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ #111 56 PURGE~ PURGE Syntax: purge purge <character> Purge is used to clean up the world. Purge with no arguments removes all the NPC's and objects in the current room. Purge with an argument purges one character from anywhere in the world. Purge will not get rid of PC's, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ #112 56 RESTORE~ RESTORE Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ #113 56 SOCKETS~ SOCKETS Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ #114 56 VNUM~ VNUM Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. (see also load) ~ #115 55 LOG SNOOP~ LOG SNOOP Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. Snoop shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ #116 55 NOCHANNEL NOEMOTE NOSHOUT NOTELL~ NOCHANNEL NOEMOTE NOSHOUT NOTELL Syntax: nochannel <character> noemote <character> noshout <character> notell <character> Noemote, noshout, and notell are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The nochannel command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. ~ #117 55 PEACE~ PEACE Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ #118 55 STRING~ STRING Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ #119 55 TRANSFER TELEPORT~ TRANSFER TELEPORT Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ #120 54 AT~ AT Syntax: at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ #121 54 ECHO GECHO PECHO~ ECHO GECHO PECHO Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ #122 54 SWITCH RETURN~ SWITCH RETURN Syntax: switch <character> return Switch switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ #123 53 FORCE~ FORCE Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 57 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ #124 53 MWHERE~ MWHERE Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ #125 53 STAT~ STAT Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ #126 52 AFK REPLAY~ AFK REPLAY Syntax: afk Syntax: replay Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing recall. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ #127 52 CLONE~ CLONE Syntax: clone obj <object> clone mob <mobile> clone <name> The clone command duplicates an object or mobile. The level of item or mobile that may be cloned depends on your level. The target object or mob must be in the same room as you, or in your possession. Strung and set information is preserved by clone, as well as any spell effects and container contents or mobile inventory, except for items, which are too high for you to clone. Strung extended descriptions on objects are not kept, however. ~ #128 52 GOTO~ GOTO Syntax: goto <location> Goto takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ #129 52 HOLYLIGHT INVIS WIZINVIS~ HOLYLIGHT INVIS WIZINVIS Syntax: holylight wizinvis <level> Holylight is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. Wizinvis takes a level argument, and will make you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 60 characters are totally invisible. ~ #130 52 INCOGNITO~ INCOGNITO Syntax: incognito Syntax: incognito <level> Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. It takes a level argument similar to wizinvis, people at that level or higher can see you regardless of location. ~ #131 52 MEMORY~ MEMORY Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ #132 -1 PMOTE SMOTE~ PMOTE SMOTE Syntax: pmote <action> Syntax: smote <action> PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ #133 52 POOFIN POOFOUT~ POOFIN POOFOUT Syntax: poofin <message> Syntax: pooffout <message> The standard messages for goto are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ #134 51 IMMTALK :~ IMMTALK : Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ #135 52 WIZNET~ WIZNET Syntax: wiznet wiznet show wiznet status Wiznet is sort of an immortal news service, to show important events to the wiznetted immoral. Wiznet by itself turns wiznet on and off, wiznet show lists all settable flags (they are not detailed here), wiznet status shows your current wiznet settings, and wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. ~ #136 51 WIZHELP~ WIZHELP Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ #137 -1 COFFIN~ COFFIN Syntax: coffin Used by vampires during the day to hide from their enemies and to heal from the exhaustion caused by the daylight. A vampire can choose not to coffin during the day, but in turn, will have serious consequence until they have seeked shelter in their coffins. ~ #138 -1 DRAIN~ DRAIN Syntax: drain <corpse> Seeking to quench their seemingly unsatiable hunger for blood, vampires can drain the blood from fresh corpse, which in turn will increase the health of the vampire, as well as temporarily supressing their hunger. As the rank of the vampire rises, they will require the blood from stronger foes, as weak enemies gradually decrease in effectiveness. ~ #139 -1 WANTED~ WANTED A flag given to a character who has broken the laws set in the city. For more information on laws, type 'HELP LAW'. While wanted, all guards will attack you on sight, and most shopkeepers will not sell you goods. A wanted flag may only be removed by Justice, or through serving a full sentance in Aabahran's Jails. The amount of time which you will be wanted depends on which town you are convicted in. What is considered an atrosity in one city, may be a petty offense in another. The amount of time will be displayed by typing 'score'. Keep in mind that those who repeatedly break the law will soon find themselves outlaws. HELP JAIL, JAIL2, JAIL3, LAW, SURRENDER, CRIMES, OUTLAW ~ #140 -1 'OWNER ONLY' OWNER ONLY~ OWNER ONLY Certain items in the lands, can be bound to a particular player hence becoming flagged as "owner only". Items so marked can only be touched or held by their repective owner and will "zap" anyone else who tries to pick them up. If the owner is a "ghost", or the item lies on cabal grounds it cannot be sacrificed or destroyed as long as the item's owner remains in the land. ~ #141 -1 RARE LIMITED UNIQUE~ RARE ITEMS Certain items in the lands are avaliable in limited quantities only and hence are called "rare", or "unique". Such Limited items only become created in the game if the number of existing items of that type is less then some amount specified by the original creator, and in case of "rare" items modifed according to current player base size. Often the only way to gain such Limited items is to kill their current owner, and take them from their still warm corpse. LIMITED ITEM RESTRICTIONS Number of specific limitations are imposed onto Limited items: - You cannot pick them up untill your rank is of 15 or more. - You cannot put a Limited item into most containers avaliable. - you cannot put a Limited intem into a storage locker. - There is a specific limit on how many Limited items you can save in your inventory (More below) - Inactive characters will have their Limited items purged. (More below) PURGED LIMITED ITEMS While your character can WEAR as many rare items as you wish, there is a limit on how many Limited items will be saved on your character when you quit. This prevents hogging the precious commodity and makes the game more fair for all. The limit is calculated as follows: Items in inventory saved = (Level / 10) - 1 ex: At level 15 you can safely hold: (15/10) - 1 = 0 items in inventory. at level 20 you can safely hold: (20/10) - 1 = 1 item in inventory. Finaly if you do not use your character enough during a period of a month, its rare items will be automaticly removed and returned to circulation. ~ #142 -1 STAIN STAINED~ STAIN STAINED Items touched or affected by an Immortal power in any way become <`!STAINED``> with their touch. Any mortal who touches such power, will in turn become so stained. In order to avoid needless questioning, and potential punishement a mortal should report a sighting of a stained item at once, and never let their flesh touch upon the item. ~ #143 -1 OUTCAST~ OUTCAST A flag given to a character who has turned from their path and no longer accepted by his guild. While outcasted, you are no longer part of any affliation, except if you're in a cabal. Only an immortal can remove the flag. Actions deemed unacceptable by the guild, such as attacking one's own guild guardian, will result in the outcast flag. Note that those who have had their alignment changed to something that is frowned upon by their race (for example, an evil gnome) will be outcasted. However, not all outcasts will have their alignment changed. Outcast flag will cause following: - Loss of all spells and communing powers if your align is not allowed by your current race. - The Guild guardian will no longer allow you into your guild. - You will have to bribe the guildmaster in order to practice. - Your deity will exact heavy toll on you for each time you recall. As well as other minor hardships. ~ #144 -1 PROFICIENCY~ PROFICIENCY Syntax: proficiency <target> <skill> Used to show another or yourself how proficient you are at all certain spell/skill. And includes any modifiers that may afect your skill directly. (Weapons, terrain, etc.) ~ #145 -1 EDITOR~ DESCRIPTION EDITOR In addition to the old way of entering description, you may now use the MUD's OLC editor to enter your descriptions as well. The prime difference between the two is that the OLC editor allows for "pasting" of whole chunks of lines without any hassle of a in editor typing ".h" on empty line followed by <enter> will show the editors commands. Use ".c" <enter> to clear the desc, and "@" <enter> to finish. Here is an example of how to use the new editor. 1) "desc edit" to enter OLC editor. 2) paste your description in, or type it line by line 3) ".s" <enter> on empty line to see what you have so far. 4) ".f" <enter> on empty line to format it (The format will respect empty lines, so you can generate paragraphs). 5) "@" <enter> to finish and return to normal game mode. ~ #146 -1 STATS STATISTICS STR INT WIS DEX CON LUCK LCK~ STATS * Strength determines how much you can carry and how hard you hit and has small impact on resistance to afflictive magics. * Intelligence determines how much you can learn with one practice, how quickly your learn skills from their use, as well as how much mana you gain per level. High intelligence grants bonus to resist mental spells. * Wisdom determines how many practices you gain per level, how quickly you learn skills from their use, and also aids in mana gain. It also plays a large part in helping you spot and defuse traps. * Dexterity determines how well you fight and evade attacks and plays a part in how well some skills work. * Constitution determines how many hit points you gain per level and how healthy you are as well as aids in defense aganist maledictive magics. You lose a con upon every 5th death. (See 'help death') See also MALEDICTIVE, MENTAL, AFFLICTIVE, SCORE ~ #147 -1 QUICKSTART_CMDS QUICKSTART~ Syntax: help :show this end :end the quickstart process roll :roll a new set of statistics add <stat> [amount] :add 1 or the "amount" to given stat rem <stat> [amount] :remove 1 or the "amount" from given stat stats are: str, int, wis, dex, con While in quickstart menu you will have a set amount of "picks" to distribute between the various statistics of your character. The highest amount you can add to a statistic is predetermined and you may never decrease a stat below the point set when you first enter quick start. Notice that quickstart will never allow you to create a character with a "perfect" roll that the standard roller may. examples: add str rem str 5 See also: HELP STATS ~ #148 -1 TATTOO TATTOOS~ TATTOO TATTOOS The favor of the Gods comes in many forms, but there is none so sought as the Divine Tattoo. Blessed only to the most fervent of followers, these godly marks instill within their owner a small amount of their God's power. The following Immortals possess tattoos for their followers. Compassion: The Glowing Heart Purity: The Bleeding Fist Tranquility: A White Dove Order: An Iron Fist Neutrality: The Scales of Balance Chaos: The Crimson Spiral Mystic: A Floating Sphere Combat: The Lion's Mane Nature: An Oak Leaf Discord: A Bloody Scythe Greed: A Golden Coin Guile: A Black Mask Scourge: Writhing Skulls Necropsy: A Dead Crow Cycle: A Snarling Skull Church: A Blazing Sun If you feel that you embody all that your lord represents, scribe an application to Immortal, and you will be judged accordingly. But be wary... For the Immortals do not take failure or false convictions lightly. SEE ALSO: RELIGION, IMMORTALS ~ #149 -1 IMMORTAL IMMORTALS IMM GOD ~ IMMORTAL IMMORTALS IMM GOD The Forsaken Lands are overseen by a group of beings who have been elevated from the masses. From their lofty perch among the heavens they watch down over their flock, delivering unto them both woe and weal. If you feel that you are plagued with a matter that requires divine intervention, 'pray' your concern to the heavens above, and if your problem is judged worthy, you will be granted audience. Be warned however... Beseeching the heavens for paltry matters will bring the wrath of the offended God upon your head. Should you require to scribe a scroll to all of the Immortals in general, simply scribe a 'note to immortal' and a messenger will speed your correspondence away. A similar warning to the misuse of 'pray' is given. A complete listing of the Immortals along with usefull information for each can be found at http://www.forsakenlands.net/immortals.html. SEE ALSO: PRAY, NOTE ~ #150 -1 SOCIALS~ Within the realms the Gods have deemed mortals worthy of having the means to express the emotions that they are so often to feel. These different methods are to be discovered much the way that emotions are discovered when first experienced. ~ #151 -1 raid raids raider~ RAID Syntax: raid : shows city numbers raid <city #> <raid strength> : starts a raid Certain cabals in the Aabahran are known to pay for and organize raiding parties against the major cities of the lands. When a city is raided, the invaders will slowly yet systematically destroy it. Each razed room will result in a bounty to the invading cabal, and a penalty to the owner of the city. If the city is lawful the Justice cabal will also incur penalties as the raiders torch the buildings one by one. ~ #152 -1 VIRIGOTH UNLIFE~ For each day, there is a night, for each shadow there is light, and for each Life to begin one must end. Such is the balance of the realm. During the Fourth Age of Aabahran when the armies of Chaos ravaged and corrupted the realm, a small scouting force of the main host of Chaos happened upon a ruined mausoleum on what is now known as Isle of Souls. The force was led by one of the host's countless commanders, one bearing the name of Virigoth. What happened is not known even to Shadowspawn himself, yet the whole force was lost with exception of the commander who returned alone and changed. His complexion paled, eyes glazed he returned only by virtue of his mount. His mind lost he clutched an ancient executioner blade in his hands its tip blunt and blade rusted beyond use. Deemed unfit for battle he was disposed of as the host of Chaos moved on. Twas said that two nights later a man pale and ghostly bearing great resemblance to the dead commander, lured number of soldiers from the camps with promises of great loot and treasure. They left in the night armed with tools for digging, heading towards the dragon sea never to return. Not soon after the foreboding rumors begun to arise in Aabahran. Newborns and elderly dieing in scores, whole villages consumed by plagues. Even the very earth was at unrest as corpses and remains were expelled from the ground. It was at that time when the ancient force of death and decay first came upon the land consuming the fortress of Light known as S'handar in but a single hour. Calling itself Virigoth it breathed its foul taint across the land spawning such disease and foul undead as the land has not known in millennia. The forces of light were pushed back as whole armies of Vampires, Liches and lower undead arose from the ground to march with the hosts of Chaos. History progressed and eventually the armies of Chaos and Undead were beat back, only feeding Virigoth's power as legions of beings gave up their souls in defense of the realm. Now It watches over its minions in the land, as the shadows build around the Isle of Souls awaiting the right time to once again engulf the land in their cold grasp. Virigoth is the embodiment of death and decay in Aabahran, often deity of choice for necromancers, executioners and morticians. It represents the inevitable end of all that is natural and the counterbalance to forces of life. Those who worship It, worship not the act of death but the inescapable collapse of life and its eventual end which allows the cycle of rebirth and creation to continue. It holds power over all things of Aabahran that ceased their natural life, and not even its name is spoken out loud in fear of sickness and death it brings. The foreboding mark of a snarling skull is a common symbol around graveyards of Aabahran. Engraved for protection of the deceased to ward of grave robbers, alive and not. It is rumored that a whole cult exists in Virigoth's name, yet to even enquire about its existence is to court death. ~ #153 -1 MARSHALL~ MARSHALL Syntax: cast 'marshall' To motivate themselves and their troops on their tasks in the lands the members of Royalty may fashion a banner of their city. ~ #154 -1 replaceme~ ~ #155 -1 'SOUL TAP'~ SOUL TAP Syntax: cast 'soul tap' This dreadful spell allows a Necromancer at the peak of his power to tap directly into the substance of a captured soul and consume its energies. This residual energy is then used to amplify number of key necromatic spells. See also: HELP STONE GOLEM, FLESH GOLEM, ANIMATE CORPSE, STRENGTH DAMMNED ~ #156 -1 replaceme~ ~ #157 -1 replaceme~ ~ #158 -1 replaceme~ ~ #159 -1 replaceme~ ~ #160 -1 replaceme~ ~ #161 -1 TIME~ HELP TIME The Aabahran's calendar is divided into two time periods. B.C. and P.C. B.C. Defines the time 'Before Cataclysm', which is to say the time before the great weaving of the lands by the very force of unlife. P.C. stands for 'Post Cataclysm', the time we live in now, after the destruction of mortal life. HELP CATACLYSM ~ #162 -1 ROYAL ROYALITY~ HELP ROYAL Royalty, a concept few can truly master. To lead an entire town away from the tides of chaos and death that haunt Aabahran. A position that requires strict discipline, diplomacy, and patience. Those of the royal houses of Aabahran are chosen by immortality to lead entire towns, with the assistance of the noble house. Each of the three city-states will have two of the royal house to lead, while the rest of the towns will have one to lead. Royalty is limited to only those that are truly an example of greatness. The Royal house controls their town with power and diplomacy, and they shall be responsible for all that happens within the walls of their town. They are also responsible for grooming potential new blood within the Noble clan hall. At any time a royal shrugs his or her duty, they will be demoted, or removed from the house all together. If you are already of noble blood, and your city has an opening for a new member of the Royal house, scribe an APPLICATION to immortal with the words "Royal application" in the subject line. Within the application, include all qualifications and reasons why you should be accepted into royalty. All mortals should realize that disrespecting a member of either the Royal or Noble house is not only unwise on a mortal level, but you run the risk of invoking the anger of the gods them-self. See also: HELP EXILE, HELP ROYAL ESCORT, HELP DIPLOMACY, HELP NOBLE ~ #163 -1 GREETING~ ### # ## # ## ### # # # # ### ### ### # # ## ## ### # ## ## # # # # # # ## ## # # # ## ## # # # # ### ### ### # # ### ## ### # # # ### ## ## ### # ### +--------------------------------------------------------------------+ | Original DikuMUD by Hans Staerfeldt, Katja Nyboe, Tom Madsen, | | Michael Seifert, and Sebastian Hammer | | Based on MERC 2.1 code by Hatchet, Furey, and Kahn | | ROM 2.4 copyright (c) 19931998 Russ Taylor | | Modified by Abandoned Realms Mud | | Modified by Aabahran: The Forsakenlands by Virigoth | | Continued Production at www.flcodebase.com | +--------------------------------------------------------------------+ ~ #164 -1 MOTD~ . `# ______________________________________________________________`` `8/`#/`3o o`#\`` `8|`#|`` `!AABAHRAN: The Forsaken Lands - MESSAGE OF THE DAY (MOTD)`` `#|`` `8|`#|``--------------------------------------------------------------`#|`` `8|`#|`` [01/07/04]: Banks now offer lockers. See "HELP LOCKER" `#|`` `8|`#|`` `#|`` `8|`#|`` [01/07/04]: New Class Blademasters. ("HELP BLADEMASTER")`#|`` `8|`#|`` [01/06/04]: New class Adventurer. ("HELP ADVENTURER") `#|`` `8|`#|`` [01/06/04]: Bard remake is now complete. ("HELP BARD") `#|`` `8|`#|`` [12/05/04]: Ranger remake is complete. ("HELP RANGER") `#|`` `8|`#|``--------------------------------------------------------------`#|`` `8|`#|`` `#|`` `8|`#|```!===>`` `^THIS IS AN ENFORCED ROLEPLAYING, PLAYERKILLING MUD `!<===`#|`` `8|`#|```!===>`` `^STAY IN CHARACTER AT ALL TIMES, "HELP RULES" FOR MORE `!<==`#|`` `8\`#\`3o`#____________________________________________________________`3o`#/`` ~ #165 51 IMOTD~ . `# ______________________________________________________________`` `8/`#/`3o o`#\`` `8|`#|`` `!AABAHRAN: The Forsaken Lands - IMMORTALS `#|`` `8|`#|``--------------------------------------------------------------`#|`` `8|`#|```&INFO:`` Arzaeth = STAFF ADMIN. `#|`` `8|`#|```&INFO:`` Bryntryst = AREA ADMIN. `#|`` `8\`#\`3o`#____________________________________________________________`3o`#/`` ~ #166 -1 COMMANDMENT COMMANDMENTS 'GOD RULES' GODS~ . ********************** ** `6The Rules of FL`` ** ********************** `!RULES AND CONDUCT FOR ALL IMMORTALS`` --------------------------------------- You have been chosen from the mortal ranks because the staff at the Forsaken Lands has decided that you exemplify all of the virtues of excellent character, and that you would be an asset to our staff. Like any reward, what can be given, can be taken away. So, we have prepared a listing of general rules and regulations, as well as code of conduct to abide by, as an Immortal. Feel free to refer to this file at any time. 1.`&RANK ALLOCATIONS`` -------------------- Ranks are achieved here by your worth to the staff. The more time you spend as a lower level immortal, the more your value to the staff will increase. You are given ranks ONLY by IMPLEMENTORS, namely, the Staff Administrator. You are NEVER to ask for advancement at any time. It will be given to you as you EARN it. By spending time as a lower level Immortal, you will be undergoing your trial (often called 'gimp') period. Once you have shown your use to us, you may be advanced. 2. `&RESPECT`` -------------- As an Immortal, you are to show respect to ALL higher ranking Immortals. Any disrespect, disobedience, or harassment by any lower Immortal to a higher ranking Immortal will be subject to immediate punishment, and/or dismissal. If you have a problem with any Immortal, please bring it to an IMPLEMENTOR's attention. If the decision of the IMPLEMENTOR does not suit you, you are free to enter 'delete' twice. 3.`&GENERAL RULES`` ----------------- There is a hierarchy within the heavens. While we are all staff members, we also follow a strict code of ranks. Immortal ranks list from level 51 (HERO) to level 58 (SUPREMITY). Characters of rank 59 (CREATOR) and 60 (IMPLEMENTOR) are reserved for the most senior staffmembers. GENERAL rules are observed by ALL Immortals of rank 51-58. Creators and Implementors do not have to observe general rules if other circumstances require it. a) An IMMORTAL is NEVER to interfere directly with a mortal. This includes giving equipment to mortals, aiding mortals in slaying creatures or characters, slaying a mortal, or otherwise inhibiting a mortal's gameplay. b) An IMMORTAL is authorized to enact punishment to a mortal ONLY under the following circumstances: 1) Direct violation of preset rules. 2) Direct disobedience to a staffmember. c) Punishment MUST be preceeded by two verbal warnings to the mortal. If you decide to exact punishment, you are REQUIRED to write a 'penalty' to IMMORTAL, stating who was punished, and for what reason. d) NEVER use Immortal information you have gathered to further your own mortal character. e) Immortals are ALLOWED to play mortal characters, but can NOT login with a mortal until 15 minutes AFTER they have logged out with their Immortal. f) You are to respect and obey the commands sent down to you from the upper chain of command. Failure to comply with any of these rules is grounds for immediate demotion and/or explusion from the Immortal ranks. 4. `&ADDITIONAL RULES`` ----------------------- Several additional rules have been amended. They are listed here, as follows. a) Immortals are not authorized to have more than one mortal character of Elder cabal rank. b) Immortals are not authorized to have mortals in opposing cabals. (ie, One Knight, one Nexus). c) Immortals are NEVER allowed to divulge information about the Forsaken Lands to ANY other MUD. Immortals are NOT allowed to be associated as a staffmember on ANY other MUD. (You are welcome to play any other mud, you just cannot be an immortal there). d) Many of you will have been brought up from a cabal. You are welcome to keep your player character within that cabal, however, as an Immortal, you will never be allowed to hold a position of LEADER within that cabal. It is also frowned upon to have a player character within the cabal that you are the Immortal of, though it is not illegal. If you do, be sure to follow all rules very closely. e) This section is subject to further amendments without any advance notice. Failure to comply with any of these rules is grounds for immediate demotion and/or explusion from the Immortal ranks. 5. `7RANK AND DUTIES`` ---------------------- The following is a list of all expected duties of Immortals at their ranks. While this list is not absolute, it does cover the basic jobs of all staffmembers. `!Hero Level:`` `#Level 51:`` These are above average mortals whom have applied for the status of Hero. ("help hero"). They cannot hold limited equipment, and cannot engage in combat with other mortals. They can however fight and kill other Heros. `!Avatar Level:`` `#Level 52 - 53 :`` These Immortals are newly inducted staffmembers. They MAY have been brought up to lead a cabal. They are the most junior members of the staff, and have very few powers. They are REQUIRED to stay visible at all times. Their primary jobs are approving descriptions, approving names, answering questions on the newbie channel, and conduct- ing affairs in their cabal, if applicable. `!Enforcer Levels:`` `#Level 54 - 56 :`` These are Enforcer Immortals. Enforcer Immortals monitor the MUD using the 'socket' and 'matchip' commands. They are required to perform the same duties as the HERO level Immortals, and as well catch cheaters and multi-players. They are authorized to be invisible from time to time to catch cheaters. Their primary jobs are catching cheaters, answering prays, monitoring Hero level Immortals, and conducting affairs in their cabal, if applicable. `!Advanced Levels:`` (At least one completed area is required) `#Level 57 - 58 :`` These are senior level Immortals. Senior Immortals generally conduct business with Creators and Implementors in the form of bug reports, typo reports, and as well answer questions of lower level Immortals. Many Advanced Level Immortals are assigned Hero level Immortals to indoctrinate. They are occasionally visible to answer questions, but more often are the focus of RP Plots, quests, and rule enforcement. `!Senior Staff:`` `#Level 59 :`` These immortals are seldom visible. They are the only liasons between the IMPLEMENTORS and the rest of the staff. They exist to create RP Plots, quests, and answer questions from the lower staff, or direct questions from staffmembers to Implementors. Senior staff are often deities, and issue tattoos. `!Implementors:`` `#Level 60 :`` These are the administrators of the MUD. Their power is absolute. They are NEVER questioned or harassed. They are RARELY visible as they are often coding, fixing bugs, building, fixing typos, or otherwise working on the mechanics of the game. They have ultimate, and absolute power. Basically, don't mess with them. If you are caught in direct disobedience to any higher ranking staffmember, you can be demoted and/or discharged. 6. `&CONDUCT`` -------------- You are reponsible for good conduct while you are here. If you are caught cheating, you will be penalized. We have instilled an amount of trust in you, and if you betray that trust, expect the repercussions. Do not send useless echos or emotes to players. You are here to help game play, not impede it. You are not to walk around with your `!ego`` on your sleeve. You are here, as a staffmember, to do a professional job. Treat players with respect. We are here to cater to players, after all. A mud with no players would be a very boring place. Treat newbies with respect, since newbies tend to be return visitors, and will tell friends. The more experience players we get, the more exciting we will become. Remember, you too were a newbie, once. Any Immortal who steps out of line will be punished. Rules and guidelines have been set. Just because you are staff here does not give you the right to insult, mock, or disrespect players. Certain players who spam, advertise for other muds, trash kill, or cheat, are to be dealt with firmly, and harshly. Many times, they do not know they are doing anything wrong. Please deal with them accordingly. 7. `&SUMMATION`` ---------------- These rules are subject to review and change at any time. Please keep yourself updated and familiar with all Immortal Rules from time to time. If you have any questions, feel free to contact a liason, or an Implementor. ~ #167 -1 RULE RULES~ RULE RULES These are the rules of the Forsaken Lands. The are made to make your experience here more enjoyable. They are also here to make the game more "fair" for everyone. * Player stealing and player killing is allowed here to a reasonable extent. All kills should have a RP reason behind it. However, do not spam prays to the heavens about the wrong doings that lead to your death. The immortal will only step in when he/she decides that person has been killing excessively. * Your presence here is a privilege not a right. Obey any orders from gods, and you will be fine. Deletion does not require a reason, appeals are to be sent to the implementors. * NO multiple logins, multiple playing, or multicharring. (For more information, read 'help MULTI'.) Further, if any evidence is found implying that you and/or others are allowing your character's lives and/or actions to be affected by anything ooc, you will be severely punished (ie, no forums, no chats, no icq). OOC knowledge will always play a part, but make sure that your role is not obviously affected. If you are sharing a connection via a proxy server, then you are not allowed to interact in anyway with the other person. You two should never be in the same room, you will be guilty of multi'ing nevertheless. * DO NOT exploit a bug in any way, shape or form. If you see a bug or have knowledge of a bug, report it to the immortals. * DO NOT SPAM. Spamming is filling up someone's screen with things. For example, send a tell, do a say or emote over and over just to annoy someone. You will be warned once and then action will be taken after that. Another form of spamming is typing the same command over and over again. You can avoid that type of spamming by typing a different command in between. * Forsaken Lands is a PG-13 MUD. Any form of intimitate sexual behavior and excessive use of present day curses, or ANY form of sexual harassment will be dealt with in a harsh and effective manner. * These rules are simple, and clear, if you violate them, it will be considered cheating. Cheating will not be tolerated. If you are caught violating these rules you will be punished according, depending on the situation and previous offenses. * Though scripting for your characters are not illegal, however leaving them on "life-support" is. If you leave your characters unattended, such "out of body experiences" will be dealt with accordingly. * The Implementors made the rules, they reserve the right to add or change any of the rules as they see fit. So when they tell you not to do something, don't. And don't bother arguing to them about it. ~ #168 -1 DIKU~ DIKU . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ #169 0 replaceme~ ~ #170 -1 MERC~ MERC This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'majordomo@webnexus.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Also see "help ROM" for information about the Rivers of Mud code base. ~ #171 -1 DRUID DRUIDS~ DRUID Druids are the purest embodiment of nature. The live to serve only Gaia, the Earth Mother, and are perhaps some of the most ancient of the sages in Aabahran. By nature, Druids are communers, as they use the forces of the Forest to cast their own spells of protection and healing. Powerful healers and quite knowing of the ways of natural herbs and healing remedies, a Druid is a very smart companion to know, as they can provide certain types of healing even those of the Healer profession cannot. Druids are the predecessors of the modern Ranger class, and while they have many of the same combat abilities, they are much more aloof, and clerical than the fighting class of the Ranger. As a Druid's home is within the forest, while he is away from the forest, he will experience yearning (HELP YEARNING) the longer he remains away. A druid will find his guildmasters residing within a forest only, as druids by nature dislike population and the crowd of a city. They are rural creatures, and come out of the forest very seldomly. If you desire to join the order of Druids, you must be of NEUTRAL align and be either a HUMAN or WEREBEAST ranger of no more or less than the 30th rank. Upon reaching this rank, inquire at the Ranger Guild. NOTE: YOU MAY NOT BECOME A DRUID WHILE CABALED. See also: HELP YEARNING ~ #172 -1 YEARNING~ While a druid parts from a forest, and wanders the lands, he will find that he eventually becomes affected by the Yearning. As a druid is raised and lives off of a forest, the longer he is away from the forest, the more this yearning will harm him. However, once he returns to the forest, he will find that the yearning ceases. ~ #173 -1 ROM~ ROM ROM started in early February 1993, using Merc 1.0 code. In July of 1993, ROM II was started, eventually replacing the original ROM. ROM was up for a little over a year, after which the code (version 2.3) was released, and various other ROM muds were started, including Rivers of Mud under a new management (Zump's ROM), at rom.org 9000. Alander's current project is Athen, the sequel to the ROM code. It will be found at hypercube.org 6666, when it is opened. The following people contributed to the ROM flavor of the merc base code: Socials -- Kelsey and Liralen New, Improved Valhalla -- Liralen Puff's new special proc and improved poofin/poofout code -- Seth Maps and map shop -- Ezra, Regnan (Olympus) Nirvana zone -- Forstall (mobiles rewritten by Alander) Mob Factory -- Pinkfloyd (originally written for ROM, mobiles rewritten by Alander) Geographically correct Midgaard (tm) -- Alander Ideas and playtesting -- Thousands of dedicated mudders around the world Beta testing -- Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports and suggestions, saving a lot of headaches ROM 2.4 was developed during my time with Moosehead mud, and the release shares many of the features I wrote while I was there. Additional code was written by Seth Scott (enchant armor, the new poofin/poofout), and many contributions and ideas from the Merc list were used. Portions of Rusty's code from Moosehead also remain. The new features of 2.4 were largely produced in bull sessions with Gabrielle Taylor and Brian Moore, without whom this release wouldn't have happened. In particular, the new privacy code, furniture, and wiznet are largely the results of Gabrielle's ideas. Changes to the standard diku mob and object format, as well as the changes to Merc 2.1 source code, were done by Alander over many a late night of hair-pulling. Hope you enjoy it. (my apologies if anyone was forgotten in this list) ~ #174 -1 LUCK~ LUCK Luck is exactly what it sounds like. In cases that luck is involved, that's where it will come in. It does not play a role in determining the outcome of most cases. In fact, while your luck is high, you might not be real lucky playing wise. There's no need to worry that your luck is low when you've created your character, because luck fluctuates during the course of your life. Unlike other attributes, luck cannot be trained, but there are certain items/spells that will enhance your luck. ~ #175 -1 COLOR~ COLOR syntax: color <setting> Toggles the status of various color settings. Avaliable settings are: color: Main ON/OFF switch for mud color damage: Color Coding of damage messages `1RED`` = done to you `3YELLOW`` = done by you `8GREY`` = done by others ~ #176 -1 SHED~ SHED Syntax: SHED Sliths have been known to be akin to snakes. Hence, in combat, a slith is able to 'shed' a cast of skin to help aid him in combat. This cast of skin is a near transparent replica of the original slith, and has been known to instill fear into a foe while fighting. Generally, the shod skin cannot withstand the rigors of battle, and soon crumbles into dust. ~ #177 -1 SWALLOW~ SWALLOW Syntax: SWALLOW <corpse> Much like their reptilian cousins, sliths have hingable jaws. They are known to feed on corpses by merely swallowing them whole. This provides ample sustenance for a hungry slith. ~ #178 -1 OUTLAW~ OUTLAWS Outlaws have been forsaken by the laws of the land. They are criminals who have been deemed by justice to be irrepairable, and who are now not protected by the laws of cities. Outlaws may be attacked by anyone, anywhere, without chance for repercussion by Justice. They are the worst criminals of the land, and, as thus, they are killed on a spot when apprehended, and never lose their WANTED flags. See also: HELP LAW, CRIMES ~ #179 -1 'RACE HELP' 'RACE' 'RACES'~ RACE RACES The Forsaken Lands has the following races for player characters: Human 0 extra The standard race, average attributes. Feral 100 extra Humanoid beasts, fast and ferocious. Gnome 150 extra Fragile but very intelligent and incredibly wise. Storm 150 extra Most intelligent of giants, always good. Stone 175 extra Neutral giants, strong and healthy, but very dim. Werebeast 175 extra Half-human half-beasts, always neutral. Fire 200 extra Unbelievably strong, healthy giants, always evil. Half-Elf 250 extra Mix breed of humans and elves. Mixed attributes. Ogre 250 extra Very strong and healthy, huge regenerative powers. Avian 300 extra Bird-like humanoids that fly, very dexterous. Dwarf 325 extra Stocky demi-humans that are amazingly hardy. Duergar 325 extra Evil dwarves, not as healthy, but more dexterous. Halfling 350 extra Very small, wise and incredibly agile. Slith 500 extra Sentient reptilians, quick and agile. Minotaur 500 extra Foul tempered man-like creatures with bull head. Illithid 500 extra Powerful psi subterranean creatures, always evil. Elf 500 extra Fair, amazingly smart and dexterous, always good. Drow 500 extra Like their elven cousins, except sinisterly evil. Faerie 500 extra Small and fast, very intelligent. Different races have different starting statistics. In addition to the above listed races, The Forsaken Lands also gives you the oppurtunity to apply to have a custom race, as determined by the limit of your own imagination. See Also: QRACE ~ #180 -1 AVIAN AVIANS~ AVIAN AVIANS Avians are bird like creatures that resemble humans. They have wings that allow them to be in constant flight. Avians have been known to travel great distances without needing a rest. When they are not in flight, avians are able to fold their wings and rest them on their backs. Because of their dependance on the wind for propulsion, they have become sensitive to disturbances in wind speed and pressure. Avians can be the following classes: Warrior, Thief, Ninja, Battlemage, Invoker, Necromancer, Dark-Knight, Bard and Blademaster. ~ #181 -1 DROW DROWS DARK-ELF~ DROW DROWS DARK-ELF Drows are a race of renegade elves who have turned their energy toward evil. They are inherently intelligent but have neglected intellectual studies and become very nimble from years of generations of thievery and mischief. Like elves, drows have infravision and can walk unnoticed. Drows must stay evil to cast any spells they might know. Those who turn to good are frowned upon. Drows are burned by the touch of silver and mithril. Drows can be the following classes: Warrior, Thief, Ninja, Cleric, Battlemage, Invoker, Necromancer, Blademaster and Dark-Knight. ~ #182 -1 DUERGAR DUERGARS~ DUERGAR DUERGARS Duergars, or sometimes called Dark-Dwarves, are the evil counter part to their surface cousins, the dwarves. Much like their cousin dwarves, duergars are known to be very healthy. They share the same magic resistance and vulnerability to drowning, as well as infrared vision. But their evil ways have lead them to a life of thief and deceit, making them more dexterous than their dwarf cousin. Duergars can be the follow classes: Warrior, Berserker, Thief, Blademaster and Cleric. ~ #183 -1 DWARF DWARVES~ DWARF DWARVES Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, due to their hearty constitution and strong temperament. Dwarves are resistant to magical damage, but cannot swim, and are very vulnerable to drowning. Dwarf are born with the ability to see in the dark. Dwarf warriors are adept at berserk. Dwarves can be the following classes: Warrior, Cleric, Bard, Blademaster and Berserker. ~ #184 -1 ELF ELVES~ ELF ELVES Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron in their adventuring careers. Elves are notoriously hard to spot. They are adept with the ability to sneak and see in the dark. Elves can be the follow classes: Warrior, Thief, Cleric, Battlemage, Invoker, Ranger, Bard Blademaster and Paladin. ~ #185 -1 HUMAN HUMANS MAN~ HUMAN HUMANS MAN Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versitile, being skilled in all of the classes. Humans have very average attributes are able to gain more benefits from magical devices. Humans can be the following classes: All. ~ #186 -1 GIANT GIANTS~ Giants (not to be confused with Ogres) are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. There are three different types of giants in Aabahran. See: STORM, STONE, FIRE ~ #187 -1 STORM~ STORM Storm giants are the most intelligent of giants. They live in cities built underwater and on the land surrounding bodies of water. Despite being civilized, however, they are still rough and quick to ire, and their chaotic tendencies have caused them to being dubbed 'Storm' giants by humans. Like all giants, storm giants have a size advantage over most adventurers, and are resistant to physical attacks. They also share with other giants an innate mastery in bash, body slam, and enhanced damage, although their slow minds make them vulnerable to mental attacks and spells. Storm giants are uniquely resistant to lightning, and can travel above and below water without the aid of a boat, and their natural affinity for watery grounds grants them large skill bonus when on water. However, storm giants cannot use wooden equipment in their adventures, much as elves shun the touch of iron. Despite their unpredictability, they are followers of the Light. Storm giants can be the following classes: Warrior, Berserker, Cleric. ~ #188 -1 STONE~ STONE Stone giants inhabit the wilderness of Aabahran, and live by using their brute strength to crush their prey when they hunt. However, much as other giants, their raw strength makes them very clumsy when it comes to avoiding attacks. Stone giants are natural wanderers, and are often found alone in places away from crowds. They are largely ignorant of cities and laws. Like all giants, stone giants have a size advantage over most adventurers, and are resistant to physical attacks. They also share with other giants an innate mastery in bash, body slam, and enhanced damage, although their slow minds make them vulnerable to mental attacks and spells. Having no additonal resistances they also lack any true weaknesses. They are neutral in alignment. Stone Giants, unlike the others possess the ability to use boulders as thrown weapons in certain types of terrain. Stone giants can be the following classes: Warrior, Ranger, and Berserker. ~ #189 -1 FIRE~ FIRE Fire giants are found in the mountainsides, especially in volcanic wastes. Typically living in small villages, they often fight among themselves to establish power and ranking within their crude communities. Fire giants are also known to quarrel with goblins and orcs over living space and hunting grounds, although they are not smart enough to organize themselves to fight full-scale wars. Like all giants, fire giants have a size advantage over most adventurers, and are resistant to physical attacks. They also share with other giants an innate mastery in bash, body slam, and enhanced damage, although their slow minds make them vulnerable to mental attacks and spells. Like their name implies, fire giants have adapted themselves to their hot surrounds, and are thus resistant to fire, and extremely adept with any weapons made of fire, or causing fiery damage. However, ice attacks are foreign to them, and they are vulnerable to such attacks. They are naturally evil. Fire giants can be the following classes: Warrior, Cleric, and Berserker. ~ #190 -1 HALFLING HALFLINGS~ HALFLING HALFLINGS Halflings are short, generally plump people, very much like small humans, averaging 3 and 1/2 feet tall. Their faces are round and broad and often quite florid. Their hair typically curly and the tops of their feet are covered with coarse hair. Their typical life expectancy is approximately 150 years. Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. However, though they may never look for adventure, they have a strange knack for stumbling across them. And, more than occasionally, adventure finds them. Because of their lives filled with collecting comforts and trinkets, they have the benefit of above average wisdom, a result of their life experiences. Halflings are not forward, but they are observant and conversational if in friendly company. They see wealth only as a means of gaining creature comforts, which they love. Although Halflings are about the same height as gnomes, their stout and sturdy build gives them a hearty constitution. And, because of their size and light weight as well as their peace loving nature, they've grown amazingly agile and dexterous, able to dodge many of the attacks of those who seek to harm them. Halflings make excellent thieves, as they seek to avoid direct conflicts by relying on their speed and agility to get them out of dangerous situations. They are lacking, however, in strength, due to their small size and peaceful lifestyles. Elves generally like Halflings in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Halflings are more open and outgoing than any of the above races, so they get along with other races far better. Halflings can be the following classes: Warrior, Thief, Cleric, Blademaster and Ranger. ~ #191 -1 DEMON DEMONS~ DEMON DEMONS In the Fourth Age of Aabahran, the demon Shadowspawn came from the Chaos Rift and tore Aabahran and its populace asunder with the screams and torments of the Chaos Demons. These vile creatures were unlike any Aabahran had seen. They did not speak a language any knew, and their names were so vile and repulsive to speak that they were connoted nicknames to describe their pleasures. Malice, Agony, Lightbane...Many names used by mortals to describe the pure evil that had been borne into the lands. Demons are not living beings, but nor are they dead or undead. They are the result of a thousand damned souls intertwined into a single mind. Since they are already doomed by the gods they are immune to the curses you may attempt to bind them with. Their horribly disfigured bodies are often covered in thick cloths, and they avoid daylight and gatherings, often preferring to work underground in the darkness. Having no normal spoken dialect, they speak only telepathically augmenting their power with magic in order to be heard by others. Demons are not born into these realms. Rather a willing mortal submits his body to Shadowspawn, and if found worthy he is taken over by a Demon thus becoming one of the unholy race. A tortured mind is often the exact catalyst he needs to forge a Demon. If, for some reason, you feel you have earned a fate worse that death, and wish to serve as one of these Dark Lords, send an application to Immortal with your inquiry. Be warned, however...They do not tolerate foolishness. Only the truly blackest of hearts will enter into the Demonic Kin. Be wary. See also: HELP DEMON REQUIREMENTS ~ #192 -1 OGRE OGRES~ OGRE OGRES As strong as many, and much faster, Ogres are in many ways superior to the giants they are sometimes mistaken for. Having similiar frame they possess increadible metabolism granting them great strength and speed. They heal at an unheard of rate and posses consitution and health that far surpasses any other race. This vitality comes at a cost as they are quite vulnerable to magic in all its forms. While they are unwise and foolish at best, they posses suprising intelligence often making ogres excelt choice for martial classes such as warrior. Ogres live in small nomadic villages moving often as they forage for food and prey. The social order is quite undeveloped and thier language skills leave much to be desired. In terms of alignment their race varies, thus all choices are possible. Ogres can become: Warriors, Rangers, and Berserkers. ~ #193 -1 FAERIE FAERIES FAERYS~ FAERIE FAERIES Extremely intelligent and extremely fast. The weakness of the faerie lies only in their lack of strength and stamina. Their spellcasting talents are marred only by their inability to use the spells of faerie fire and faerie fog which are distrupted by faerie's own magical aura. For the same reasons they are also immune to those spells allowing a faerie to become quite an accomplished thief. With their superb dexterity and natural flying ability faeries are able to travel the realms with great speed as they glide silently through out the areas. Faeries can be the following classes: Invoker, Battlemage, Thief, and Bard. ~ #194 -1 'HALF-ELF' 'HALF-ELVES'~ HALF-ELF HALF-ELVES Half-elves are brought about by the merging of elven and human blood. Shunned by those of pure elven heritage, half-elves usually choose to live among the more tolerating humans. As a consequence of their mix blood, they have inherited a sense of curiosity and creativity from their human ancestors, and a love of nature and appeal for the aesthetics from their elven blood. What they lose in strength and stamina, they make up in intelligence and agility. Half-elves have also retain the ability to see unaided in the dark and are most resistant to the affect of charm. Due to their curiosity, half-elves are also quick to learn the skills of their trade. Half-elves can be the following classes: Warrior, Bard, Ranger, Monk, Paladin, Thief, Ninja and Blademaster. ~ #195 -1 'CLASS HELP' 'CLASS' 'CLASSES'~ The Forsaken Lands has the following classes for player characters: Warrior 0 exp extra Masters of armed combat. Thief 0 exp extra Rouges, masters of guile. Bard 0 exp extra Jacks of All Trades Battlemage 0 exp extra Mages of Battlefields. Invoker 0 exp extra Mages of the Elements. Necromancer 0 exp extra Mages of the Undead. Cleric 0 exp extra Disciples of Deities. Healer 0 exp extra Clerics of Healing. Shaman 0 exp extra Prophets of Suffering. Ranger 200 exp extra Warriors of Nature. Berserker 250 exp extra Warriors of Rage. Ninja 300 exp extra Masters of stealth. Monks 300 exp extra Defenders of the Monastery. Dark-Knight 300 exp extra Warriors of Evil. Druid 300 exp extra Clerics of Nature. Blademaster 350 exp extra Masters of Swordplay.. Paladin 350 exp extra Warriors of Divinity. Different classes have different skills and spells. ~ #196 -1 BERSERKER BERSERKERS~ Berserkers are a sect of fighters who focuses more on brute strength and the direct approach instead of the complex combat maneuvers of the warriors. They are known to have a foul and uncontrollable temper, walking a thin line between sanity and insanity. At times, they are known to be overwhelmed by their temper and plunge into a frenzy of rage. While in this state, a berserker is known to inflict massive amount of damage on their opponent as well as being able to withstand incredible blows from others. There are times when a berserker may be overcome by panic when they cannot see. During this period the berserker may begin to land blows at frantic pace until his panic subsides. At midpoint of their career, the members of this guild choose a focus for their deadly rage thus becoming unstoppable juggernauts of fury, or more controlled zealots able to always calm their deadly anger only to call upon it once again when it serves them best. Late in their career they may choose a single weapon type to gain expertise in, thus becoming more skilled with it then mere common swordsman. Soon after their choice in Path Focus flowers into frutition and they gain further abilities dependant upon their earlier choices. See also: RAGE, PATH FOCUS, RAGE FOCUS, WEAPON EXPERTISE ~ #197 -1 WARRIOR WARRIORS~ WARRIOR WARRIORS Warriors are a sect of fighters who focuses their training on the complex maneuvers of the art of combat. Due to their training, they are the elite fighters of the land. Warriors have the ability to wield every weapon effectively and can learn a wide variety of offensive as well as defensive skills to fight an opponent. The profession of Warriors alone has the unique ability to dedicate themselfs to particular choice of weapons hence gaining an opportunity to become experts and masters of a given weapon type. Through out their career warriors are given a choice of two weapon types in which to become experts, and near peak of their power can further select one more weapon to bring forth unto mastery becoming unmatched in their skill. This choice of weapon expertise and mastery further affects their avaliable choices when selecting from Warrior Lore late in their careers, and allows them to grant mercy to their opponents when battling with a weapon of which they hold mastery. See also: WARRIOR LORE, WEAPON MASTERY, WEAPON EXPERTISE, MERCY, FLEE ~ #198 -1 SHAMAN SHAMANS~ SHAMAN SHAMANS Shamans are dark priests who seek to destroy the faith of others often becoming prophets of death and suffering. Communing their powers from the Gods and demons of the netherworld they possess a devastating array of maledictions with which to plague their enemies. Their faces usually have a skeleton or demonic appearance and can only live as evils. An evil cleric may choose to follow the path of the shaman when he/she has achieved the thirtieth rank. When the time comes, simply go to the shaman guild in the nearest city and inquire. High level shamans who fail to role-play properly may be outcasted. For more information, see HELP OUTCAST and HELP EVIL. ~ #199 -1 CLERIC CLERICS~ CLERIC CLERICS The paths of the cleric are many. Some become healers and devote their life to preserving peace and harmony within the realms. Some become tainted and use their communing gifts to destroy that same harmony. This is a class strongly divided between good and evil, and there is no in between. Those clerics who follow the light may eventually decide to dedicate themselves solely to the healer mentality later on in life. On the other side, those who traverse the path of darkness may one day choose to follow the path of the shaman. Whatever path you choose, remember one thing. Clerics are the servants of the Gods, and that is where their powers stem from. Thus they, more than others, are constantly being watched. To stray from one's path is to stray from one's God... and the punishment for doing such cannot even be described in words. When your experience has grown sufficiently the appropriate option will be offered to you. May your choice be the right one. For more help on Clerics choices between Healer and Shaman classes, see 'HELP SHAMAN' and HELP HEALER'. ~ #200 -1 HEALER HEALERS~ HEALER HEALERS Healer is a profession who devotes their whole life to protection of life. They avoid violence, with exception of their well known crusades against forces of undead. Due to their devotion, they receive incredible powers from their gods to heal and protect themselves, as well as those around them. Healers gain experience through healing and curing others of their ailments. Their powers of healing extend to such degree that only they of all classes have the ability to reverse all effects of death upon a character, including loss of experience and and constitution through spell of resurrection. Furthermore a mere presence of a Healer in a group lends safety, as they will automaticly attempt to save any group member from death, by pushing them out of the area, and bravely stopping the deathblow with their own flesh. Also, unlike shamans, they get access to clerical spell of Divine Intervention. A good cleric can choose the path of the healer once he/she has achieved the 30th rank. When the time comes, simply go to the nearest healer guild and inquire. High level healers who fail to role-play properly may be outcasted. For more information, see HELP OUTCAST and HELP GOOD. HELP CLERIC, GOOD, OUTCAST ~ #201 -1 DARK-KNIGHT DARK-KNIGHTS DARK~ DARK-KNIGHT DARK-KNIGHTS DARK Dark-Knights are the embodiments of evil. They seek to spread pain and suffering to all, as well as reaping in the gains from a world that they have weakened. They have devoted their lives to the study of dark magic as well as physical combat, making them a formidable opponent to all. High level dark-knights who fail to role-play properly may be outcasted. For more information, see HELP OUTCAST and HELP EVIL. ~ #202 -1 RANGER RANGERS~ RANGER RANGERS Rangers are the men and women who dedicated their life to study of the land outside the cities. They are often trackers and hunters who offer their skills to those who are less skilled in outdoor environments leading exploring parties deep into wilds of the land. Capable of blending in with their surroundings and moving silently through forest, they have also been known to call forest creatures to their aid. As they rise in ranks, rangers are capable of focusing on a particular path in their skills learning unique ability to excel in ranged combat, tracking, or beast mastery. Later in their career they may specialize in weapon expertise of two different types of weapons. HUMAN and WEREBEAST rangers of exceptional dedication to the cause of nature may choose to joins the ranks of the Druid. Those who are interested must be of the 30th rank, and upon reaching it, must inquire at the Druid's Guild. See also: SELECT, RANGER PATH, FOREST LORE, RANGER LORE, WEAPON EXPERTISE ~ #203 -1 INVOKER INVOKERS~ INVOKER INVOKERS Invokers is a profession of mages that forgoe the gallantry of other wizards and use their tallents for channeling raw elemental forces to create spells unmatched in their power by any other class. Capable of altering elements they can enchant weapons and armor, as well as surround themselfs with elemental shields each with its own function and benefits. Towards the pinnacle of their ability the are capable of infusing the raw arcane energy into common items to enhance their spells and reduce strain to themselfs to the point where no other class is capable of matching the terrifying destructive powers of a fully trained Invoker. ~ #204 -1 BATTLEMAGE BATTLEMAGES~ BATTLEMAGE BATTLEMAGES Battlemages is the profession of spell casters trained in arts of battlefields and combat magic. They frown on Invoker's blatant waste of energies and use more efficient means to eliminate their opposition. Capable of summoning terrifing blades to use for offense and controling weapons to do their bidding they posses both strong offense and fair defense. It is rumored that a well trained battlemage can easily hold his own against even the most powerful of warriors. ~ #205 -1 NECRO NECROMANCER NECROMANCERS NECROS~ NECRO NECROMANCER NECROMANCERS NECROS Necromancers are dark mages who have devoted their studies to the properties of the undead. They draw negative energy from the deceased and use it to their goal. From their studies, they have learned to animate corpses and control it as his slave. They are also able to fashion golems from the material they have to do them services. At the height of a necromancer's powers, he is able to disintegrate another with a simple point of a finger. ~ #206 -1 THIEF THIEVES~ THIEF THIEVES Members of thieves guild walk about unseen to others, their weapons hidden in concealed sheathes as they hide in shadows of cities. The paths of their life are many; there are those whom only live for the thrill of yet another robbery, striking their victims unconscious only to rob them blind. Others live for mischief and pry priceless items from the body of their victim, only to replace it with a worthless counterfeit replica. And there are those in the guild hall whom disguise themselfs as members of other professions only to use the deadly abilities of backstab and circle stab to bloody their weapons in the backs of those who belived they were safe in their guild halls. Whatever their path in life, as the thieves rise in power and experience, many turn to more devious ways of suprising their victims creating intricate traps set about on paths, chests and other location to snare their prey. An aspiring thief may chose a number of traps to learn from various types such as booby traps or mechanism thus customizing their own devious style. Striking from shadows with deadly daggers, or lying patiently in wait for prey to spring a trap, a skilled thief on the prowl is matched by few in arts of suprise and guile. See also: THIEF TRAPS ~ #207 -1 PALADIN PALADINS~ PALADIN PALADINS Paladins are the embodiment of goodness. They are holy warriors who are empowered by the gods of Light to bring forth goodness throughout the realm. They are noted for their chivalry, the characteristics of kindness, generosity, mercy, and honor. Paladins are able to learn an array of weapon styles as well as defensive skills to aid them in combat and are given ability to bring down their gods wrath upon their enemies. Endowed with healing powers near those of the clerics to grant help to the needy, Paladins are capable of both powerfull offense and defense. Paladins of any level who fail to role-play properly may be outcasted. For more information, see HELP OUTCAST and HELP GOOD. See also: HELP MERCY ~ #208 -1 NINJA NINJAS~ NINJA NINJAS Ninja is a profession of disciplined warriors who shun the heavy combat of warriors and their ilk, and concentrate on more exotic stealthy ways of eliminating their prey. They specialize in use of poisons and dusts to blind and kill their enemies, while using their skills to strangle their enemies and further hamper and disable them. The guild emphasizes stealth and agility, allowing their members to move unseen, and easily vanish from combat or danger in a puff of smoke or create deadly decoys of themselves. Late in their career they are capable of specializing in arts of Ninjitsu by choosing one of five secret disciplines to further help them in their goals. Close to pinnacle of their guild they become capable of tracking and studying their victims every move only to remember their weaknesses and strike from shadows to assassinate with a single blow. A ninjas is allowed to set a special alias for themselves which will identify them if they claim a life of their foe from the shadows. Many members of this guild have been more known and feared by this method then their real names. To do this send an "application" to immortal with the alias you wish to use. See also: STUDY, ASSASSINATE, NINJITSU ~ #209 -1 'psionicist requirements' 'psi requirements'~ PSI REQUIREMENTS Classes : Necromancer, Invoker, Battlemage, Monk. Races : Illithid, Elf, Half-Elf, Human, Gnome, Avian, Faerie Level : 50 - MUST INCLUDE WORDS "psi application" in application subject - Must be good or neutral aligned. Illithid is the exception - Cannot be a member of any cabal You must send a scroll of application to "Immortal", scribing of your history, goals, and any deeds you think may help your chances to be approved. The scroll must bear the title which includes words psi and application or it will not be considered. If your scroll is approved you shall be made to know what else is required of you. If you are accepted to the secret society of the Psi, you will be reduced to the first rank with applicable abilities, health and mindpower. Any skills which you may be allowed to use in the future will be kept, all others are forgotten. See also: SELECT, PSI ~ #210 -1 'ASSASSIN CALL'~ ASSASSIN CALL Syntax: cast 'assassin call' <victim> Though most royal houses have long standing pacts with Syndicate, there are inevitably situations which call for more trustworthy servants. Thus each house has at its beck and call its own cadre of skilled professionals whom are rarely heard, and even less often seen. See Also: HELP VALMIRAN, MIRUVHOR, RHEYDIN ~ #211 -1 JAIL JAILS~ JAIL JAILS Syntax: jail <criminal> <sentence> <severity> jail <criminal> <execute> <execution type> jail <criminal> <transfer> <new Justice> "jail" alone for list of criminals and their cells. ----------------------------------------------------------- General Tour of Jails of Aabahran: Forsaken Lands includes a comprehensive Justice system used to prosecute and punish criminals who break the laws of Abbahran. (Help Laws). In a case of WANTED flag being issued, the criminal is hunted down by members of JUSTICE cabal and apprehended through bringing the victim to near-death state. At this point he/she will be stunned and placed in Jail dictated by JUSTICE member's hometown. Upon apprehension ALL belongings of the criminal are put inside a small container marked with criminal's name, and given to the JUSTICE who performed the apprehension. A default sentence (NORMAL) of 20 hours will be issued by default. The sentence can further be changed using "jail" command to following verdicts: BAIL, EXTENDED, EXECUTION, RELEASE, TRANSFER. After serving the set sentence or upon payment of set bail, the criminal is set free, and the WANTED status removed. No additional penalty of lost experience etc. is enforced with exeception being case of Execution. Continued in HELP JAIL2 HELP: JAIL2, WANTED, LAW, NORMAL, BAIL, EXTENDED, RELEASE, TRANSFER, EXUCTION ~ #212 -1 JAIL2 ~ JAIL2 HELP JAIL2 Enjoying Your Stay in Jail Cells: When the criminal is captured by being stunned through combat with JUSTICE member or any of their charmed followers, he/she is automaticly placed in the least populated cell of the jail. The Cells are warded with powerfull enchantements which place following restrictions upon the mates. - No violence of any kind. - No magic or communing to gods is allowed. - No transportation through arcane means (recall, gate, teleport) - NO QUITTING (Read below for some IMPORTANT notes on dropping link) While you are enjoying yourself alone or with other inmates of your cell you will notice the following: - Upon your arrival your health is automaticly set to 25% and your mental powers are drained. - You will not get hungry nor thirsty. - You will not enter the "Void" due to inactivity. - You will not disconnect due to inactivity Furthermore the exit and entrance to the cell is restricted by a magical forcefield which will prevent movement of all objects with exception of JUSTICE members. JUSTICE members may enter the cells for limited amount of time, before being forced to leave the area. ******************************************************************************* ** ACHTUNG: If you drop link while under any verdict in a jail cell, there ** ** is small chance that the executioner will grow angry and automaticly upgrade** ** your sentence to an EXECUTION which are carried out regardless of connection** ******************************************************************************* For "How to bust out of Jail" read HELP JAIL3 HELP JAIL, JAIL3, WANTED, LAW ~ #213 -1 JAIL3~ JAIL3 So You Want to Escape Alcatraz... Each Jail has a JailGuard who's mind serves as a focus for the magical barriers enclosing the JailCells. As long as the JailGuard is alive and well at the entrance of the Jail, the magical barriers will function and prevent any escape. The Jail Guard will automaticly prevent entrance into the Jail by any unauothrized personnel, and will announce any attack upon its person to all present JUSTICEs. **ANY ATTACK UPON JAIL WILL BE PUNISHABLE TO FULL EXTENT OF THE LAW** The moment the Jail Guard perishes, the magical barriers will loose their focus and allow any prisoners who wish to leave to escape. Any sentences still in effect will be canceled on the first hour you spend outside of a jail cell. If you choose to remain in your cell when the barriers drop, the sentence will be carried out as normal. **Note that escape from jail would most likely be viewed as a repeated offense by JUSTICE members. So in summary: As long as the JailGuard is present, movement to and from the Jail and Jailcells is restricted to JUSITCE members only. Attack upon those Guards is grounds for immediate prosecution by JUSTICE. HELP JAIL, JAIL2, WANTED, LAW ~ #214 -1 NORMAL BAIL EXTEND EXTENDED EXECUTE EXECUTION RELEASE TRANSFER~ NORMAL, BAIL, EXTEND, EXECUTE, RELEASE TRANSFER What You May be Sentenced With While in Jail: NORMAL: Default sentence given upon apprehension, it may be changed by Justice in charge of criminal to any other verdict. Upon serving this sentence the criminal is released free and innocent. BAIL: Criminals given BAIL sentence will serve remaning amount of time from the NORMAL sentence, except in cases when remaning time was lower then 5 hours. During the time on BAIL, anyone including the criminal can pay the bail using "bail" command as follows: Syntanx: bail : shows current bail info. bail <gold/cp> : pays YOUR bail in gold or cabal points bail <criminal> <gold/cp> : pays given criminal's bail If the criminal does not pay the bail before end of the sentence the verdict is automaticlly changed to EXTENDED with similiar severity. Any time already served is applied towards the new sentence. EXTEND: This is a fairly serious verdict which results in increased stay in our beautifull jails by anywhere from 30 to 60 hours based on JUSTICE's judgement. Upon serving the sentence the criminal is released free and innocent. EXECUTE: The harshest of punishments reserved for repeat offenders and enemies of the Law or Crown. The JUSTICE chooses out of large choice of various executions and condemns the criminal to death. It takes 12 hours for all to be prepared (criminals are advised to spend the time with local cleric of One God) during which the future entertainment is announced in the area of execution. This verdict is the only one that results in death and loss of experience. RELEASE: The criminal is released on following hour free and innocent. This verdict may NOT be placed after EXECUTION has been announced. TRANSFER: Transfers jurisdiction of criminal over to a new JUSTICE member. Only JUSTICE with juridiction over the criminal has power to affect their fate in our glorious jails. HELP JAIL, JAIL2, JAIL3, LAW, WANTED ~ #215 -1 JUSTICE~ THE JUSTICE CABAL These lawful individuals vow to protect the safety of those who seek shelter behind the secure walls of civilization, and bring justice to those whose rights have been violated. Formed during a great time of need, the Justice Cabal has created to carry out the laws implemented by the Gods themselves. They have been granted the power to flag offenders as criminals, and the means to deliver justice in their own hands. Acting as judge and executioner, their word is the law, and their decision shall be final. They shall hunt criminals and prosecute them to the full extent in the name of justice. Those interested in joining must be of lawful ethos, have a intimate knowledge of the law, have a good sense of lawfulness, and have neither been a criminal nor violated any of the laws. To apply for a position as a Justice member, post an "application" to Justice, explaining your background, why you want to join, and why you are qualified. Those that are deemed worthy shall be given an interview and might be asked to demonstrate their judgment and their determination. Rangers while often used by Justice to track and hunt down the criminals are closely scrutinized. FOR RELATED TOPICS, TYPE 'HELP LAW' ~ #216 -1 VAMPIRE VAMPIRES~ VAMPIRE VAMPIRES These creatures of the night have given up their souls to join the legion of the undead. Chosen among dark-knights whom are at the rank Legion Knight, they have been granted great powers by the Virigoth to do his bidding. Through their conversion they have lost the ability to produce their own blood, thus must drain those of others in order satisfy their hunger and thirst. As a term of the Covenant, vampires can only use their special powers at night and are greatly weaken in the wee hours of the morning. If burned by the touch of sun they must rest in their coffins in order to regain their strength. While resting in their coffins vampires regenerate at an incredible rate, however this also the time when vampires never wake to find the stake through their heart. See also: HELP VAMPIRE REQUIREMENTS, VIRIGOTH, DEEZIL, UNDEAD ~ #217 -1 ILLITHID ILLITHIDS~ ILLITHID ILLITHIDS Illithids are an evil race of subterranean creatures who are endowed with vast mental abilities. They possess the intelligence and wisdom to match almost any other race above or below the surface. They have been known to stun foes with a projected cone of force in combat. In cases of emergencies, Illithids enter a state of shock, in which their body divert their mental resources directly into healing for a limited amount of time. However, they cannot heal either their body or mind for its duration, and therefore this is used only as a last resort to ward off death. Due to their subterranean nature they are vulnerable to light based attacks, while their mental prowess and unnatural metabolism grant them resistance to mental and lighting based spells and attacks. Illithids cannot wield weapons, but they can parry using an innate skill. They have automatic proficiency in several minor spells. Illithids can be: Necromancer Commands for Illithids: CONE, LEECH ~ #218 -1 CONE~ CONE OF FORCE Syntax: cone Using their innate psionic powers, Illithids can project a cone of force with their mind alone. The force will cause moderate damage to everyone in the attack range of the Illithid, stunning them in the process. Though this requires a lot of mental effort on I part, so the Illithid can only use this command once per day. ~ #219 -1 LEECH~ LEECH Illithids have gained a special skill, in which they wrap their tentacles around the victim's head, and run an electric current through their tentacles, penetrating the skull. Specialized sensors at the tips of the tentacles reads the feedback of the electric currents, and if successful they are able to steal the victim's memory temporarily. The memory is not lost from the victim. However, the shock to the head have a chance of causing disorientation to the victim. With this skill, Illithids can gain temporary proficiency of spells from illusionists, invokers, necromancers, and psionicists. Due to the enormous strain it takes to retain the memory, the Illithid will be drained for a short while after the affects have worn off. Only the more experienced Illithids can use this skill. ~ #220 -1 MINOTAUR MINOTAURS~ MINOTAUR MINOTAURS Minotaurs are man-like creatures with the upper torso and the foul temper of bulls. Although they are strong and tough, their unstable temperament tends to cloud their thinking and judgment. As with many beasts, they have no true goodness or villainy in them, and thus can only walk the path of Balance. They naturally have chaotic tendencies as well. In addition, minotaur berserkers make use of their horns while charging at their opponents for additional damage. As an innate ability of their race, minotaurs are proficient in the use of axes, and can dual wield any two axes without penalty. They are also easily consumed by rage while engaged in combat. Only the warrior and berserker guild will allow minotaurs to join their ranks. ~ #221 -1 WEREBEAST~ WEREBEAST In the first age of Aabahran the time of Bloodletting saw the great armies of Demons and Undead cut their bloody swath through the lands. It was also during this time that a band of forest dwelling folk whom took up their arms against these unnatural creatures were blessed with extraordinary abilities by the gods of Nature. Werebeasts are gifted with the ability to exists as man or one of the four beats of Tiger, Wolf, Bear or Falcon with which they are blessed randomly at birth. Having mostly normal appearance and attributes in their human form, once transformed the werebeast gains the additional traits and powers of its beast for the duration of the transformation. At higher ranks when its power's have fully matured, the werebeast gains further specific ability dependant on its hidden beast. Available classes: Ranger, Berserker See Also: HELP TRANSFORM, WEREPOWER, REVERT, PROBE ~ #222 -1 ADVENTURER ADVENTURERS~ ADVENTURER The profession of an Adventurer is unique as its members do not belong to any specific guild of Aabahran though they may join one at any time. Adventurers posses good combat skills as well as rudimentary spell casting abilities making this class excellent for exploration and learning. They are well versed in survival, and equally comfortable in a deep dungeon as a thick forest. As an Adventurer: - You are totally exempt from all Player-Killing (PK) attacks. - You can join any normal guild available to your race using the "guild" command. - You can enter, and practice in any guild house. - You can progress up to the 30th rank. - You CANNOT hold any limited items ("help rare"). - You CANNOT join cabals. See Also: HELP GUILD, RARE, PK ~ #223 -1 PROBE~ PROBE Syntax: probe <direction> An innate skill of the which allows to determine if there is danger in the neighboring room. User's instincts and experience allows for detection of aggressive mobs and no-exit rooms. ~ #224 -1 MAGIC~ MAGIC After the utter destruction and recreation of Aabahran, the scholars of the Second Age have found many new properties of the magical forces through their studies. Since they were not described in the ancient texts, new additions have been made into the lore of Aabahran, and they can be found in the entries below. See also: AFFLICTIVE MENTAL MALEDICTIVE PROTECTIVE CURATIVE RESTORATIVE ~ #225 -1 AFFLICTIVE~ AFFLICTIVE Spells which cause direct damage to one's target are known as afflictive spells. Some equipment can better absorb the shock of such spells, so that one takes less damage from them when one is wearing them. Also, those who have greater strength can better endure the sheer force of these spells. Notable spells of affliction include wrath and hellstream. ~ #226 -1 MENTAL~ MENTAL Spells which produce a wide range of magical effects are known as mental spells. Some equipment can help one to better resist the affects of these spells, causing the spell to fail. Also, those who are more intelligent can better understand the workings of such spells, and therefore better avoid its effects. Notable mental spells include summon, sleep and dispel magic. ~ #227 -1 MALEDICTIVE~ MALEDICTIVE Spells which use negative energy to cause harm to one's target are known as maledictive spells. Some equipment can be used to bolster one's natural defenses against such spells, causing the spell to fail. Also, those whose bodies have higher constitution will find their life force to resist more strongly the negative energy of these spells. Notable maledictive spells include blasphemy, blindness and plague. ~ #228 -1 PROTECTIVE~ PROTECTIVE Spells which are granted to protect or enhance oneself or another are known as protective spells. Protective spells can be granted only to those in group range, and cannot be granted to those of conflicting alignment. Notable protective spells include sanctuary and haste. ~ #229 -1 CURATIVE~ CURATIVE Spells which heal wounds from combat are known as curative spells. These spells can only be granted to those in group range and those who have not excited by recent combat, except for those of conflicting alignment. Notable curative spells include cure critical and heal. ~ #230 -1 RESTORATIVE~ RESTORATIVE Spells which bring one's body back to normalcy are known as restorative spells. These spells can only be granted to those in group range and those who have not been excited by recent combat. Any who have been granted these spells may choose to restore another, regardless of alignment. Notable restorative spells include cure blindness and cancellation. ~ #231 -1 SLITH SLITHS~ SLITH SLITHS A race of sentient lizard men, sliths make their living as mercenaries to others, or adventurers in their own right. Although they lack the brute strength of many others in the warrior profession, they are quick and agileon their feet. They also gain an additional attack in combat, by quickly turning to strike or trip with their long tails. This attack is automatic, and gains strength as the slith becomes more experienced. Able to shed their skin as a decoy when they need to flee from their foes they can become very defensible if needed. Since Sliths are cold blooded, they are not visible on the infrared spectrum as well as see with infravision. However despite these common traits, there exists three distinct species of slith, each possessing their own moral views and alignment. Evil, or Red Sliths possess a second set of eyelids which allow them to protect their eyes from kicked dirt. Neutral, or Green Sliths, like snakes and other reptiles, can unhinge their jaws to swallow corpses whole as a means of nourishment. Good, or Blue Sliths, possess controlable pigmentation within their skin, allowing them to alter their color, and remain unseen for short periods of time. Sliths can only join the warrior or thief guild. Having no ties to others of their kind, they have a great deal of choice in their ethos and align. Because they are creatures of the wilderness, they have natural proficiency in the use of spears. Avaliable classes: Warrior, Thief and Blademaster. See Also: HELP SHED, SWALLOW, CHAMELEON ~ #232 -3 slith~ CHAMELEON~ chameleon syntax: Slith with their reptile-like origin, have the ability to become as the chameleon. This provides much needed camouflage by adapting to their surroundings. If the slith changes location, they will have to readapt to their new surroundings. ~ #233 -1 GNOME GNOMES~ GNOME GNOMES Gnomes are a race of small creatures living in the woodlands of Aabahran, or venturing underground in their burrows. Having roughly human proportions, they are a peaceful lot, and many amuse themselves by dabbling in magic. Because of their peaceful nature, they have found great knowledge in the ways of the world, and are the wisest of all Aabahran's races. Gnomes are a contemplative lot, thinking of this and that, and due to their daydreaming nature, they are vulnerable to the two types of attacks that assault the mind, Charm spells and Mental spells. Gnomes can be the following classes: Bard, Warrior, Ranger, Thief, Invoker, Battlemage, and Blademaster. ~ #234 -1 HERALD~ HERALD Millenia ago, during the first War of the Legions, there existed a formal guild of explorers with a thirst of knowledge so intense, that they would venture into unknown and hostile territory to sate that thirst for but a single moment. But as war often does, this guild, known as Herald, was put to use in combat. Acting upon orders of the High King of Aabahran, the guild of Herald were commissioned as Military Advisors, using their knowledge of the lands to aid in the war. For the duration of the War, Herald stood beside the King and his court of advisors, dispensing information that had taken ages to acquire. Local myths, legends, rumors... The King wanted to know everything that would be of use. Libraries were emptied, their tomes and scriptures brought before the King to be perused at his leisure, and in the fray, much was lost. They had become little more than a tool. And as history has shown, tools that have lost their usefullness, are often thrown away. When the War of the Legions finally subsided, the Heralds were of no more practical use, and were decommissioned; sent back to the dusty libraries from whence they came. But the guild remained. They sat in the background and watched idly as the Kingdom collapsed. They watched as the King was slain, and all that he surveyed plunged into Chaos. With the King's death, their tie to the Kingdom was severed, and they became autonomous, answering to no one but themselves. And thus began a period of renewal. Since the dark days of the first War of the Legions, the Heralds have spared no expense at the acquisition of knowledge. They are in possession of the single most expansive library in Aabahran, overshadowing even that of the Tower of Savant's. Little passes by the scrutinous eye of a Herald, and the eyes of Herald are many. ~ #235 -1 MORP MPROG OPROG RPROG~ Introduction: MORPs or Mob Obj Room Program is a script language utilized to give life and reactive ability to various parts of the MUD environment. Each type of morp exists on a separate set of vnums (HELP VNUM) much like objects, rooms and mobs do. Each type of morp can be attached to corresponding type of environment (object/mob/room) and easily reused. For example a particular mprog can be assigned to any number of mobs, with each mob responding in the same manner when the mprog is activated. Activation of the morps is dictated by a "trigger type" of the morp which is set when a specific morp is assigned to a mobile. Multiple instances of same morp can be assigned to same mob with various triggers, resulting in the morp being activated in various situations. Following is a list of various helps relating to MORPs. 1) HELP MORP2............Creation, and Editing of morps 2) HELP ADD, DEL.........Attaching and Deleting morps to/from environment 3) HELP TRIGGER..........Morp Trigger reference 4) HELP SCRIPT...........Writing Morp Scripts 5) HELP SCRIPT2..........Morp script reference 5) HELP SCRIPT3..........Morp script reference 6) HELP MPROGS...........Mprog command reference 7) HELP OPROGS...........Oprog command reference 8) HELP RPROGS...........Rprog command reference ~ #236 -1 MORP2~ HELP MORP2 note: <required argument> [optional argument] Creation and Editing of Morps. Creation: syntax: edit <mprog/rprog/oprog> create <vnum> Above creates a morp with given vnum, and places the user into morp edit mode. Editing: edit <mprog/rprog/oprog> <vnum> Above edits a given morp and places user into morp edit mode. Once in morp edit mode: syntax: code enters standard OLC editor for the morp script list lists all mprog/rprog/oprogs in the area. Any changes to a morp are automatically updated throughout the mud. ~ #237 -1 HELP ADD DEL~ note: <required argument> [optional argument] Once a morp is created, and its script written and entered, it has to be attached to a given mob/room/object and its trigger specified. To attach a morp to its corresponding object (oprogs to obj, mprogs to mobs etc.) use: Syntax: add [vnum] [trigger] [phrase] vnum: vnum of the morp to be attached trigger: trigger type for the morp (HELP TRIGGER for reference, ? rprog/mprog/oprog for list of available triggers) phrase: argument for the trigger (HELP TRIGGER) Once a morp is attached, all objects/mobs/rooms are updated with that morp. Use mpstat, rpstat, opstat to selectively query the details of specific mob/object/room. To remove a morp use: Syntax: del <number of morp to remove> removes the given morp on the list shown in mob edit. examples: add 3000 GRALL 100 add 3000 SPEECH quest del 0 ~ #238 -1 TRIGGER TRIGGERS~ TRIGGERS Following is a list of trigger and their argument/phrases. Keep in mind not all types of morps support all of those. Use ? <mprog/oprog/rprog> for exact list of supported triggers when editing an object/room/mob. "OWNER" refers to the mob/obj/room that has the trigger assigned to it. "ACTOR" refers to the mob/obj/room that set off the trigger. More on triggers: HELP ACT-TRIGGER HELP KILL-TRIGGER HELP SPEECH-TRIGGER HELP ENTRY-TRIGGER HELP TELL-TRIGGER HELP GREET-TRIGGER HELP RANDOM-TRIGGER HELP GRALL-TRIGGER HELP FIGHT-TRIGGER HELP GIVE-TRIGGER HELP HPCNT-TRIGGER HELP BRIBE-TRIGGER HELP DEATH-TRIGGER HELP DELAY-TRIGGER HELP SURR-TRIGGER HELP EXIT-TRIGGER HELP EXALL-TRIGGER HELP GET-TRIGGER HELP PUT-TRIGGER HELP DROP-TRIGGER HELP SIT-TRIGGER HELP USE-TRIGGER HELP LOOK-TRIGGER HELP SPECIAL-TRIGGER See Also: HELP SCRIPT ~ #239 -1 ACT-TRIGGER~ ACT: Triggered when a text sent to the owner matches a keyword in phrase. Use "*" for any text. (case insensitive) Example: add 300 act kneels add 300 act bows ~ #240 -1 SPEECH-TRIGGER~ SPEECH: Triggered when a text said by the actor and heard by owner matches a keyword in phrase. Use "*" for any text. (case insensitive) Example: add 300 speech quest add 300 speech armor of light ~ #241 -1 TELL-TRIGGER~ TELL: Triggered when a text sent through "tell" by the actor to owner matches a keyword in phrase. Use "*" for any text. (case insensitive) Example: add 300 speech quest add 300 speech armor of light ~ #242 -1 RANDOM-TRIGGER~ RANDOM: Triggered on each update of the owner (actor = owner). Phrase is the percent chance to trigger. (100 always, 0 never) Mob and Object update occurs at approx. 30 second intervals. Room/Area update occurs at 1 min. intervals. Example: add 300 random 100 ~ #243 -1 FIGHT-TRIGGER~ FIGHT: Triggered each beginning of owner's combat round. Actor is the current opponent during the combat round. Phrase is the percent chance to trigger on owner's combat round. (100 = always). Example: add 300 fight 100 ~ #244 -1 HPCNT-TRIGGER~ HPCNT: (HitPerCeNT) Triggered on owner's combat round if owner's health falls below the number specified in phrase. (100 = full health, 10 = 1/10 maximum health) Example: add 300 hpcnt 75 ~ #245 -1 DEATH-TRIGGER~ DEATH: Triggered when the owner dies. Actor is the person that dealt the killing blow. (owner may be the actor). Phrase is percent chance to trigger. (100 is always) Example: add 300 death 50 ~ #246 -1 KILL-TRIGGER~ KILL: Triggered when the owner kills something. Actor is the mob killed. Also triggered when owner mortally wounds the actor. (Actor at that point is affected by "mortally wounded" affect) Example: add 300 kill 100 ~ #247 -1 ENTRY-TRIGGER~ ENTRY: NOT YET USED ~ #248 -1 GREET-TRIGGER~ GREET: Triggered when the actor walks into the room with owner in it. The owner must be able to see the actor, and cannot be fighting, or be in a position different from default_position set in OLC. Phrase is chance to trigger (100 is always) Example: add 300 greet 100 ~ #249 -1 GRALL-TRIGGER~ GRALL: Triggered when the actor walks into the room with owner in it. Unlike GREET GRALL triggers regardless of state of the owner, its position or if it can see the actor. Phrase is chance to trigger (100 is always) Example: add 300 grall 100 ~ #250 -1 GIVE-TRIGGER~ GIVE: Triggered when an object is given to the owner. Actor is the thing that gave the object to the owner. Phrase can be: vnum, name, or "all". Example: add 300 give 200 (trigger only when object with vnum 200 is given) add 300 give sword (trigger only when object with keyword "sword" is given) add 300 give all (trigger on any given object) ~ #251 -1 BRIBE-TRIGGER~ BRIBE: Triggered when the owner is given amount of gold that is more then or equal to amount in phrase. Example: add 300 bribe 10000 (trigger only when given 10k or more gold) ~ #252 -1 DELAY-TRIGGER~ DELAY: Triggered when the delay on the owner changes from 1 to 0. Each type of morp has ability to set delay on its owner through use of command "delay <time in ticks>". When the delay timer reaches 0, the DELAY trigger is run. Owner = actor, phrase is chance to trigger. (100 is always) Example: add 300 delay 100 ~ #253 -1 SURR-TRIGGER~ SURR: NOT YET USED. ~ #254 -1 EXIT-TRIGGER~ EXIT: Triggered when the actor exists the room with owner in it. The owner must be able to see the actor, and cannot be fighting, or be in a position different from default_position set in OLC. Phrase is the direction that will cause the trigger (up, down, east, west, north, south) NOTE: All morp have ability to use "stop <target>" command, that will cause the target player/mob to abort exit in that direction. Useful for blocking certain rooms, and exists unless specific conditions are met. Example: room stop $n END NOTE Example: add 300 exit down ~ #255 -1 EXALL-TRIGGER~ EXALL: Triggered when the actor exists the room with owner in it. Unlike EXIT EXALL triggers regardless of state of the owner, its position or if it can see the actor. Phrase is the direction that will cause the trigger (up, down east, west, north, south) NOTE: All morp have ability to use "stop <target>" command, that will cause the target player/mob to abort exit in that direction. Useful for blocking certain rooms, and exists unless specific conditions are met. Example: room stop $n END NOTE Example: add 300 exit north ~ #256 -1 GET-TRIGGER~ GET: Triggered when the actor uses "get" command on an object. Phrase can be: vnum, name, or "all". Example: add 300 get 200 (trigger only when object with vnum 200 is taken) add 300 get sword (trigger only when object with keyword "sword" is taken) add 300 get all (trigger on any object being taken) ~ #257 -1 PUT-TRIGGER~ PUT: Triggered when the actor uses "put" command on an object. Phrase can be: vnum, name, or "all". Example: add 300 put 200 (trigger only when object with vnum 200 is taken) add 300 put sword (trigger only when object with keyword "sword" is taken) add 300 put all (trigger on any object being taken) ~ #258 -1 DROP-TRIGGER~ DROP: Triggered when the actor uses "drop" command on an object. Phrase can be: vnum, name, or "all". Example: add 300 drop 200 (trigger only when object with vnum 200 is dropped) add 300 drop sword (trigger only when object with keyword "sword" is dropped) add 300 drop all (trigger on any object being dropped) ~ #259 -1 SIT-TRIGGER~ SIT: Triggered when the actor uses "sit", "rest" or "sleep" on an object. Phrase is the chance to trigger. (100 is always) Example: add 300 sit 100 ~ #260 -1 USE-TRIGGER~ USE: Triggered when the actor attempts to use the "use" command onto the owner object. Phrase is chance to activate (100 is always). Various types of objects can be used and they are checked in following order and location: 1) held item 2) worn item 3) item in room 4) item in inventory "Use" command in universal to all objects (wands, staves, and morp objects) and both spells (wands/staves) and morp is activated on use. Example: add 300 use 100 ~ #261 -1 LOOK-TRIGGER~ LOOK: Triggered when the actor used "examine" or "look" on the owner object or mob. Phrase is chance to activate (100 is always) The morp is run AFTER the actor looks at the owner. ~ #262 -1 SPECIAL-TRIGGER~ SPECIAL: Special triggers are checked when specific spec_function checks them. This is limited to mobs only, and only to specific functions. Check with Implementors for details. ~ #263 -1 SCRIPT SCRIPTS~ Script commands: These are commands mostly used in the if-else-endif blocks to direct the flow of the morp as well as make logical decisions. The syntax for use of the if-else-endif block is as follows: if condition command/s evaluated if TRUE else commands/s evaluated if FALSE endif Since the "else" statement is not required, the simple if-endif block is as follows: if condition command/s evaluated if TRUE endif Break command: The break keyword will cause the morp to abort and stop when it is encountered. It is useful in controlling the flow of the program especial in conjunction with if-else-endif blocks. Example: if rand 30 mob echo TRUE else break endif mob echo This is not shown unless preceded by TRUE. See also: HELP SCRIPT2, HELP SCRIPT3, HELP TRIGGERS ~ #264 -1 SCRIPT2~ What follows is reference of script commands and examples of their use: COMMAND EXAMPLE EXPLANATION "rand" if rand 30 if random number < 30 "mobhere" if mobhere fido is there a 'fido' here if mobhere 1233 is there mob vnum 1233 here "objhere" if objhere bottle is there a 'bottle' here if objhere 1233 is there obj vnum 1233 here "mobexists" if mobexists fido is there a fido somewhere if mobexists 1233 is there a mob vnum 1233 somewhere "objexists" if objexists sword is there a sword somewhere if objexists 1233 is there an obj vnum 1233 somewhere "people" if people > 4 does room contain > 4 people "players" if players > 1 does room contain > 1 pcs "mobs" if mobs > 2 does room contain > 2 mobiles "clones" if clones > 3 are there > 3 mobs of same vnum here "order" if order == 0 is mob the first in room "hour" if hour > 11 is the time > 11 o'clock (military time) "ispc", if ispc $n is $n a pc "isnpc", if isnpc $n is $n a mobile "isgood", if isgood $n is $n good "isevil", if isevil $n is $n evil "isneutral", if isneutral $n is $n neutral "isimmort", if isimmort $n is $n immortal "ischarm", if ischarm $n is $n charmed "isfollow", if isfollow $n is $n following someone "isactive", if isactive $n is $n's position > SLEEPING "isdelay", if isdelay $i does $i have mobprog pending "isvisible", if isvisible $n can mob see $n "hastarget", if hastarget $i does $i have a valid target "istarget", if istarget $n is $n mob's target "exists", if exists $n does $n exist somewhere "affected", if affected $n blind is $n affected by blind "act", if act $i sentinel is $i flagged sentinel "off", if off $i berserk is $i flagged berserk "imm", if imm $i fire is $i immune to fire "carries", if carries $n sword does $n have a 'sword' if carries $n 1233 does $n have obj vnum 1233 [Continued in HELP SCRIPT3] ~ #265 -1 SCRIPT3~ [Continued from HELP SCRIPT2] "wears", if wears $n lantern is $n wearing a 'lantern' if wears $n 1233 is $n wearing obj vnum 1233 "has", if has $n weapon does $n have obj of type weapon "uses", if uses $n armor is $n wearing obj of type armor "name", if name $n puff is $n's name 'puff' "pos", if pos $n standing is $n standing "cabal", if cabal $n 'whatever' does $n belong to cabal 'whatever' "race", if race $n dragon is $n of 'dragon' race "class", if class $n mage is $n's class 'mage' "objtype", if objtype $p scroll is $p a scroll "vnum", if vnum $i == 1233 virtual number check "hpcnt", if hpcnt $i > 30 hit point percent check "room", if room $i == 1233 room virtual number "sex", if sex $i == 0 sex check "level", if level $n < 5 level check "align", if align $n < -1000 alignment check "money", if money $n > 100 does char have more then 100 gold "objval0", if objval0 $i > 1000 object value[] checks 0..4 "objval1", "objval2", "objval3", "objval4", "grpsize", if grpsize $n > 6 group size check "affspell", if affspell $n 'bless' check if affected by spell bless "getdelay", if getdelay > 1 check trigger owner delay "iscarried", if iscarried $i if object $i is carried "isworn", if isworn $i if object $i is worn "followers", if followers $n > 6 charmies follower check "objcost", if objcost $i > 1000 object cost "isbloody", if isbloody $n check if char is bloody ~ #266 -1 OLC EDIT~ Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping. Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing. Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing. Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing. Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk. Syntax: ALIST - Listing of Areas. Syntax: RESET See Help Resets. - Set Game Resets. Definition: [optional] <required> (combined arguments) The above commands are used to expand the game world. The original code is based on was written by Surreality and installed in The Isles by Locke. It was then converted to work with Envy by Jason Dinkel, and ported to ROM 2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.5a). Inside an editor, typing COMMANDS lists working commands and ? gives help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET resets the current room. Most commands with no arguments display syntax. See also help: AEDIT REDIT MEDIT OEDIT ~ #267 0 ALIST~ Syntax: ALIST This command gives you a listing of all the areas along with their vnum assignments and the builder(s) assigned to editing them. ~ #268 0 TEMPERATURE~ precipitation values: > 35: raining 30-35: sleeting < 30: snowing ~ #269 0 AEDIT~ Syntax: edit area -Enters the editor for the current area. Syntax: edit area <vnum> -Enters the editor for the selected area. The follow commands are available from within the AEDITOR: age <number> - set the age of the area builder <player> - toggle that builder's access commands - prints a list of possible commands create - create a brand new area and switch to it done - exits the area editor and returns to normal play filename <filename> - change the file name for the area (be careful) name <name> - change the 'AREAS' name of this area reset - resets the current area security <rating> - set the security rating for this area show - hitting return, or 'show' shows the area stats vnum <lower> <upper>- set the lower and upper vnum's lvnum <lower> - set the lower vnum uvnum <upper> - set the upper vnum <flags> - area flags, type ? AREA for a list ~ #270 0 REDIT~ Syntax: edit room -Enters the editor for the current room. The following commands are available from within the REDITOR: commands - prints a list of possible commands create <vnum> - creates a room with a certain vnum desc - edit description of room done - exists the room editor and returns to normal play ed - type this command for additional extra-description help format - format(wordwrap) the room description name <room title> - changes the room title show - hitting return, or 'show' shows the room stats oshow <vnum> - shows an object with given vnum olist - lists objects in this area. mshow <vnum> - shows a mobile with given vnum mlist - lists mobiles in this area. <room-flags> - room attributes, type ? ROOM for a list <sector> - terrain of room, type ? SECTOR for a list <direction> - see help EXIT, or type <dir> ? ~ #271 0 EXIT~ For exits, type the direction (north/s/e/w) followed by: dig <vnum> - creates the room and makes a two way link link <room vnum> - make a two way link room <room vnum> - make a one way link (use with caution) key <object vnum> - makes specified object the vnum of the key required name <door name> - makes the door's name/keywords = to the given name desc - edit the description of the exit delete - delete this exit <exit-flags> - type ? EXIT for a list(make exit door, locked etc.) The exit flags are presented in the following manner. The capitalized flags are ones not included in the reset info. i.e. closed is due to a player closing the door and not due to the door being set to be closed. -South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof] ~ #272 0 OEDIT~ Syntax: edit object <vnum> -Enters the editor for the selected object. The following commands are available from within the OEDITOR: addaffect - applies an affect to an object, no args for help delaffect - removes an affect to an object, no args for help commands - prints a list of possible commands cost <gold> - sets the gold value of the object create <vnum> - creates object with specified vnum done - exits the object editor and returns to normal play ed - type this for info on adding/editing extended descripts long - edit long description (the one in the room) name <keywords> - sets the keywords on an object short <desc> - sets the 'name' of an object (a sword, a fish etc) show - hitting return, or 'show' shows the object stats v0 <num> - sets the value '0' on the object v1 <num> - sets the value '1' on the object v2 <num> - sets the value '2' on the object v3 <num> - sets the value '3' on the object v4 <num> - sets the value '4' on the object weight <num> - sets the weight of the object type - type of object, type ? TYPE for a list extra - attributes of object, type ? EXTRA for a list wear - where object is worn, type ? WEAR for a list material - material the object is made from ~ #273 0 MEDIT~ Syntax: medit <vnum> -Enters the editor for the selected mobile. The following commands are available from within the MEDITOR: alignment <value> - set the mobile's alignment commands - prints a list of possible commands create <vnum> - creates mobile with specified vnum desc - edit the mobile's description (when looked at) done - exits the mobile editor and returns to normal play level <level> - set the mobile's level long - edit long description (the one in the room) name <keywords> - sets the keywords on an mobile shop - type this command for further information short <desc> - sets the 'name' of an mobile (a sword, a fish etc) show - hitting return, or 'show' shows the mobile stats spec - sets a mobiles spec proc, type ? SPEC for a list sex - set the mobile's sex, type ? SEX for a list act - mobiles actions, type ? ACT for a list affect - mobile affects, type ? AFFECT for a list ac - set the mobile's ac, type ? AC for a list form - mobiles body-form, type ? FORM for a list part - mobiles bodyparts, type ? PART for a list imm - mobile is immune to, type ? IMM for a list res - mobile is resistant to, type ? RES for a list vuln - mobile is vulnerable to, type ? VULN for a list material - material mobile is made from, type ? MATERIAL for a list off - offensive behavior, type ? OFF for a list size - size, type ? SIZE for a list hitdice - dice to toss to get mobile's hitpoints manadice - dice to toss to get mobile's mana damdice - dice to toss to get mobile's hand to hand damage type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice combinations on different levels. ~ #274 0 HITDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: level: dice min max mean 1: 1d2+6 7( 7) 8( 8) 8( 8) 2: 1d3+15 16( 15) 18( 18) 17( 17) 3: 1d6+24 25( 24) 30( 30) 27( 27) 5: 1d17+42 43( 42) 59( 59) 51( 51) 10: 3d22+96 99( 95) 162( 162) 131( 129) 15: 5d30+161 166(159) 311( 311) 239( 235) 30: 10d61+416 426(419) 1026(1026) 726( 723) 50: 10d169+920 930(923) 2610(2610) 1770(1767) Diff = max - min. Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. ~ #275 0 MANADICE~ A high number of dice makes for less variance in mobiles mana. The values the server generates for merc-type mobs is <level> d 10 + 100 where level is the level of the mobile. ~ #276 0 DAMDICE~ A high number of dice makes for less variance in mobiles hitpoints. Suggested values are: Level dice min min mean 1 1d2+0 1 2 2 2 1d2+1 2 3 3 3 1d3+2 3 5 4 5 2d3+2 4 8 6 10 2d5+5 7 15 11 15 3d5+8 11 23 17 20 4d5+10 14 30 22 30 5d6+15 20 45 33 50 5d10+25 30 75 53 Mean is the arithmetic mean. The values in parenthesis are the the standard merc values. (Will be put in when there's time to calculate them...) ~ #277 0 RESETS~ Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile RESET <number> OBJ <vnum> inside <obj vnum> - store in container RESET <number> OBJ <vnum> room - store in room RESET <number> MOB <vnum> [<max #>] - load a mobile RESET <number> DELETE - delete a reset RESET alone will display the resets in the current room. The <number> will be displayed with this list. Typing ? WEAR-LOC will list possible locations that an object can be loaded to. The [<max #>] is the maximum number of mobiles allowed in this room and will default to 1 if no number is entered. For resets to be successful make sure that you add them in a logical order. For example if you are equipping a mobile don't load a container in the room and fill it with some objects and then continue equipping the mobile. It is likely that resets will backfire if they are not carefully entered. If you wish to reset the room then use EDIT ROOM RESET. ~ #278 0 MOB_AC~ The values ROM generates for a merc format mob is: level pierce bash slash exotic 1 95 95 95 95 5 70 70 70 85 10 40 40 40 70 15 5 5 5 55 20 -25 -25 -25 40 25 -55 -55 -55 20 30 -90 -90 -90 5 35 -120 -120 -120 -10 40 -150 -150 -150 -25 45 -180 -180 -180 -40 50 -215 -215 -215 -55 55 -245 -245 -245 -70 60 -275 -275 -275 -90 65 -305 -305 -305 -105 70 -340 -340 -340 -120 80 -400 -400 -400 -150 These values are 10 times what you would put in an area file. This is because the server multiplies what it reads from file with 10. ~ #279 0 ITEM_LIGHT~ . value 0 unused value 1 unused value 2 hours of light available, 0 is dead, -1 or 999 is infinite value 3 unused value 4 unused ~ #280 0 ITEM_STAFF_WAND~ . value 0 level value 1 max charges value 2 current charges value 3 spell name value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ #281 0 ITEM_SCROLL_POTION_PILL~ . value 0 level value 1 spell name 1 value 2 spell name 2 value 3 spell name 3 value 4 unused An up-to-date list of spells can be obtained by typing: ? SPELLS [ignore/attack/defend/self/object/all] ~ #282 0 ITEM_ARMOR~ . value 0 ac pierce value 1 ac bash value 2 ac slash value 3 ac exotic (magic) value 4 unused ~ #283 0 ITEM_WEAPON~ . value 0 weapon class. value 1 number of dice to roll. value 2 type of dice to roll. value 3 weapon type. value 4 special weapon type. An up-to-date list of values can be obtained by typing ? WCLASS help WEAPON_DICE ? WEAPON ? WTYPE ~ #284 0 ITEM_RANGED~ . value 0 Type of ammo (? AMMO) value 1 Weight capacity of weapon. value 2 Number of shots per combat round. value 3 VNUM of object required as specific ammunition. value 4 special flags. ~ #285 0 ITEM_PROJECTILE~ . value 0 Type of ammo. (? AMMO) value 1 Type of dice. value 2 Number of dice. value 3 Damage noun. value 4 Special Type (? PROJTYPE) ~ #286 0 WEAPON_DICE~ These are the values the server generates automatically when converting a merc-format mobile to ROM format. A higher number of dice gives less variance in damage. There is no dice-bonus on weapon dice. level: dice 1: 1d8 2: 2d5 3: 2d5 5: 2d6 10: 4d5 20: 5d5 30: 5d7 50: 5d11 ~ #287 0 ITEM_CONTAINER~ . value 0 weight capacity value 1 flags: closeable, pickproof, closed, locked value 2 key vnum value 3 unused value 4 unused An up-to-date list of flags can be obtained by typing ? CONTAINTER ~ #288 0 ITEM_DRINK~ . value0 capacity value 1 current quantity value 2 liquid type value 3 poisoned? value 4 unused An up-to-date list of liquid types can be obtained by typing ? LIQUID ~ #289 0 ITEM_FOOD~ . value 0 hours of food value value 1 unused value 2 unused value 3 poisoned? value 4 unused ~ #290 0 ITEM_MONEY~ . value 0 value in gold pieces value 1 unused value 2 unused value 3 unused value 4 unused ~ #291 -1 CHAMELEON~ CHAMELEON Syntax: chameleon Members of the slith race, due to their lizard heritage have a particular ability to control the pigment of their outer skin and with great effort perfectly camouflage themselfs in any spot much like a chameleon. Due to the fact that any slight movement tends to destroy the illusion and it requires immense concentration on the part of the slith, this ability is oft used as a last resort. See also: KEEN SIGHT ~ #292 -1 'RAGE FOCUS'~ RAGE FOCUS As the berserker rises in power and begins to focus upon his chosen path, they gain an additional ability reflected by their choices from path focus. path focus rage focus anger skull crusher fury powergrip devastation bloodhaze You may gain further help for each skill. See also: SELECT ~ #293 -2 berserker~ 'SKULL CRUSHER'~ SKULL CRUSHER Syntax: automatic (when haymaker is used) Using their skills of focus, the followers of path of anger begin to strike so quickly and accurately that their haymakers totaly ignore any shields their opponents may be wearing sending their victim's standing spells and teeth flying in shambles. See also: HAYMAKER, RAGE FOCUS ~ #294 -2 berserker~ 'BLOODHAZE'~ BLOODHAZE Syntax: automatic Submerged in murky depths of insanity with a red veil over their eyes, the followers of the path of devastation will occasionly ignore blows and spells that would fry a lesser man to cinders, or hew him apart. Instead these madman only roar in pain and continue on their unstoppable rampage of insanity. See also: RAGE FOCUS ~ #295 -1 'PATH FOCUS'~ PATH FOCUS As the berserker comes to power in his or her guild, they are required to choose a path of focus for their deadly arts of rage and further hone their anger towards a certain style. Three paths are avaliable, and unless chosen, the berserker will remain only capable of producing the bland, unfocused rage he has used since his birth. The following paths are possible: path of anger path of fury path of devastation You may gain further help for each skill. See also: SELECT, RAGE, RELAX ~ #296 -2 berserker~ 'PATH OF ANGER'~ PATH OF ANGER Syntax: automatic Those of the berserker guild whom prefer to control the deadly tide within their mind choose this path to futher learn and practice various techniques for relaxation and mental focus. They become capable of always relaxing out of their raged state even while in combat, and take far less time for this task then others of their guild. Later in their career their mental training and perseverance pays off as they glean advanced techinques of using haymaker to their advantage. Since the memebers of the path of anger always strive to control their anger, their rage is generaly weaker. See also: PATH FOCUS, RAGE FOCUS ~ #297 -2 berserker~ 'PATH OF FURY'~ PATH OF FURY Syntax: automatic Riding the edge between deadly tide of madness and weaker state of anger, those whom choose moderation and balance. Their rage is more powerful then normal, and significantly stronger then one prefered by followers of path of anger. Yet they may not relax in combat, even if their stronger anger does lend itsself to handling two handed weapons. Followers of this path are capable of more effective weapon block, as they channel their rage and fury into their grasp on the weapon. Late in their career they further improve this ability and glean secrets of powergrip. Using their anger in moderation, the followers of this path tend to rage to a state more powerful then unfocused rage, but no where near the state followers of path of devastation enter. See also: PATH FOCUS, RAGE FOCUS ~ #298 -2 berserker~ 'PATH OF DEVASTATION'~ PATH OF DEVASTATION Syntax: automatic The followers of this path (if they can be called that) are often little more then madman whom bring their minds into the darkest pits of fury and pain to achive a state of temporary insanity. The blows they strike are capable of crumbling hardneded steel and they seem to ignore even most grevious wounds. Late in their careers these furious madman begin to occasionly ignore wounds that would cause a lesser man to fall mindless with pain. Needless to say skills of relaxation are useless to those whom prefer this path. See also: PATH FOCUS, RAGE FOCUS ~ #299 -1 'SOUL TRANSFER'~ SOUL TRANSFER Syntax: cast 'soul transfer' <obj> After centuries of using their malformed weapons the guild of Dark Knights devised this spell to allow transference of power from a malformed weapon into yet untouched one. When cast upon an object the spell will form an unholy channel from a held malformed weapon, and transfer the souls trapped by the vile device into the targetted weapon. Thus the new weapon shall recive the malformed spirit, and contain all the powers, and abilities of its previous host, albeit at cost to its power as the transfer is not perfect. See also: MALFORM WEAPON ~ #300 -1 'WARRIOR LORE'~ WARRIOR LORE A group of skills developed by various warriors and over time passed onto the guild in order for others of this profession to benefit. Only a single choice dependant on your weapon mastery maybe be made. mastery allows ANY shield expertise, shield bash dagger, sword feign, doublesheath spear backcutter staff backcutter, powergrip flail mantis maul mace focused bash exotic weapon seize whip weapon lock axe, polearm powergrip You may get further help on each of these skills. See also: HELP SELECT ~ #301 -2 warrior~ 'BACK CUTTER' BACKCUTTER~ BACKCUTTER Syntax: automatic This particular techinque was originaly developed by members of the Warrior guild whom have held mastery of the nimble and quick staffs. As their victims would turn to flee the battle, the warrior would use their primary weapon to land a quick blow upon their open back causing great damage. The skill was soon adapted by others but to this day only those holding mastery of spear or staff may learn it. See also: FLEE, WARRIOR LORE ~ #302 -2 warrior~ 'SHIELD EXPERTISE'~ SHIELD EXPERTISE Syntax: automatic Much like ability to focus on use of a particular weapon type, the warrior guild may guide their members to further their skills in arts of shield use beyond that of common warriors. This dedication allows the skilled warrior to surpass common men in skill of shield block. See also: WARRIOR LORE, SHIELD BLOCK ~ #303 -2 warrior~ 'POWER GRIP' POWERGRIP~ POWER GRIP Syntax: automatic After dedicating years of their life to massive, long hafted weapons such as axes and polearms, some warriors develop such powerful grasp when using these weapons, that their double grip skill is greatly enhanced. Furthermore, if someone does manage to disarm them while they wield such weapons, they will manage to still hang on to it partially and drop it into their inventory rather then the ground. The only exception to this is the skill of weapon seize when used with exotic weapons. Curiously enough, those warriors whom hold mastery of the nimble and light staffs have also been known to learn this skill. See also: WARRIOR LORE, WEAPON SEIZE, DISARM, DOUBLE GRIP ~ #304 -2 berserker~ 'POWER GRIP' POWERGRIP~ POWER GRIP Syntax: automatic After dedicating years of their life to massive, long hafted weapons such as axes and polearms, some warriors develop such powerful grasp when using these weapons, that their double grip skill is greatly enhanced. Furthermore, if someone does manage to disarm them while they wield such weapons, they will manage to still hang on to it partially and drop it into their inventory rather then the ground. The only exception to this is the skill of weapon seize when used with exotic weapons. Curiously enough, those warriors whom hold mastery of the nimble and light staffs have also been known to learn this skill. See also: RAGE FOCUS ~ #305 -2 warrior~ 'WEAPON SEIZE'~ WEAPON SEIZE Syntax: automatic Warriors whom have mastered the use of less common weapons such as exotics or whips automaticly use this technique when disarming an opponent. On success the opponent's weapon is whisked out of their grasp, and instead of falling upon the ground, or to their inventory it is seized by the warrior. Warriors whom have mastered the use of exotic weapons, have such finess with these strange weapons, that even weapons which normaly cannot be dropped will be seized when disarmed. See also: WARRIOR LORE, DISARM, OFFHAND DISARM ~ #306 -2 warrior~ 'SHIELD BASH'~ SHIELD BASH Syntax: shieldbash Often liked by warriors more used to a shield then secondary weapon, the skill allows the user to charge at the enemy, and use their shield to bash them with great force. Unlike bash or bodyslam however the object is to cause damage with sheer kinetic force, and such shield bash often results in crushed wrists, arms and weapons flung out of their owner's grasp. See also: WARRIOR LORE ~ #307 -2 warrior~ 'FOCUSED BASH'~ FOCUSED BASH Syntax: focusedbash focusedbash <target> Warriors who have dedicated their training to the mastery of the mace may attempt to land a potent blow aimed at the helm or head of their victims. When landed with a great enough force, and aimed correctly this blow will stun and confuze the target, hampering his sense of movement and direction. See also: WARRIOR LORE ~ #308 -2 warrior~ 'MANTIS MAUL'~ MANTIS MAUL Syntax: maul maul <target> Those warriors whom have spent their life mastering intricacies of using flails have developed a way to use the difficulty of blocking those weapons to their advantage. Using a flail the warrior begins to land a multitude of weak blows all about the opponent, concentrating on such vulnerable spots as face, head and joints. The final effect of a successful attempt is not only grievous damage, but often the victim will be overcome by the pain and the staggering blows will stun or paralyze them for a short while. See also: WARRIOR LORE ~ #309 -2 warrior~ FEIGN~ FEIGN Syntax: feign Those of the warrior guild whom have long focused on use of nimble weapons such as swords and daggers have developed this skill to further gain advantage over their untrained foes. When armed with two weapons, the warrior will feign an attack with his secondary weapon, creating a diversion that when successful hampers the victim's defenses against the warrior's primary attacks. Hence for the round following the feign the warrior's aim and penetration with the primary attacks will be greatly boosted resulting in guaranteed hits at the cost of one of the secondary attacks. See also: WARRIOR LORE ~ #310 -2 warrior~ 'WEAPON LOCK' WEAPONLOCK~ WEAPON LOCK Syntax: weaponlock Those warriors who tend to focus on more exotic weapons are capable of using their unusual abilities to deflect, lock, or otherwise disable their opponents weaker arm carrying secondary weapons, or shields. When successfuly used the opponent's secondary arm becomes useless forfeiting any attacks, hampering ability to flee and negating following defenses: dual parry, second parry, shield block, weapon block. See also: WARRIOR LORE ~ #311 -1 MERCY~ MERCY Syntax: mercy A legendary warrior once gave an elegant demonstration of his physical mastery. Caging a pomegranate in one fist, he invited the onlookers to pry it from his hand. For the length of an hour, six strong and able men writhed in a cluster at the end of his arm, their combined sixty fingers unable to budge a single one of the hero's five. While this clearly illustrated the warrior's mastery of strength, the most poignant part of the demonstration was when he carefully peeled back the rind of the fruit, and revealed that not a single ruby seed had been broken. ~ #312 -2 thief~ 'BASIC TRAPS'~ BASIC TRAPS Alarm A simple alarm trap, it has no function beyond being an alarm. It is simple, difficult to disarm, and gives off no indication of being tripped. Simple A simple spring and rope trap designed to spring and smash the victim with a blunt object of thieve's choice. Its is crude, and hence always visible and a toddler can disarm it with ease. See also: THIEF TRAPS ~ #313 -2 thief~ 'POISON NEEDLE'~ POISON NEEDLE There are those who belive that in simplicity lies beauty, and whoever designed this trap seemed to have belived that phrase. The trap is very small often composed of single tiny needle coated with deadly poison, or in more complicated versions of a spring launched dart contained in tiny vial of poison. Both kinds are made to be fitted onto objects. See also: BOOBY TRAPS ~ #314 -2 thief~ 'ENFEEBLER'~ ENFEEBLER A devious trap composed of magical spells and mechanical triggers. When setup the maker may link its function with himself, thus being able to know when it is activated. When this occurs the trap creates a field of magical force that drains the victim's stamina and passes it onto the owner of the trap. It cannot be dodged, but it is magical in nature. See also: BOOBY TRAPS ~ #315 -2 thief~ 'FIRESEED'~ FIRESEED A deadly and potent trap created by compressing various compositions of brimstone, sulphur and then bound with magical enhancements. It is extremely small and compact, mounted on objects and all but impossible to disarm. When sprung it explodes with fiery fury often turning the victims to ashes. See also: BOOBY TRAPS ~ #316 -2 thief~ 'SNARES'~ SNARES This collection of traps includes mechanical traps that are meant to cause great deal of damage the old fashioned way. Their design is not subtle and they tend to be easly spotted, but rather hard to disarm without getting hurt. Jagged Snare Composed of wrought iron, often with large rusty teeth and a thick chain. Perfect for catching bears, ogres, humans and other such prey. Silver Snare Made from a net of silver strands with barbed, jagged edges. When sprung the nets rise forth slicing and shredding the victim. Excellent where keeping the victim's looks in good condition is not a priority. Bramble Snare The snare of choice in woods and forests, its wooden compositon and thorny jaws are hard to spot in such terrain. When sprung the thorns are easy capable or piercing steel and even enchanted armor. See also: BOOBY TRAPS ~ #317 -2 thief~ RUNES~ RUNES Runes are traps made not of wood or metal but of spells woven and cast into runes that may be attatched or drawn upon any surface. Often placed on doors or paths they are almost exclusively damage orientated and always magical. Blue Rune Forged with powers of cold and ice, the rune is perfect for catching supper in early morning, or to shatter frozen limbs of those who trespass on your tower. White Rune Stolen in years long gone, this rune's origin has been a source of ongoing conflict between the Thief and Cleric guild. When sprung it uses a self contained prayer coupled with magical boosters to blast the victim with forces of holy seremons. Green Rune First used as a prank by one of the students on their duergar Guild Master, this rune uses a self contained spell to instantenously and temporarly change its proximity into water, and hurl it at the victim with suprising force. Ingenius in its ability to wash away the blood and gore of its victim, its rather liked and favored by noble Houses of Miruvhor. ~ #318 -1 'BOOBY TRAPS'~ BOOBY TRAPS A collection of various devices meant to suprise and hurt or maim the victim, from which two kinds may be selected by an aspiring theif. The choices are: Poison Needle Enfeebler Fireseed Snares Runes You may get further help on each of the above with "help" command. See also: SELECT, THIEF TRAPS, TRAPS ~ #319 -2 thief~ EYEDUST EYEDUSTER~ EYEDUSTER Composed of a small packet of rare salts from beyond Dune Sea then hidden with spells, this trap when sprung hurls the caustic salts and then guides them with spells right under the victim's eyelids. Masks, helms, veil, and even gnome goggles are useless as defense against the enchanted powders. The unfortunate victim of this fairly difficult to disarm trap may be left sightless for hours at end. As an added bonus the enchantments used on salts notify the creator when this trap is sprung or defused. See also MAGIC TRAPS ~ #320 -2 thief~ ANTIMAGIC~ ANTIMAGIC A trap as ancient as the oldest profession of the Aabahran, it was developed just as the guild of Mages was established. Composed of a scroll of antimagic, and a small spell to magicly recite it this trap when sprung attempts to dispel any enchantements present on its victim. Since the spell is incaned by the trap's magic mouth spell, it cannot be dodged. Like all other traps in the Magical Trap category, it will notify the user when sprung or defused. See also: MAGIC TRAPS ~ #321 -2 thief~ 'AMNESIA CHARM'~ AMNESIA CHARM First said to be used by a thief in an attempt to convince a certain stubborn barmaid that she is his wife. This trap uses a set of poweful magical spells to befuddle and confuse its victim's memories. As an added improvement it also attempts to isolate the person from any of their friends or followers leaving the victim at the mercy of the thief. Small compact and able to be layered onto nearly anything it is vocal in nature and cannot be dodge. See also: MAGIC TRAPS ~ #322 -2 thief~ 'BLACKSPORE'~ BLACKSPORE While the Thief Guild rarely passes moral judgement, no other device in its long history has created more controversy and spilled blood over attempts to cull and ban its use. Wraith Blood, Virigoth's Seed, Death's Touch or more commonly blackspore is a near invisible spore of an exteremly rare fungus. While it is occasionly found in dark, evil forests devoid of sunlight, it is almost always present near shores of the Isle of Souls, and harvested by daring thieves, or healers who dedicate their lives to destroying this vile fungus. Normaly dormant and often carried on the wind, or objects small and large it almost instantenously matures when in near proximity of any living thing. Then a slight motion or a gust of wind sets it off releasing the most foul and potent plagues known to mortals. Whole villages are said to be wiped clean by this vile mushroom, and far more thieves have died to it then have used it successfuly. See also: MAGIC TRAPS ~ #323 -1 'MAGIC TRAPS'~ MAGICAL TRAPS A collection of traps that are not only magical in nature, but more importantly use powerful enchantements and spells to achive their use. An aspiring thief may select two of these devices out of the following list: Eyedust Antimagic Amnesia Charm Blackspore You may get further help on each of the above with "help" command. See also: SELECT, THIEF TRAPS, TRAPS ~ #324 -2 thief~ CHESTBUSTER~ CHESTBUSTER A recent invention by one of the members of the Thief guild, this trap is a marvelous blend of magical and mechanical components. Fused into a tiny metalic container filled with shredded old armor is a minature spell of air pocket. The round container itself is either set with spell of invisibility when placed on small or large objects, or with spell of flight when set on exits. When tripped the container flies forth towards its victim, guided by its magic to penetrate deep into the flesh near lungs or stomach. Then the spell of air pocket activates not only hopefully exploding the victim's chest but also riddling the poor sod and anyone in close vicinity with splendid fountain of blood, gore and the metal junk within the container. The trap was a wild hit with the thieves everywhere and stories of "suprise birthdays" and "smashing dinners" cut short by the gore of the victim's chest exploding are a common talk in the guild. See also: MECHANISMS ~ #325 -2 thief~ 'BRAMBUS NEEDLER'~ BRAMBUS NEEDLER (An excerpt from a small scroll distributed by what appeared to be a giant flying waterskin above Rheydin) ... Are you TIRED of those LAZY guards asking for even MORE MONEY!? Is that Troll infestation cutting into your PROFIT!? Did your spouse CHEAT ON YOU!? Then have no fear! Brambusworks are here! Brambus Needler is the LATEST and GREATEST from Brambusworks of Tarandue in SELF-AIMING, CHEAP, RELIABLE guard-tarps! And for LIMITED TIME we offer YOU the chance to own this SPECIAL SELF-RELOADING edition, MITHRIL plated guard-trap with PERSONAL autograph of Master Brambus himself! Comes with Scroll of Instant Assembly for that quick and painless setup, Friend or Fiend (FOF) enchantement, and with this LIMITED offer with LIFETIME supply of ammunition! So what are you waiting for! Quaff a HASTE potion and come grab one NOW! ... You get a headache just be remembering that annoying scroll... See also: MECHANISMS ~ #326 -2 thief~ 'WEBCASTER'~ WEBCASTER (An excerpt from a giant scroll that floated above Miruvhor for three days) ... Did that faerie help itself to your GOLD again?! Is that flying KNIGHT spying on your HOLDINGS?! Do you want that Princess caught with her LOOKS INTACT?! Then HASTEN to Brambusworks of Tarandue! The WEBCASTER is the LATEST and GREATEST from the Master Brambus himself in quick, reliable means to STUN and CAPTURE whatever you want! And for LIMITED TIME we offer you this SPECIAL-EDITION Webcaster, Onyx Plated for that UNBEATABLE black look, ENCHANTED with the SELF-AIMING FRIEND OF FIEND (fof) spells that will never fail, and with Scroll of Saving so you may save more GOLD! So what are you waiting for! Quaff a HASTE potion and come grab one NOW! ... You get a headache just be remembering that annoying scroll... See also: MECHANISMS ~ #327 -2 thief~ 'DEVIL WHEEL'~ DEVIL WHEEL Shown to select members of the Thief Guild, the Devil Wheel is a an enigma of questionable use or purpose. Designed by the Master Assassin Zenizen at the height of his demonic possesion, the contraption is composed of a hundred or more tiny parts dispersed around the area and all but invisible to an untrained eye. When triggered, these tiny grain sized parts seem to come together as if by magic, (yet no spells have been detected on the trap by even the most skilled Psionicists) and form what appears to be a giant pentagram about the victim. The mechanism, spent as it was while Zenizen was still alive, seems to do nothing now except that, leaving its effect a mystery unsolved. See also: MECHANISMS ~ #328 -1 MECHANISMS~ MECHANISMS The most complex of traps, often requiring hours to complete are contained within this group. Their effects are often unique and deadly, and they last far longer then any other traps. Only one may be selected by a thief and their secrets are guarded with a deadly veil mystery. Chestbuster Brambus Needler Webcaster Devil Wheel You may get further help on each of the above with "help" command. See also: SELECT, THIEF TRAPS, TRAPS ~ #329 -1 'THIEF TRAPS'~ THIEF TRAPS Syntax: trap <trap> <object> :set the given trap on an object trap <trap> <exit> :set the given trap on an exit/door The Hallmark skill of the Master Thieves, this particular discipline allows the user to construct and set various little ingenious devices aimed usually towards maiming, killing, or otherwise disabling whoever happens to set the little devil off. While the specific selection of traps to use varies due to specialization within the thief guild, each trap has some common general properties such as its duration, and if it can be set upon [E]xits/doors, [O]bjects, or [S]mall objects. Traps set on Exits are tripped when the door is opened, or someone steps through the exit. Those set on objects are tripped when the object is picked up, or used in anyway (opening a chest for example). Only traps designed to be Small, can be set up onto objects that may be picked up. The traps respect the PK range, and cannot be seen, defused, or tipped by those whom the thief cannot harm including themselfs. Most traps are destroyed when tripped or defused, but will exist untill their duration expires, or their owner leaves the lands. A thief may at any time have maximum of two active traps. If a third tap is made the oldest trap in existance will fall apart. See also: TRAPS, BASIC TRAPS, DEFUSE, DETECT HIDDEN, PK ~ #330 -1 PLANT~ PLANT Syntax: plant <item> :attempts to plant or swap an item plant <item> sec :attempts to plant item into its secondary spot plant <item> <for item> :swaps an item for the second item A rather devious albeit limited ability, the plant skill allows the thief to directly trade or plant items on their victim's body. If two objects are specified then an attempt is made to trade them for eachother without the victim even noticing. If only one object is specified an attempt is made to put it on victim's body. When an object is being swapped, the difference in their weights has large bearing on your chances of success. If the weights are close enough, it is almost impossible to fail, hence skilled thiefs often leave their victims in rags, rather naked while they walk away loaded with loot. See also: PRY, APPROACH ~ #331 -1 APPROACH~ APPROACH Syntax: approach <victim> :approaches the future donor of goods In order for a theif to pry or plant items from their chosen donor's selection, they must approach their victim first. Then they may proceed to pry or plant items, with each attempt contributing to bringing the victim closer to the waking world. The rank of the thief has a large bearing on how 'light' their touch is, hence a master thief may afford himself more failures or steal more items then his lower ranked counterpart. See also: PRY, PLANT ~ #332 -1 PRY~ PRY Syntax: pry <weight> <object> :pry the object while guessing its weight Weight: weightless :object weights nothing or next to nothing light :a light object, even a faerie can lift it medium :a weight of an average human weapon or armor heavy :very heavy, examples include platinum or red dragon armors The second defining skill of thieves, the ability to pry allows a skilled thief to literally steal a shirt from their victim's back. In order to attempt this risky procedure, the thief must approach its victim first. Once in near proximity of it victim, the thief may pry items off the person's body by first judging the weight as to apply the proper amount of force and finesse. Thus, the <weight> is one's judgement of how heavy the item is, while <object> is the item in question. The thief then begins the careful maneuver of attempting to remove the item and put it in their inventory where it belongs. A guess not close enough to the true weight of the object will hamper the chances to the point of failure, while giving considerable bonus for close guesses. See also: APPROACH, PLANT ~ #333 -1 DOUBLESHEATH 'DOUBLE SHEATH'~ DOUBLESHEATH Syntax: sheath <obj> : double sheathes sheath <obj> sec: double sheathes to secondary sheath Certain professions in Aabahran are trained in storing secondary weapons on their bodies, either in regular sheathes or other compartments. Those skilled in doublesheath may thus place a weapon aside while they hold another weapon in their hands. This sheathed weapon will be drawn forth automaticly if the corresponding wielded weapon is lost, regardless of circumstance. Doublesheathed weapons may also be switched or rotated on command with 'draw' command. NOTE: A thief or ninja well versed in skill of throwing can hide their daggers or shurikens in one of the sheaths, and automaticly throw them when about to murder their victim, or when their mark flees from battle. See also: SHEATH, RANGER LORE, WARRIOR LORE, NINJITSU, THROW ~ #334 -2 ranger~ 'RANGER LORE'~ RANGER LORE A group of skills developed by various rangers over time and passed onto the guild in order for others of this profession to benefit. Only a single choice maybe be made out of the following four skills. Archery: Marksman Tracker: Concealment Beastmaster: Horde See also: HELP RANGER PATH, FOREST LORE ~ #335 -2 ranger~ BEASTMASTER~ BEASTMASTER Syntax: automatic Some rangers after spending years in forests and wilderness develop a special kinship with those whom call it home. Able to harness the trust and loyality of animals whom for so long they have respected and protected, these beastmasters find it easier to call on beasts of the wild, and tend to summon more poweful allies. See also: BEAST CALL, RANGER PATH, ORDER COMMAND ~ #336 -2 ranger~ FLETCHERY~ FLETCHERY Syntax: fletchery <projectile type> Developed by rangers, whom spending extended amounts of time away from civilization required reliable means of replinishing their arrows; this skill was quickly extended and improved by others to include every type of projectile known to mortals. A skilled user of this skill may easly create specific type of projectiles to be used with his ranged weapons. See also: FOREST LORE, FIRED WEAPONS ~ #337 -2 ranger~ ARCHERY~ ARCHERY Syntax: automatic The principles of archery focus on the finer principles of using various ranged weapons. Those whom posses this skill can fire their weapons at longer range and with greater accuracy, especially under the stress of combat. See also: RANGER PATH, FIRED WEAPONS ~ #338 -2 ranger~ BOWYER~ BOWYER Syntax: stringbow <ammo type> Similiar to fletcher, a skilled bowyer is able to construct ranged weapons from basic materials avalible about them. The bowyer can construct the weapon to fire specific projectile type though the weapons are restricted to use by rangers only. See also: FOREST LORE, FIRED WEAPONS ~ #339 -1 'WEAPON EXPERTISE' 'SWORD EXPERTISE' 'DAGGER EXPERTISE' 'EXOTIC EXPERTISE' 'SPEAR EXPERTISE' 'MACE EXPERTISE' 'AXE EXPERTISE' 'FLAIL EXPERTISE' 'WHIP EXPERTISE' 'STAFF EXPERTISE' 'POLEARM EXPERTISE'~ WEAPON EXPERTISE A select few professions of Aabahran are so focused and dependant on their use of weapons that over years of use of particular type they develop a sense of understanding of its use above what a common men or women are capable of. Armed with such expertise in the weapon class, they may progress beyond proficiency of common mortals in that weapon class. See also: WEAPON MASTERY, WEAPON, SELECT ~ #340 -1 'WEAPON MASTERY' 'EXOTIC MASTERY' 'SWORD MASTERY' 'DAGGER MASTERY' 'SPEAR MASTERY' 'MACE MASTERY' 'AXE MASTERY' 'FLAIL MASTERY' 'WHIP MASTERY' 'STAFF MASTERY' 'POLEARM MASTERY'~ WEAPON MASTERY There are those in the guild of warriors whom have spent all their life focused upon the use of a single weapon type. After years of use and devotion they begin to develop an inner feel for the weapon's fighting style resulting in such skill and understanding of its technique that their proficiency with it may rise far above normal. See also: WEAPON EXPERTISE, WEAPON, SELECT ~ #341 -1 ENEMY 'ENEMY RACE' 'RACIAL ENEMY'~ RACIAL ENEMY Rangers due to their extensive hunting habits are allowed to choose a particular race they are adept at hunting. When faced in combat against this race, the ranger will do more damage, and be better able to hit the enemy. Keep in mind however, that any member of this race will attack a ranger ON SIGHT. See also: HELP RANGER ~ #342 -2 ranger~ 'RANGER PATH'~ RANGER PATH As they rise in ranks, rangers may select a particular specialty which will result in further unique skills that they may learn. Archery: Ranged weapons and their use. Tracker: Tracking, and forest skills. Beastmaster: Greater control over forest creatures. See also: HELP FOREST LORE, RANGER LORE ~ #343 -1 SHOOT~ SHOOT Syntax: shoot <target> shoot <direction> <target> Users of ranged weapons can discharge their implements of remote destruction using this command. You must have a ranged weapon and the proper ammunition equipped before using this command. When the "shoot <target>" command is used the nearest avaliable target matching the name will be shot at. You may specify the direction in which to aim using "shoot <direction> <target>" This will fire at the closest matching target in that direction. See also: FIRED WEAPONS ~ #344 -2 ranger~ 'FOREST LORE'~ FOREST LORE Depending on their particular choice in RANGER PATH, a ranger may select following skills. Archery: Bowyer, Fletchery, Rapid Fire Tracker: Throw, Forestwalk, Doublesheath Beastmaster: Horn of Nature, Pack Call, Group Herb See also: HELP RANGER PATH, RANGER LORE ~ #345 -1 'FIRED WEAPONS' 'RANGED WEAPONS' RANGED~ FIRED WEAPONS Some professions of Aabahran choose to focus and excel in use of ranged weapons such as bows, crossbows, and other kinds of devices meant to deal death at safe (to the user) distance. Those classes specially trained in the effective use of these weapons in combat posses the fired weapons skill. In order to successfully discharge a ranged weapon you must do the following: - Equip a ranged weapon. - Equip ammunition which the weapon uses. - Possess the fired weapons skill. - Use the "shoot" command, or enter combat. See also: SHOOT, AUTOFIRE ~ #346 -2 ninja~ NINJITSU~ NINJITSU A collection of various skills collected by the guild of Ninjas over ages to help them in their various tasks. A pupil of high enough rank may chose to specilize in only one area out of the following skills. Falcon Eye Death Kiss Doublesheath Shadow Arts Lotus Scourge For further help on each skill use "help" command. See also: SELECT ~ #347 -1 'LOTUS SCOURGE'~ LOTUS SCOURGE Syntax: automatic The secrets of creating the most powerful poisons and toxins have all been used in creating this deadly substance. The user possesing this knowledge is capable of crafting poisons so potent that legends tell that a close cousin of this formula was the very poison used to rob King Cormac of his life by servants of Conclave. See also: POISON, POISON SMOKE, ENVENOM ~ #348 -1 'SHADOW ARTS' 'SHADOW STRIKE'~ SHADOW ARTS Syntax: automatic Developed by the guild of ninjas to help combat the growing number of their heavly armored enemies in ranks of warriors, this skill enables a user to bypass an opponents armor and strike various nerve points upon his body while in direct combat. The effects of these malicious attacks are various and tend to quickly accumulate to a dangerous level. see also: NERVE ~ #349 -1 PUGIL~ First developed by the guild of ninjas, this advanced form of staff fighting quickly spread into the ranger guild as well. A user of this skill is capable of holding a staff in such way as to quickly make blindingly fast attacks with both ends. Hence while holding a staff with two hands, a user of pugil will use the staff as a primary and dual wielded weapon at the same time, though at a slight cost to the number of attacks. see also: DUAL WIELD ~ #350 -1 'PSIONIC CONTROL'~ PSIONIC CONTROL Syntax: cast 'psionic control' <element> Using their methods of concentration the psionicist can focus the powers of psionic blast unto a single class of elemental power. Once cast, psionic control will cause most of the psionic blast constructs to be created from that elemental even though the ones controlled into chosen element tend to be slightly weaker then those naturaly created. See also: HELP PSIONIC BLAST ~ #351 -3 undead~ LIFEDRAIN 'LIFE DRAIN'~ LIFEDRAIN Syntax: lifedrain <victim> lifedrain The undying to whom food and water are useless, feed upon the living to maintain their existence upon the Prime Material plane. Shambling towards their victims the dead leech life and vitality with their touch transferring it to themselves to stave off their never ending hunger. The vile touch of undead while only a mere feeding tool at first, grows in power with the rank of the undead. It soon gains capability to leech the life and mana from its victim, then begins to negate vitality and finally may even paralyze its target. See also: HELP UNDEAD ~ #352 -4 cabal~ FADE ~ FADE (Min 100 cps) Syntax: automatic Members of Syndicate may fade into a slightest absence of light and move as unseen and unheard ghosts towards their target. Fade is utilised automaticly to cover any sign of entrance or exit from an area on success. Further it will also allow you to avoid recognition by shopkeepers while [`1WANTED``] though it has no effect against the more dilligent Justice guards. As fade depends upon darkness and shadow, you will be severly hampered in broad daylight. This is the only Syndicate ability that does not require any cps to use. See also: HELP SYNDICATE ~ #353 -4 cabal~ CONCEAL~ CONCEAL syntax: conceal conceal full To protect their identities from those who would seek to unmask them, members of Conclave may conceal themselfs with thick, hooded cloaks covering any of their features. While concealed, your true identity will be protected and not even a glimpse of your description, or equipment may be seen. Members of Conclave will automaticly recognise each other throuch secret insignia, unless full concealment is used. Take note however that Justice cabal and their special guards will attack hooded figures on mere sight. The heavy cloak may slip from stress of combat, which will cause the concealment to fall within short time after. Using the skill against while concealed will remove the concealment, allowing it to be renewed. Elders of Conclave conclement is bound with enchantements to prevent it from slipping in combat. ~ #354 -4 cabal~ UNSEEN~ UNSEEN syntax: unseen <target> Granted limited control over those creatures residing in the Limbo, those who serve Conclave may call upon the Unseen, spies of Virigoth to gaze from the lands of the dead and reveal the location of particular target. For substantial cost the unwavering eyes of the dead, will reveal the target regardless of any enchantements affecting them. Those who are of power higher then the user of this skill will be difficult to spy on, and the Unseen are reluctant to serve against their own bretheren of unlife. Some rooms may render even the gaze of Unseen useless. ~ #355 -4 cabal~ 'DEATH SHROUD'~ DEATH SHROUD syntax: cast 'death shroud' The greatest of powers granted by Virigoth to servants of Conclave, this spell will allow the caster to temporaly enter the outer layers of Limbo and disappear from sight of all on the mortal plane. While in the lands of the dead, the caster will not heal nor regenerate in any way or form, and slightest actions will break the enchantement returning the user to the mortal plane. While so shrouded in the lands of the dead, the caster will only be seen by members of Conclave. Leaders of Conclave are rumored to have limited abilities to traverse and move in the limbo unharmed and untouched. ~ #356 -1 RESURRECTION RESURRECT~ RESURRECTION RESURRECT syntax: commune 'resurrection' <corpse> The single most powerfull healing prayer known, it was gifted to Healers of the land, by immortal Palison, in rewards for their service against forces of Virigoth. When cast upon remains, the spell has ability to bring back the spirit, reversing all effects of death from the recipient. Experience lost in the limbo of unlife, along with health and constitution is returned, as the ghost of the victim is breathed back into the corpse. While successfull resurrections have been attempted for as long as 24 hours after exitus, the amount of experience that is lost in the lands of the dead increases with time. Successfull attempts few hours after death, often return the deceased to life in perfect condition. NOTE: The person being resurrected must still be a ghost, and is given a choice to "Accept" the resurrection for small amount of time after the spell is cast. If they do so, and the reminas are still in existance they are resurrected at the spot of their demise, and returned to good health even though they will feel unnatural calm for next day. A person who accepts resurrection soon looses their ghost status. Condition loss due to death is only reversed by this spell in case of NPC deaths. HELP HEALER ~ #357 -1 `CONTINUAL LIGHT`~ CONTINUAL LIGHT syntax: cast 'continual light' commune 'continual light' Continual light creates a bright ball of light that can be held and used to illuminate dark rooms. ~ #358 -2 psionicist~ 'MENTAL KNIFE'~ MENTAL KNIFE AMPLIFICATION: MEDIUM syntax: cast 'mental knife' <target> Psionicists have the unique ability to cast a powerful spell that would cut through an opponents' psyche and mind like a searing knife. If victim fails to save they will be unable to fashion any beneficial spells for short while. See Also: HELP TELEPATHY ~ #359 -1 'VEIL OF DARKNESS' VEIL~ VEIL OF DARKNESS syntax: cast 'veil of darkness' <target> A spell which summon shadows and darkness about the victim, forming tall walls of impenetrable darkness. The victim of this spell will be unable to see anything except things in near proximity. While people and objects in immediate area can bee seen, details about ones area, surroundings and even immediate location will be impossible to gleam through the shadows. ~ #360 -1 'SEQUENCER'~ SEQUENCER syntax: sequncer add <spell name> sequncer use Some of those magicly inclined have found a way to inscribe a power of a spell into a rune held stable by aracane forces. Thus due to rune's ability to call forth such spells in the sequence they were stored, the rune carries the name Sequencer. The user may store any defensive spell into the sequencer as long as the incanation is not too powerfull. Up to 5 cantrips may be thus stored, and released upon the will of caster at not cost, nor delay. Note however that the cost to store a spell into the rune is far more then normal. ~ #361 -1 'FOREST MIST'~ FOREST MIST syntax: commune 'forest mist' <target> Druids have learned the ability to command the forest to engulf the target in a sea of flora. The target will be disoriented and confused, losing all sense of its whereabouts in any terrain with significan vegetation or humidity. Ancient scrolls speak of powerful druids bringing their enemies into the mist, some never to return. ~ #362 -1 'THUNDER STORM'~ THUNDER STORM syntax: commune 'thunder storm' Thunder storm allows the druid to call upon the wraith of nature. Torrential rains and lightning will harm all in close proximity to the caster. The skill of the druid determines the strength of the storm. Legend speaks of warring druids using the thunder storm to clear hordes of those that anger them, though this is oft thought only to be rumor. ~ #363 -1 'CONTROL FAUNA'~ CONTROL FAUNA syntax: commune 'control fauna' <target> A skilled druid is able to call upon the servants of the earth to rise and bind the target to the ground. The target will find itself unable to fly for a short period of time, enabling the druid advantages in combat. ~ #364 -1 'SHIELD OF THORNS'~ SHIELD OF THORNS syntax: commune 'shield of thorns' The shield of thorns creates a magical barrier of thorns to protect and obey the caster. Those in direct combat with the casting druid will find it near impossible to harm the druid without being hindered and damaged by the thorns. ~ #365 -1 'ARMS OF GAIA'~ ARMS OF GAIA syntax: commune 'arms of gaia' When called by a skilled druid, the mother and protectorate of nature has been seen to embrace the druid with the embodiment of the forest. Providing ample protection to one so inclined. ~ #366 -1 'LIFEFORCE'~ LIFEFORCE syntax: commune 'lifeforce' With the study of ancient scrolls and rituals, druids have the ability to grant the protection of nature unto himself and others. The green aura of natures lifeforce will provide protection not often seen with the lands. Indeed, many a druid have been seen to endure inhuman amounts of damage while within natures embrace. Healers of the land are known to call it Gaia's blessing, and natures sanctuary. ~ #367 -1 'CIRCLE OF PROTECTION'~ CIRCLE OF PROTECTION syntax: commune 'circle of protection' <red, green, white, black, blue> A ritual discovered by ancient druidic cultures, the circle of protection calls upon the forces of nature to protect the caster from a certain aspect of the lands ailments. The red and blue circles have been rumored to provide near immunity to the forces of the elements, whereas the circles of white and black are known to guard against zealous followers of the principles of the gods, good and evil mean nothing to the forces of nature. The green circle bestows upon the druid some of the peace of the forest slowing and negating some of the effects of yearning. ~ #368 -1 'TREEFORM'~ TREEFORM syntax: commune 'treeform' Only the most skilled druids are able to alter their physical being and become one with the forest. In such a state a druid is near impossible to discern from his surroundings, and carrys the blessings of Gaia. In this form, the druid is bereft of the ability to perform taxing actions such as engaging in combat and the like, and pays upkeep in form of mana to hold his or her form. ~ #369 -1 'DELUGE WATER'~ DELUGE WATER syntax: commune 'deluge water' <target> A druid can create a great deluge of water. By focusing this energy into a small cube, the druid is able to intensify the power of the water, causing it to do great harm to those in its path. ~ #370 -1 'RESTORATION'~ RESTORATION syntax: commune 'restoration' syntax: commune 'restoration' <target> A powerful spell derived from the ancient texts of druidic culture, the ritual of restoration is rumored to remove specific ailments affecting the caster. Skilled druids have been seen to flee from battle, only to return untouched by the maledictions of combat. ~ #371 -1 'HEAL MANA'~ HEAL MANA syntax: commune 'heal mana' through intense meditation, those of the druidic following are able to restore a portion of their mental power. Such a ritual takes prodigious patience and time to achieve a desirable result. ~ #372 -1 'TRAP OF SILVANUS'~ TRAP OF SILVANUS syntax: silvanus The ancient druid Silvanus left scrolls detailing the inner complexities of a trap. Originally designed to keep unwanted visitors away from the druids groves and forests, the trap will hinder any unsuspecting traveler who walks into it. It is known to greatly slow one who is not aware of it, and often leaves confusion and destruction in its wake, as an angry druid does not look kindly on intruders to his home. ~ #373 -1 'BREW'~ BREW syntax: brew <item> Passsed down from generation to generation, the ancient technique of brewing has become somewhat of a trademark of the druidic culture. A skilled druid is able to take a handfull of herbs and make them into a powerful potion. The druid Aruncus has learned to capitilize on his famous brewings, yet few druids will part with their secret. ~ #374 -1 'DRUID STAFF'~ DRUID STAFF syntax: druid staff Their are few druids who are not able to shape the forgotten gifts of nature, however few are capable of making a true druids staff. With time and patience, a skilled druid is able to make a powerful weapon out of little to no resources. ~ #375 -1 'FASTING'~ FASTING syntax: fasting A hermetic and solitary breed by nature, the common druid rarely visits the cities, and as such is able to develop a temporary resistance to the effects of hunger and thirst. After a long period of fasting, a druid will find he is overcome with ravenous urges to fill his stomach. ~ #376 -1 'ENTANGLE'~ ENTANGLE syntax: entangle With a word, a druid is able to command the shrubbery to entangle the movements of a target. The target will find itself greatly hindered in combat, and indeed while hindered will lose the power and strength to deliver effective blows. ~ #377 -1 'VISITATION'~ VISITATION syntax commune 'visitation' Communing far into the lower planes of existance, shamans are capable of marking a victim's soul for a servant bound to their purpose. The demonic forces called by the communer will travel towards their marked pray wrecking their bloody vengance upon them. Few are those who have been marked in such fasion and live without nigthmares of terrible visitations by spirits of darkness. ~ #378 -1 'FIELDDRESSING' 'FIELD DRESSING'~ FIELD DRESSING syntax: field dressing Field dressing is an ancient art learned by battlemages allowing them to heal very rapidly. In order to do this, they apply ointments and spells to their body which restrict movement and slow them down. ~ #379 -1 VOODOO 'VOODOO DOLL' 'VOODOODOLL'~ VOODOO DOLL The art of voodoo is one practiced by high-level shamans. The shaman uses black magic to bring harm to their enemies over great distances. CREATING A DOLL To first bring harm to an enemy, the shaman must first make a voodoo doll. To do so, the shaman must choose a target. Once the target is found, they must create a doll by using the following syntax: voodoo create <target>. USING A VOODOO DOLL After a voodoo doll is made of the target, the shaman may then use it to bring harm to their target. The shaman may bring weaken, curse, plague, poison, hex, harm, insomnia, blindness, and enfeeblement onto the victim. To place such a burden, use the following syntax: voodoo place <target> <spell>. Since this making a doll takes time, many moons may pass before a shaman c an make another. Also dolls are rare, and as such are subject to the rare limit of your inventory (one less then your rank divided by 10). ~ #380 -1 'MASS HYSTERIA'~ 'MASS HYSTERIA' Syntax: commune 'mass hysteria' <victim> By increasing the anxiety of the target, the communer can bring the target into a state of hysteria. While the target is panicking, they will have difficulty recalling their skills and have trouble finding a way to escape. The spell affects anyone grouped with the original victim of the spell ~ #381 -2 psionicist~ TELEPATHY~ TELEPATHY Syntax: telepathy <person> <message> Those Psioncists whom wish to dwell on more subtle and mysterious powers of the mind may focus their studies on uses of this skill. The following abilities depend on arts of Kinesis: Omen Deathmare Mindmelt Dreamprobe Phase Shift Mental Knife Spell Vise Spell Blast Spell Trap See also: HELP PSI FOCUS, DOMINATION ~ #382 -1 'TWO HANDED' TWOHANDED TWOHAND ~ 'TWO HANDED' Warriors, berzerkers, ranger, paladins, and dark-knights have the ability to control two handed weapons with intense training. With this training, while holding the weapon firmly with two hands they can use it to block an attack and stop it short. Those who do not have this skill will find it difficult to battle with two handed weapons. ~ #383 -1 'ACCESSION'~ 'ACCESSION' Syntax: commune 'accession' <target> Accession is perhaps the strongest beneficial supplicant the healer has in their possession. It unleashes the hidden potential each character holds back, enhancing their main attributes. Due to the strain accession puts on a character, a rest period is required before it can be performed again. ~ #384 -1 HAYMAKER~ syntax: haymaker A berserker may harness their power into a hit that may cause the target to lose focus on their undertakings. Once the target loses focus, they no longer have the mindset to keep their magical priorities up. With the target unable to upkeep their spells, the berserker can take full advantage of their opponent. ~ #385 -1 'ACID BLAST'~ 'ACID BLAST' Syntax: cast 'acid blast' <target> This spell forms a stream of acid, which the caster throws at the victim. The spell inflicts a massive amount of damage on its victims due to the corrosive nature of the projectile. It is a spell that can only be learned by necromancers. ~ #386 -1 THRASH 'AIR THRASH'~ AIR THRASH Syntax: thrash Syntax: thrash <target> Monks in their offensive stance are able to perform a special aerial maneuver targeting flying targets. Jumping in the air they are able to strike quickly and then land on their feet to continue the fight. When this maneuver connects with its greatest potential, the monk is able to knock the opponent down preventing it from flying for a short interval. See also: HURRICANE ~ #387 -1 'ANIMATE CORPSE'~ 'ANIMATE CORPSE' Syntax: cast 'animate corpse' corpse Necromancers who draw their powers from the negative energies of souls have developed the ability to animate dead corpses. The corpses will rise up and start following the necromancer as his master. However, this process is very draining to the necromancer, thus he may only animate corpses sporadically. See also: HELP ORDER COMMAND. ~ #388 -1 ARMOR~ ARMOR Syntax: cast 'armor' Syntax: cast 'armor' <target> Syntax: commune 'armor' Syntax: commune 'armor' <target> This spell magically enhances the armor that the person is wearing. The spell makes the armor tougher, allowing it to deflect more damage away from the wearer of the armor. ~ #389 -1 BARRIER~ BARRIER Syntax: commune 'barrier' This spell surrounds the caster with a shield against physical damage. However, the upkeep of this spell is very stressful. The caster would have to put in more mental energy every time a physical attack is directed at him in order to deflect the damage toward him. Once the caster's mana has been depleted, the barrier will disappear. ~ #390 -1 BLASPHEMY~ BLASPHEMY Syntax: commune 'blasphemy' <target> Communing blasphemy at a target will cause them to have doubts about their religion. While tainted by the blasphemy the target will lose their ability to commune and as the faith leaves them, enter a state of hysteria. Certain spells that involve their alignment and religion such as prayer, bless, etc will also have no affect on the target, as long as their faith remain faltered. See also: HELP COMMUNE ~ #391 -1 BLINDNESS~ BLINDNESS Syntax: cast 'blindness' <target> Syntax: commune 'blindness' <target> This spell magically blinds your opponents. He will loose his sight for some duration of time if it is not cured. The effect of the spell is more powerful and can blind the opponent longer at a higher level. ~ #392 -2 vampire~ BLOODLUST~ BLOODLUST Syntax: cast 'bloodlust' When a vampire's lust for blood has reached its peak with bloodlust, their senses are enhanced greatly, and they are able to detect almost anything that can hunger their thirst for blood. At the initial moment when the spell is cast, their hunger is so strong, that they will have the overwhelming urge to attack the first possible target, friend or foe. ~ #393 -2 vampire~ BLOOD GOUT~ BLOOD GOUT Syntax: cast 'blood gout' By reinforcing their hunger with the dark force of the covenant a vampire becomes capable of exercising control over any substantial amount of blood in the area. As gouts of blood shoot forth, a powerful enough childe can direct the blood and feed at leisure. It is rumored that the Elders of Kindred are capable of bleeding a victim dry in seconds with this cruel spell. ~ #394 -1 BURNINGHANDS 'BURNING HANDS'~ 'BURNING HANDS' Syntax: cast 'burning hands' <target> This spell empowers the hands of the caster, making his hands as hot as a burning fire. The caster then touches his opponent, inflicting damage to the victim due to the heat. The nature of this spell is a fire-based attack and invokers only possess it. ~ #395 -1 CALLLIGHTNING 'CALL LIGHTNING'~ 'CALL LIGHTNING' Syntax: cast 'call lightning' <target> Rangers and Invokers have partial control of the elements. When the weather is poor, they have the ability to call down lightning bolts upon their opponents. The damage inflicted by this spell is a lightning-based attack, and any significant amount of metal/armor on the target will enhance the effect greatly. See also 'HELP CONTROL WEATHER'. ~ #396 -1 CALM~ CALM Syntax: commune 'calm' One of the most useful and often overlooked abilities of the healer and cleric is the calm spell, which attempts to relax any agressive creature and those in combat with the caster. Successfuly calmed targets will lose any violent urges and in case of mindless creatures stop attacks on the caster's party. Due to their nature, the Undead are particularly vulnerable to this spell. ~ #397 -1 CANCELLATION~ CANCELLATION Syntax: cast 'cancellation' Syntax: cast 'cancellation' <spell> Syntax: cast 'cancellation' <character> Syntax: cast 'cancellation' <character> <spell> The spell cancellation allows the caster to remove all or specific magical enhancements that are affecting him. This spell does not always gurantee that spells affecting the caster will be removed. One may have to cast it several times to remove every single affect. Some spells that cause harmful ailments may not be removed by the cancellation spell and must be cured. Some offensive spells cast by opponents may not be cancelled at all. ~ #398 -1 CAUSELIGHT 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: commune 'cause light' <target> Syntax: commune 'cause serious' <target> Syntax: commune 'cause critical' <target> Syntax: commune 'harm' <target> These spells inflicts damage on the victim not by inflicting physical pain, but by hurting the victim through magic. The spells itself is an active agent in causing the damage. The higher the level the more damage it causes, with harm being the most powerful spell. Dark-knights and shamans have the ability to cast these spells. ~ #399 -1 CHAINLIGHTNING 'CHAIN LIGHTNING'~ 'CHAIN LIGHTNING' Syntax: cast 'chain lightning' <target> A spell considered most inappropriate by the guild of Invokers, it was developed by some misguided member of that guild with precise goal of targeting other Invokers. When cast, it creates a countless number of small lighting bolts, that arc between the caster and the victim. While the lighting bolts do practiclly no damage, they have a particular ability to quickly overload the mana shield and spell turning spells if its present. ~ #400 -1 CHANGESEX 'CHANGE SEX'~ 'CHANGE SEX' Syntax: cast 'change sex' <target> This spell magically alter the sex of your victim for a duration of time. While under the spell, a person would appear to others as an "it" for they would not hold any distinguishable sexual characteristics. ~ #401 -1 CHARMPERSON 'CHARM PERSON'~ CHARM PERSON Syntax: cast 'charm person' <target> Charm person, if successful, causes the victim to follow the caster and to take orders from him. The victim would not be able to resist the caster. Also, he would not be able to attack the caster. One would use the command ORDER to order their charmed followers to execute various actions. You are able to order your follower to sleep prior to the spell's expiration, thus making it easier to recast the spell, but be warned, upon the spell's expiration, your once charmed follower will attack you on sight. See also 'HELP ORDER COMMAND'. ~ #402 -1 CHILLTOUCH 'CHILL TOUCH'~ 'CHILL TOUCH' Syntax: cast 'chill touch' <target> This spell empowers the hands of the caster, making his hands as cold as ice. The caster then touches his opponent, inflicting damage to the victim due to the extreme chill of his hands. The coldness of the caster's hands will also weaken his victim. The nature of this spell is a cold-based attack and it is only possessed by necromancers, battlemages, and dark knights. ~ #403 -1 CHORUSOFANGUISH 'CHORUS OF ANGUISH'~ 'CHORUS OF ANGUISH' Syntax: cast 'chorus of anguish' <target> The tunes of death that the deceased can sing can inflict anguish upon the target. The deadly songs can be heard in a radius that echoes throughout the current room. ~ #404 -1 COMPREHEND LANGUAGE' 'COMPREHEND LANGUAGES' COMPREHEND~ 'COMPREHEND LANGUAGES' Syntax: cast 'comprehend languages' <target> This spell allows the target to understand all manners of speech and foreign tongues. This includes all strange tongues, drunks/morons, and incarnations of mages other then one's guild. ~ #405 -1 CONTROLWEATHER 'CONTROL WEATHER'~ 'CONTROL WEATHER' Syntax: cast 'control weather' better Syntax: cast 'control weather' worse Control weather is a spell that is taught to young rangers and invokers, allowing them to have partial control over the elements. They may alter the weather to make it better or worse to however they see fit. ~ #406 -3 demon~ CORRUPTION CORRUPT~ CORRUPTION syntax: corrupt <target> Demons the twisted products of Shadowspawn's hate and evil, have ability to taint a victim with the primal essence of chaos and evil. Those infected with the vile taint not only will find themselves forsaken by the gods, but with the very fabric of reality around them parting and twisting any spell casting will be a strenuous task. Ancient documents speak of demons ravaging whole legions of corrupted clerics and paladins, as they vainly tried to call for help upon their gods... ~ #407 -1 COUNTERFEIT~ COUNTERFEIT Syntax: counterfeit <obj> Used by thieves who want to earn some quick cash. This skill allows the user tocreate a replica in appearance of another object. There are ways to determine whether a object is a counterfeit or not. ~ #408 -1 CREATEFOOD 'CREATE FOOD' 'CREATE SPRING' 'CREATE WATER'~ 'CREATE FOOD' 'CREATE SPRING' 'CREATE WATER' Syntax: cast 'create food' Syntax: cast 'create spring' Syntax: cast 'create water' <target> Syntax: commune 'create food' Syntax: commune 'create spring' Syntax: commune 'create water' <target> The creation spells are spells learned by many magic users in some form. Create food creates a magical mushroom which may be eaten as food. The spell becomes more powerful as the mushrooms created becomes more filling to a hungry appetite. Create spring magically creates a spring at the feet of a caster, allowing for all passerby to drink out of the spring. Create water is a spell that replenishes a specific drink container with water. ~ #409 -1 CUREBLINDNESS 'CURE BLINDNESS'~ 'CURE BLINDNESS' Syntax: commune 'cure blindness' Syntax: commune 'cure blindness' <target> The cure blindness spell cures those who were blinded through a magical agent. Thus, the spell acts as a counter to the blindness spell. However, this spell cannot cure those who were blinded by physical agents, such as dirt kick. ~ #410 -1 CURELIGHT 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL 'MASS HEALING'~ 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL 'MASS HEALING' Syntax: cast 'cure light' Syntax: cast 'cure light' <target> Syntax: commune 'cure light' Syntax: commune 'cure light' <target> Syntax: commune 'cure serious' Syntax: commune 'cure serious' <target> Syntax: commune 'cure critical' Syntax: commune 'cure critical' <target> Syntax: commune 'heal' Syntax: commune 'heal' <target> Syntax: commune 'mass healing' These spells magically cure wounds that the person had received in his journey. However, it does not cure any other afflictions that he might have received. For example, it cannot cure blindness, poison, or disease. It can only cure the wounds that the person has. The higher the level the more wound it can cure, with heal being the most powerful spell. Mass healing cures everyone in the room as well as refreshes them from their journey. clerics and paladins and dark-knights to a very small degree are the only ones to have learned these spells. ~ #411 -1 CUREDISEASE 'CURE DISEASE'~ 'CURE DISEASE' Syntax: commune 'cure disease' Syntax: commune 'cure disease' <target> Several guilds have taught their flock the ability to cure the diseases that adventurers may pick up as they travel throughout the realm. These diseases often plagues the victim, as well as those that he comes in contact with. This spell can remove the disease from the victim, allowing him to travel without any further hindrances. ~ #412 -1 CUREPOISON 'CURE POISON'~ 'CURE POISON' Syntax: commune 'cure poison' Syntax: commune 'cure poison' <target> Several guilds have taught their flock the ability to cure those who are poisoned either by taking in poisoned items or inflicted upon them magically. While poisoned, the victim often experiences wounds and lack of both mental and physical energy. This spell can remove the poison from the victim's body, allowing him to travel without any further hindrances. ~ #413 -1 CURSE~ CURSE Syntax: cast 'curse' <target> Syntax: commune 'curse' <target> Evil clerics, necromancers, and dark-knights have the ability to call down curses upon their victims, causing them to be deemed unclean and thus forsaken by the gods. In such a state, the victim may not use their ability to call to the gods for magical transportation back to their hometown. Also, it renders the victim to loose focus leading to a decrease in effectiveness in combat as well as being more susceptible to additional spells that are cast on them. ~ #414 -1 CURSEWEAPON 'CURSE WEAPON'~ CURSE WEAPON Syntax: cast 'curse weapon' <object> Necromancers can place a curse upon their weapons, causing it to be irremovable and unable to be dropped. However, the weapon cannot avoid damage when trying to curse it, thus the blade might suffer some penalties upon each attempt. There is even a chance the weapon cannot withstand the curse, and be destroyed. Also see: MALFORM WEAPON ~ #415 -1 DARKSHROUD 'DARK SHROUD'~ 'DARK SHROUD' Syntax: commune 'dark shroud' <target> Enshrouding oneself by the shadows of the phantoms, the communer can hide the aura from the spells that affect him. The only affect visible on the communer will be the shroud itself. This does not remove the affects of other spells, it merely disguises them. ~ #416 -1 DEATHGRASP 'DEATH GRASP'~ 'DEATH GRASP' Syntax: cast 'death grasp' <target> By continually sending jolts of negative energy through the victims body, the necromancer makes them susceptible to an instant death at the hands of the Power Word Kill spell. With each increasing successful death grasp, the chance of a successful Power Word Kill increases. However, there reaches a point in where the victims body becomes immune to any more grasps of negative energy. See also: POWERWORD KILL ~ #417 -1 DEMONFIRE~ DEMONFIRE Syntax: commune demonfire <target> Demonfire is a spell learned by the clerics. Shamans may commune to their gods and either call upon their god to bring down divine wrath from the heavens or to conjure forth demonic spirits of hell to assail upon their victims. The wrath or the demonic spirits that are called may not be used against those of the same path. If it is done, the attack will be turned against the one who called forth the divine powers. ~ #418 -1 DETECTEVIL 'DETECT EVIL' 'DETECT GOOD' 'DETECT INVIS' 'DETECT MAGIC'~ 'DETECT EVIL' 'DETECT GOOD' 'DETECT INVIS' 'DETECT MAGIC' 'DETECT POISON' Syntax: cast 'detect evil' Syntax: cast 'detect good' Syntax: cast 'detect invis' Syntax: cast 'detect magic' Syntax: commune 'detect evil' Syntax: commune 'detect good' Syntax: commune 'detect invis' Syntax: commune 'detect magic' The detect evil spell enables the caster to distinguish those who follows the path of darkness, revealing a characteristic red aura around the person. It also enables the caster to distinguish objects of an evil origin or nature. The detect good spell enables the caster to distinguish those who follows the path of light, revealing a characteristic golden aura around the person. The detect invis spell enables the caster to see those who have concealed themselves by the invisibility spell. It also enables the caster to see objects that are invisible by nature. The detect magic spell enables the caster to see those items that contain magical qualities. ~ #419 -1 DETERIORATE~ DETERIORATE Syntax: commune 'deteriorate' <target> The defense of the target is lowered by the deterioration of their armor and resistance. The target's armor class will be less effective and they will be more susceptible to spells. This spell's chance to affect its victim is directly related to the target's save versus spell and malediction statistics. ~ #420 -1 DISPELEVIL 'DISPEL EVIL' 'DISPEL GOOD' 'DISPEL MAGIC'~ 'DISPEL EVIL' 'DISPEL GOOD' 'DISPEL MAGIC' Syntax: cast 'dispel magic' <target> Syntax: commune 'dispel magic' <target> Syntax: commune 'dispel evil' <target> Syntax: commune 'dispel good' <target> Syntax: commune 'dispel magic' <target> The dispel evil spell calls upon the wrath of the gods of light upon the victim, inflicting great damage. Only those who walks in the path of darkness are affected by this spell. Healers, shamans, and paladins are the only ones who have this spell. The dispel good spell calls upon the gods of darkness to inflict a horrific torment on the victim. Only those who walks in the path of light are affected by this torment. Dark-knights have this spell learned as part of their training. Dispel magic is an offensive spell that removes the spells affecting your opponent. It does not discriminate which types of spells to remove, thus it may remove both benign or harmful spells affecting him. Not all spells may be dispelled. Spells affecting the creatures in the realm may not be dispelled because those spells are held by those creatures by nature, they are not casted onto the creatures by men. ~ #421 -1 DYSENTERY~ DYSENTERY Syntax: commune 'dysentery' <target> Disrupting the digestive system of the target, they will quickly expel out any food in their system. The target will experience extreme hunger, and eating will only harm them more than help. Every once in a while the pain will be so unbearable it will force the victim on their knees. Liquids will not harm the victim, but no nutrition can be absorbed from it. ~ #422 -1 EARTHQUAKE~ EARTHQUAKE Syntax: commune 'earthquake' Earthquake allows the caster to cause the ground to shake, causing wounds to all those in the room. Those who are flying at the time will not be affected by this spell. There are rumors of this spell forcing strange mists out of the ground at times, but those are thought to be only rumors. ~ #423 -1 EDGECRAFT 'EDGE CRAFT'~ EDGE CRAFT Syntax: edge <object> During their training as a bard, ninja or thief, they have learned to transform useless objects into deadly weapons. They mastered the craft, edging, to sharpen trash, treasures, and keys into shurikens or daggers. Though items of low quality are easily sharpened for deadly use, it is the rare and limited artifacts of the lands that allow for creation of truly useful ordinance. ~ #424 -2 vampire~ EMBRACE~ EMBRACE Syntax: embrace <target> Stalking the cities of Aabahran at night, a Kindred is silent and deadly killer. Yet those that have thought them know that it not their combat prowess nor deadly sorcery that is to be feared. For the vampire's bite along with their foul taint carries the dreadful curse of unlife, often turning the victim into the very being he was sworn to destroy as the blood of undead begins to course through their veins. If this occurs and the vampires blood flows freely about the victim, he to will become dark, thus tainting the faith and acceptance of all like them. Luckily any healing spell will combat the spreading disease, and Paladins are extremely skilled in curing the foul mark using their lay on hands ability. See also: LAY ON HANDS ~ #425 -1 ENCHANTWEAPON 'ENCHANT ARMOR' 'ENCHANT WEAPON'~ 'ENCHANT ARMOR' 'ENCHANT WEAPON' Syntax: cast 'enchant armor' <object> Syntax: cast 'enchant weapon' <object> The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each successful enchant increases the protection from the armor, thus deeming the item more powerful than before. The enchant weapon spell magically enchants a weapon, increasing the power of the weapon. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant renders the weapon more powerful, thus considered higher in rank. ~ #426 -1 ENERGYDRAIN 'ENERGY DRAIN'~ 'ENERGY DRAIN' Syntax: cast 'energy drain' <target> Syntax: commune 'energy drain' <target> Necromancers and dark-knights learn energy drain as part of their training. This spell allows the caster to magically sap a small amount of health, but most importantly, it saps the victim of his mental energy and physical energy, hindering his ability to cast spells and move around. This spell also drains some experience from the victim, relieving him of some of the experiences that he had gained throughout his journey. ~ #427 -1 ENLARGE SHRINK~ ENLARGE SHRINK Syntax: cast 'enlarge' Syntax: cast 'enlarge' <target> Syntax: cast 'shrink' Syntax: cast 'shrink' <target> The enlarge spell increases the size of the person for a short duration of time. Along with the increased size come its advantages and disadvantages. The shrink spell is the opposite of the enlarge spell. It decreases the size of the person for a short duration of time, also giving him the advantages and disadvantages of his new size. ~ #428 -1 ENVENOM~ ENVENOM Syntax: envenom <object> This allows the user to spread a thin layer of poison on edged weapons or inject poison into food and drink containers. Once the object is contaminated, there is a chance it will poison the victim that is either injured by the weapon, or ingested the poisoned food or drink. ~ #429 -1 'ETHEREAL PASSAGE'~ 'ETHEREAL PASSAGE' Syntax: commune 'ethereal passage' north Syntax: commune 'ethereal passage' east Syntax: commune 'ethereal passage' south Syntax: commune 'ethereal passage' west Syntax: commune 'ethereal passage' up Syntax: commune 'ethereal passage' down A temporal warp opened to the ethereal dimension, allowing a short passage in a certain direction. This allows the communer to walk through certain doors, and other barriers. Certain rooms prevents the ethereal passage from working. ~ #430 -1 EXTORT~ EXTORT Syntax: AUTOMATIC Dark-knights walk the land with a fearful reputation. The peaceful citizens live in fear of them, and cower in their presence. Abusing this reputation, dark-knights tries to threaten shopkeepers for free items. Most shopkeepers will let cheap items go easily, but will not be so easily intimidated when their valuables are at stake. ~ #431 -1 'FAERIE FIRE'~ FAERIE FIRE Syntax: cast 'faerie fire' <target> Syntax: commune 'faerie fire' <target> Faerie fire is an offensive spell. It surrounds the victim with a pink aura which prevents him from concealing himself in anyway. Also, it worsens the victim's armor, making him easier to hit as well as taking more damage when hit. Note that faerie's own magical properties negate this spell making it useless against that race. ~ #432 -1 'FAERIE FOG'~ 'FAERIE FOG' Syntax: cast 'faerie fog' Syntax: commune 'faerie fog' The spell faerie fog conjures up a yellow fog within the room, revealing all those who are concealed in anyway. It also surrounds the victim with a yellow aura, preventing him to conceal himself for a short duration of time. Faerie fog is not an offensive spell, thus it will not start fights with those around the caster. Note that faerie's own magical properties negate this spell making it useless against that race. ~ #433 -1 'FIRE SHIELD' 'ICE SHIELD'~ 'FIRE SHIELD' 'ICE SHIELD' Syntax: cast 'fire shield' Syntax: cast 'ice shield' These spells creates a magical shield of the specific element surrounding the invoker. The shield acts as a protective barrier from the invoker's opponents. If an opponent is in combat with the invoker, there is a chance that the shield surrounding the invoker will wound their opponent. Also, the shield acts as a dampening or an enhancement device against natural elements. Fire attacks against an invoker while he has surrounded himself with a fire shield will enhance the attack whereas ice attacks will be dampened and be decreased in power. The basic invoker spells of Flame Arrow and Icicle can be further enhanced in power by the shield of their respective elements. ~ #434 -1 FIREBALL ICEBALL~ FIREBALL ICEBALL Syntax: cast 'fireball' Syntax: cast 'iceball' These spells creates a large ball of the respective elemental forces which fills the room, causing wounds to everyone around the caster other than him and his group mates. These spells have been known to be quite powerful, inflicting great wounds against the victims. Fireball has known to inflict massive amounts of damage while being easier to defend against. Its counterpart is far more dependable at a price of raw damage. ~ #435 -1 FIRESTORM~ Syntax: cast 'firestorm' Calling upon the mightiest forces of fire and hell the Invokers can create this virtual storm of fire and brimstone. As the hellish maelstrom of fire and sulfur twists over the area, it rains flaming debris on all those that cannot take cover or are unlucky enough to stumble into it. The enchantment takes immense concentration on the invokers part and is not easy to maintain. ~ #436 -1 'FLAME ARROW'~ 'FLAME ARROW' Syntax: cast 'flame arrow' <target> Invokers have acquired the flame arrow spell through their training. This spell creates an arrow of pure fire which the caster may throw at his opponent. It is known to cause great damage to the victim. ~ #437 -1 FLAMESTRIKE~ FLAMESTRIKE Syntax: commune 'flamestrike' <target> Flamestrike is a spell that creates a giant stream of flame which the caster can direct toward the victim. The attack brought forth by this spell is a fire-basedattack and the scorching flames may blind the target at times. When used by the righteous Paladin, this spell strikes the victim as well as all of their allies present. ~ #438 -1 'FLESH GOLEM' 'STONE GOLEM'~ 'FLESH GOLEM' 'STONE GOLEM' Syntax: cast 'flesh golem' Syntax: cast 'stone golem' Necromancers have gained the ability to call forth golems from their long training in the undead. Flesh golems are the weaker of the two types of golems and can be controlled by a lower ranked necromancer. Stone golems are the stronger of the two types of golems, thus only a high ranked necromancer can control. See also 'HELP ORDER COMMAND'. ~ #439 -1 AFFECT AFFECTS~ AFFECTS Syntax: affects affects full affects list affects # <designation> <affect name> This command is used to show all the spells affecting your character. Spell effects are no longer shown on score (this can be changed by using 'show' command). CUSTOM DISPLAY You can customize the display of affects with a shorthand designation in order to get a better and faster idea of which of your spells are active. For example "affect 1 San sanctuary" would put in the designation 'San' in the first display spot and bind it with the spell sanctuary. To clear a display spot, simply use "affect #" and it will be reset. The spells which are not included in your custom display will still be shown normal way when you use "affect" command. To get a full display of all your spells and their effects, use "affect full". ~ #440 -1 'FLAME ARROW'~ 'FLAME ARROW' Syntax: cast 'flame arrow' <target> Invokers have acquired the flame arrow spell through their training. This spell creates an arrow of pure fire which the caster may throw at his opponent. It is known to cause great damage to the victim. ~ #441 -1 'FLESH GOLEM' 'STONE GOLEM'~ 'FLESH GOLEM' 'STONE GOLEM' Syntax: cast 'flesh golem' Syntax: cast 'stone golem' Necromancers have gained the ability to call forth golems from their long training in the undead. Flesh golems are the weaker of the two types of golems and can be controlled by a lower ranked necromancer. Stone golems are the stronger of the two types of golems, thus only a high ranked necromancer can control. ~ #442 -1 FLY~ FLY Syntax: cast 'fly' Syntax: cast 'fly' <target> Syntax: commune 'fly' Syntax: commune 'fly' <target> The fly spell enables the person affected by the spell to be able to fly. While affected by this spell, a person may travel to regions a regular person may not go to. He can also journey over water without using a boat. Furthermore, a flying person would not be affected by opponents who tries to trip them, or the earthquake spell, for those are all ground attacks. ~ #443 -1 FRENZY~ FRENZY Syntax: commune 'frenzy' Syntax: commune 'frenzy' <target> The frenzy spell fills the person with righteous fury, greatly increasing his attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the himself easier to hit. Frenzy provides immunity to the calm spell, and may only be used on those of the caster's alignment. ~ #444 -1 'GHOUL TOUCH'~ GHOUL TOUCH Syntax: cast 'ghoul touch' <target> Using the negative energy that surrounds them, Necromancers are able to drain strength away from the body of their victim. Although the necromancer gains no beneficial affects, their victim will begin to move sluggishly. Sapped of their strength victims will take longer to perform actions in battle and will also be slower to recover from stunning attacks. ~ #445 -1 'GIANT STRENGTH'~ 'GIANT STRENGTH' Syntax: cast 'giant strength' Syntax: cast 'giant strength' <target> Syntax: commune 'giant strength' Syntax: commune 'giant strength' <target> The giant strength spell empowers the person affected with magical energy resulting in an increase of his strength. As the caster gains more experience and rise up in ranks, his ability to grant magical strength also increases. Shamans, illusionists, and psionicists have learned to cast giant strength. ~ #446 -1 HASTE SLOW~ HASTE SLOW Syntax: cast 'haste' Syntax: cast 'haste' <target> Syntax: cast 'slow' <target> The haste spell increases the speed and agility of the recipient. Due to the effect, it is known that the affected person may sometimes gain an extra attack in combat, and gain a heightened ability in evading his opponent's attacks. However, it produces a great strain on the system, such that recuperative abilities are greatly hindered. The slow spell decreases the speed and agility of the recipient. While affected by the spell, the victim often looses his ability to attack as rapidly as he normally can. The victim is also hindered in evading his opponent's attacks. However, the spell has a calming effect on the victim which allows him to heal more rapidly, both physically and mentally. ~ #447 -1 HELLSTREAM~ HELLSTREAM Syntax: cast 'hellstream' <target> Invokers have learned the ability to call forth a stream of light from the ground, engulfing the victim with the energy of the stream. This is one of the most powerful spells known in the realm, rumored to be able to kill opponent in just a few streams. The power of the hellstream is so intense that equipment meant to protect against it or infused with magical forces often shatters under the intense stress of energy. ~ #448 -1 'HOLD UNDEAD'~ 'HOLD UNDEAD' Syntax: cast 'hold undead' <target> The necromancer can exercise his control of the realm of the undead by being able to make movement of an undead creature near impossible. The undead being will find any kind of action strenous, and any aggressive actions will be completly negated. ~ #449 -1 'HOLY WORD'~ 'HOLY WORD' Syntax: commune 'holy word' Drawing upon their very foundations of faith, the communer of this mighty prayer utters a word never meant for mortal lips to form. The divine power of this incanation fills the Paladin with such fevor and righteous spirit that it allows them to bring down the wrath of their deity even at those whom are at brink of death. Thus supported the prayer of wrath has a greater chance to curse the victims and increased ability to ignore magical defenses even against those whom are sorely wounded. See also: WRATH ~ #450 -1 'HOLY WATER'~ 'HOLY WATER' Syntax: commune 'holy water' <drink container> A healer can grant pure water the blessing from the gods. Once blessed, the water becomes holy water. When goods drink it, they shall receive the blessing from the heavens, and refreshed with the purity of the water. Evils will be burned by the touch of the water, and have a chance of being cursed. Neutrals are not affected. Only a certain quantity of water can be blessed at a time. ~ #451 -1 HURRICANE~ HURRICANE Since well trained invoker has great control over the elements, they have achieved control over the greatest of all elements...a hurricane. A skilled invoker can isolate a powerful hurricane in a small area. With the powerful winds, anyone unlucky enough to be caught in it shall be thrown to the ground by the winds. Even those who fly about shall be sucked to the ground by the powerful winds. See also: AIR THRASH, TRIP ~ #452 -1 HYSTERIA~ HYSTERIA Syntax: commune 'hysteria' <target> By increasing the anxiety of the target, the communer can bring the target into a state of hysteria. While the target is panicking, they will have difficulty recalling their skills and have trouble finding a way to escape. The affect lasts only temporarily until the target has a chance to regain his thoughts. ~ #453 -1 TERROR~ TERROR Syntax: cacst 'terror' <target> By bringing the victims fears to life inside their own mind, the caster can cause the target to enter a state of dangerous panick. While the target is panicking, they will have difficulty recalling their skills and have trouble finding a way to escape. The affect lasts only short moment untill the has a chance to regain their morale. ~ #454 -1 'ICE STORM' ~ 'ICE STORM' Syntax: cast 'ice storm' This spell conjures a storm of elements of ice and lightning, inflicting wounds to all those in the room due to the subzero temperature the storm brings. The spell nature makes it very dependable against opponents with magical protection against afflictive spells, and its effectivness more then matches icicle spell especial against those vulnerable to cold. At times the temperature drops to such extreme that weapons and armor may shatter from stress of combat. Only invokers are able to learn this spell as part of their arsenal. ~ #455 -1 ICICLE~ ICICLE Syntax: cast 'icicle' <target> This spell creates a magic icicle which the caster may shoot toward an opponent. The icicle causes wounds to an opponent not by its piercing action but rather by its temperature. Only invokers are able to learn this spell as part of their arsenal. ~ #456 -1 IDENTIFY~ IDENTIFY Syntax: cast 'identify' <object> Syntax: commune 'identify' <object> The identify spell reveals to the caster information about the object in the caster's inventory or on the ground. It can reveal information such as the weight, the material, and other attributes of the object. Clerics and all mage classes have the opportunity to learn identify in the course of their training. ~ #457 -1 IKUZACHI~ IKUZACHI Syntax: cast 'ikuzachi' <target> During the course of their training, ninjas are given the opportunity to learn the spell ikuzachi. This spell allows the ninja to concentrate and cast a magical spirit attack against his opponent. ~ #458 -1 'ILLUSIONARY SPECTRE' 'PHANTASMAL GRIFFON' 'PHANTOM DRAGON'~ 'PHANTASMAL GRIFFON' 'PHANTOM DRAGON' 'ILLUSIONARY SPECTRE' Syntax: cast 'illusionary spectre' <target> Syntax: cast 'phantasmal griffon' <target> Syntax: cast 'phantom dragon' <target> The illusionist creates an image of a minion to aid the caster during combat. While false to the caster, the visage seems very real to the target. Depending on the creatures intelligence, it fails and succeeds depending on how soon it figures out that it is only illusion. ~ #459 -1 INFRAVISION~ INFRAVISION Syntax: cast 'infravision' Syntax: cast 'infravision' <target> Syntax: commune 'infravision' Syntax: commune 'infravision' <target> The infravision spell enables the person to see the changes in temperature around him, even if he is surrounded by darkness. Because of this affect, the affected person may see his surroundings clearly. The notable known exceptions to this are the Sliths who through their lizard heritage have inherited their ancestors cold blood. See also: SLITH ~ #460 -1 INSOMNIA~ INSOMNIA Syntax: commune 'insomnia' <target> Exhausts the target of their mental capabilities by depriving him of sleep. The target will experience mental fatigue and will not be able to regenerate mana as long as they are affected by insomnia. ~ #461 -1 INVIGORATE~ INVIGORATE Syntax: commune 'invigorate' The highest form of refresh, this powerful supplication can restore all group member's movements. Only healers can learn this ability. ~ #462 -1 INVIS INVISIBILITY 'MASS INVIS'~ INVIS INVISIBILITY 'MASS INVIS' Syntax: cast 'invisibility' Syntax: cast 'invisibility' <target> Syntax: cast 'mass invis' Syntax: commune 'mass invis' The invisibility spell makes the affected person invisible to the natural eye. Only those who have been magically affected to see invisible can see those who have concealed themselves by the invisibility spell. A person affected by the invisibility spell would become seen again if he is engaged in combat. The mass invis spell makes all the people or creatures in the caster's group invisible, including the caster. It has a similar effect as casting the invisibility spell to each and everyone in the group, thus, whoever engages in combat while invisible will cease to be invisible. ~ #463 -1 'JET STEAM'~ 'JET STEAM' Syntax: cast 'jet steam' <target> This spell causes the waters surrounding the caster to be extremely heated, creating a jet of steam instantly. This jet of steam can directed by the caster toward his opponent, drowning the opponent in the steam. This spell can only be casted if the caster has access to a sizable water source such as rivers, springs or even rain. See also: CONTROL WEATHER, CREATE SPRING ~ #464 -1 KNOCK~ KNOCK Syntax: cast 'knock' <direction> A set of glowing, ethereal hands are created as an extension of the casters arms. In doing so, it enables the caster to enter the lock mechanisms however complex it may be, and unlock its target. However, its been said that there are some type of locks that cannot be undone. ~ #465 -1 'KNOW ALIGNMENT'~ 'KNOW ALIGNMENT' Syntax: cast 'know alignment' <target> Syntax: commune 'know alignment' <target> The know alignment spell reveals to the caster the path of alignment which the affected person follows. All mages have the ability to learn this spell. ~ #466 -1 'LIGHTNING BOLT'~ 'LIGHTNING BOLT' Syntax: cast 'lightning bolt' <target> This spell allows the caster to create a bolt of lightning to shoots out from his hands toward his opponent. The damage inflicted by this spell is lightning-based. ~ #467 -1 'LOCATE OBJECT'~ 'LOCATE OBJECT' Syntax: cast 'locate object' <object> Syntax: commune 'locate object' <object> The locate object spell reveals to the caster the location of all objects with the given name. However, it does not reveal objects that are more powerful than deemed worthy to the caster. ~ #468 -1 'MAGIC MISSILE'~ 'MAGIC MISSILE' Syntax: cast 'magic missile' <target> The magic missile spell creates a magic missile that the caster may direct toward his opponents, inflicting wounds against his opponents. This spell is taught to very young spell students, thus not very powerful in nature. However, the spell does increase in power as the caster rise in ranks, although never reaching to a very feared state. ~ #469 -1 'MANA SHIELD'~ 'MANA SHIELD' Syntax: cast 'mana shield' This spell surrounds the caster with a shield of pure energy. The shield can help deflect magical damage inflicted by the caster's opponents. However, the upkeep of this spell is very stressful. The caster would have to put in more mental energy every time a magical attack is directed at him in order to deflect the damage toward him. The efficiency of the upkeep increases as the caster rise in rank. ~ #470 -1 'MIRROR IMAGE' MIRROR~ MIRROR IMAGE Syntax: cast 'mirror image' The spell creates a shimmering translucent image of the caster, that when need calls for it, becomes a perfect replica of its creator confusing enemies into striking it instead of its master. Though only a single image may be created at a time, the maximum number that may be controlled is dependant on caster's rank. Finaly each image requires concentration and magical power to sustain, and will shatter when attacked, or fade away if distant from its creator. ~ #471 -2 vampire~ MORPH 'BAT FORM' 'WOLF FORM' 'MIST FORM'~ MORPH 'BAT FORM' 'WOLF FORM' 'MIST FORM' Syntax: cast morph bat Syntax: cast morph wolf Syntax: cast morph mist Through powers of the covenant and potent sorcery a vampire is capable of going through a Transformation assuming three forms. While morphed, the equipment they are wearing will become part of the form. They will not be able to wear, remove or get anything. The stats from the equipment will be carried on to the form they morph into. Vampires can return back to their natural form by typing 'revert'. Bat Form Small and nimble, the vampire bat is extremely difficult to detect. Covering huge distances on its wings the vampire can quickly travel across enormous distance. Much like their cousins, vampire bats use sound for their sight and cannot be blinded by conventional means. Due to their small size they are quite vulnerable to the summon spell. Commands: none Wolf Form Its eyes blazing crimson, the slivering jaw parted in a deadly snarl, a vampire wolf is a fearsome sight. Deadly silent in the forest and capable of terrifying attacks of unmatched ferocity, a vampire wolf is an unmatched foe in its native environment. A vampire wolf can tear at the opponent and cause terrifying woundsas well as tackle the opponents to the ground pinning them down. Commands: tear, tackle. Mist Form The most difficult forms to assume. The vampire coverts his form to an insubstantial mist becoming all but invulnerable to non-magical attacks. Capable of seeping through mere cracks, and immune to mundane attacks such as bash and grapple, a vampire becomes an unstoppable hunter. Vampires cannot fight in mist form, therefore they will automatically revert back to their natural form when attacking or after they've been attacked. It requires intense concentration and energy to maintain the mist form, therefore, there is a mana cost to stay as a mist. Mists can become toxic, poisoning those in its proximity with noxious gases. Commands: seep, toxify ~ #472 -1 'MYSTIC TENDRILS'~ MYSTIC TENDRILS' Syntax: cast 'mystic tendrils' It has always been said the lifeblood of a mage is not what courses through his veins, but rather his source of mana - for what is a mage without his powers. Invokers, being masters of harnessing and channeling energy through their bodies, have developed the ability to compensate for their costly spells by tearing into their physical bodies, sacrificing life blood to regain their invaluable mana. This is a risky procedure, and be warned, it has been the demise of countless many who've tried to sacrifice it all for the sake of magic. ~ #473 -1 'PASS DOOR'~ 'PASS DOOR' Syntax: cast 'pass door' Syntax: commune 'pass door' The pass door spell transforms the caster into a translucent form, allowing him not to be hindered by closed doors that he may come across. This spell also allows the caster to flee through closed doors otherwise considered a invalid exit in the middle of combat. ~ #474 -1 'PHANTOM GRASP'~ PHANTOM GRASP Syntax: cast 'phantom grasp' <target> Phantom grasp summons forth the phantoms lurking in the darkness to consume its target in negative energy. The phantoms are able to slowly wear down the magical resistance of the victim and each successful grasp extends the strength and duration of the effect. ~ #475 -1 PILFER~ PILFER Syntax: pilfer <object> While fighting, the thief can attempt to knock an object from the opponents inventory. Since this is done in heat and bustle of combat the chance to succeed is far better then when attempting to steal the same object, and less likely to be noticed by the victim. See also: STEAL ~ #476 -2 psionicist~ 'PHASE SHIFT'~ PHASE SHIFT Syntax: cast 'phase shift' Syntax: cast 'phase shift' store Syntax: cast 'phase shift' none Phase shift allows a psionicist to shift their existence from one place to the location they have stored in their memory using mind store. The transfer is instantaneous and most useful in emergencies. You can store the location of choice, or empty it using target of "none". See Also: HELP TELEPATHY ~ #477 -2 psionicist~ DREAMWALK~ DREAMWALK Syntax: dreamwalk <victim> dreamwalk <omen/deathmare/dreamprobe/mindmelt> Using their telepathic abilities the Psionicist is capable of tuning into a person's dream and becoming part of it. Further manipulating the lucid state the dreamwalker can then implant various dreams and nightmares. Once a particular dream has begun it will last for two one hour sessions. During the dreamwalk the Psionicist is free to perform any actions including starting a new dream to replace the current session. See also: HELP OMEN, DEATHMARE, DREAMPROBE, MINDMELT, TELEPATHY ~ #478 -1 PLAGUE POISON~ PLAGUE POISON Syntax: cast 'plague' <target> Syntax: cast 'poison' <target> Syntax: commune 'plague' <target> Syntax: commune 'poison' <target> The plague spell infests the victim with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. The poison spell infests the victim with a magical poison which reduces the victim's strength as well as hinder his ability to heal wounds naturally. However, this poison does not spread to those the victim comes in contact with, making it less risky than plague. ~ #479 -1 'POWERWORD KILL'~ 'POWERWORD KILL' Syntax: cast 'powerword kill' <target> Necromancers have devised a spell to kill anyone by a simple point of a finger. This spell carries the name of powerword kill. By casting the spell, on a victim who has been affected by death grasp, the caster has a chance to kill the target outright. The effect of the spell is farther affected by the skill and level of caster compared to his victim. See also: DEATH GRASP ~ #480 -1 PRAYER~ PRAYER Syntax: commune 'prayer' Syntax: commune 'prayer' <target> The mind is focused with the blessings of a prayer. One's soul is more at peace with itself, reducing the aggressiveness of the target, and increasing the defenses. While affected by a prayer, it is difficult to get worked up or angered, but while in this serene peace of mind, it allows you to concentrate better. ~ #481 -1 PROTECTION~ PROTECTION Syntax: cast 'protection' Syntax: commune 'protection' The protection spells reduce damage taken from attackers of the opposite path of morals. Those without a firm moral commitment does not receive protection from this spell. This spell may not be cast on others. ~ #482 -1 'PROTECTIVE SHIELD'~ 'PROTECTIVE SHIELD' Syntax: cast 'protective shield' Syntax: commune 'protective shield' This spell surrounds the caster with a shield of magical energy, preventing him from being hit by opponents throwing their bodies against him. However, this shield does not protect the caster from other forms of blunt attacks such as attacks by a mace. See also: FORCE FIELD, BALANCE, IRON WILL ~ #483 -1 PUSH~ PUSH Syntax: push <target> <direction> A ninja with a perfectly placed push may place the target off balance forcing them to alter their position. The victim thus propelled will then leave the area in the direction chosen by the ninja. Beware you may slip in your attempt to push someone and land in the direction you were hoping your victim would be. In some cases, the ninja may wish to push someone into a wall or a obstruction and cause great damage. ~ #484 -1 RAKE~ RAKE Syntax: rake <primary/secondary> Berserkers have the ability to rake the weapon of the opponent with such a force, that the victim cannot attack with that weapon for the next round of combat, until they have regain control of their weapon. Typing rake without any arguments will target the primary weapon by default. Typing 'rake secondary' will target the dual wielded weapon. ~ #485 -1 'RANGER STAFF'~ 'RANGER STAFF' Syntax: ranger staff Rangers, being the master woodsmen, have the skill to carve a staff out of wood. The quality of the staff increases as the ranger gets higher in rank. ~ #486 -1 REFRESH~ REFRESH Syntax: cast 'refresh' Syntax: cast 'refresh' <target> Syntax: com 'refresh' Syntax: com 'refresh' <target> The refresh spell magically replenishes physical energy of the affected person. This spell can be cast on all others as well as the caster himself, even to those who are extremely inexperienced or experienced in comparison to the caster. ~ #487 -1 'REMOVE CURSE'~ 'REMOVE CURSE' Syntax: commune 'remove curse' <object> Syntax: commune 'remove curse' <person> <object> The remove curse spell is able to remove a curse on an object carried by a caster or target person. If the caster's power if sufficient when compared witht he cure, it will be removed. Some items are cursed with such power that no mortal effort may counteract the curse. NOTE: While this spell may not remove a curse placed on a person, the temple healers are capable of performing this service for a price. ~ #488 -1 ROAR~ ROAR Syntax: roar A berserk can try to intimidate his opponent by letting out a primal roar that shakes the ground they walk upon. When the berserker is successful, the victim will be temporarily weakened by lack of self confidence. Roar can only be used against those they are fighting. ~ #489 -1 SANCTUARY~ SANCTUARY Syntax: cast 'sanctuary' Syntax: cast 'sanctuary' <target> Syntax: commune 'sanctuary' Syntax: commune 'sanctuary' <target> Shamans, healers, invokers, and paladins have the ability to grant sanctuary to himself and those around him. Healers, shamans, and paladins are able to do so by communing to their gods while invokers have learned this ability from their long time training with war spells. This spell grants divine protection upon those affected. It has been known that a person affected can take an extremely great amount of damage and leave barely scratched. ~ #490 -1 SHADOWFORM~ SHADOWFORM Syntax: cast 'shadowform' Illusionists can hide themselves in a blanket of distorted light that completely hides their identity. In this state, they are immune to all direct attacks from other people, and most attacks from creatures. However, an area attack will bring them out of their shadowed state. But, beware for there are certain strong creatures in the realms that can see through this illusion. Certain guardians such as Cabal guardians, and other creatures that are supernaturally strong cannot be fooled by these means. A wise illusionist will do well to tread carefully in unknown territory. ~ #491 -2 vampire~ SHADOWSTALK~ SHADOWSTALK Syntax: cast 'shadowstalk' <target> When a vampire, has injected their Dark Gift into the shadows, the undead life will be breathed into the darkness. The shadow will rise and will be locked onto the scent of the target of which it was called to consume. Only the victim of the shadow will be able to see and attack the shadow. However, the shadow's lifespan is only limited to night, hence long-term tracking will not be possible. ~ #492 -1 SHIELD~ SHIELD Syntax: cast 'shield' Syntax: cast 'shield' <target> Syntax: commune 'shield' Syntax: commune 'shield' <target> The shield spell creates a magical shield around the caster which helps him to deflect some of the attacks thrown against him. It doing so, it also helps the caster by deflecting the critical attacks so that if an attack does land, it does not land with as much force. ~ #493 -1 'SHOCKING GRASP'~ 'SHOCKING GRASP' Syntax: cast 'shocking grasp' <target> This spell magically charges the caster's hands so that it delivers a magnificent shock as the caster touches his opponents. The wounds from this attack is a lightning-based attack. ~ #494 -1 'SILENCE'~ Syntax: cast 'silence' <target> The dark-knight guild has developed the silence spell. This surrounds an opponent in a sound proof force, preventing them from speaking and hearing for several hours. While silenced, the victim cannot speak, nor can he cast any spells, for vocal incantations are an integral part of casting a spell. ~ #495 -1 SLEEP~ Syntax: cast 'sleep' <target> The sleep spell causes the victim to fall asleep for a few hours. While under the spell, the victim will not be able to wake up on his own accord, he would only wake up if a physical wound is inflicted on him. Necromancers, and psionicists are the only professions who have ability to learn this spell. ~ #496 -1 'SOUL CAPTURE'~ 'SOUL CAPTURE' Syntax: cast 'soul capture' <target> If a corpse of a character happens to be before a necromancer of sufficient mastery, the necromancer can collect the characters soul - feeding the dark mage added health. The soul is seen as a grayish shroud in which floats around the necromancer. ~ #497 -1 STAKE~ STAKE Syntax: stake <target> Vampires hunters throughout the Ages have tried to develop the most efficient way to slay vampires. One such technique is to drive a stake through the vampire's heart. For those vigilant enough to catch a vampire at their most vulnerable, most were too frightened and fail to drive the stake into the heart. However, for those steadfast enough to hit their mark, the vampire is dealt a devastating blow sometimes causing it to never wake. ~ #498 -1 'STONE SKIN'~ 'STONE SKIN' Syntax: cast 'stone skin' Syntax: commune 'stone skin' This spell magically turns the caster's skin as hard as stone, allowing the caster to take less damage from attacks as he normally would. It is a spell learned only by only a few classes of mages. ~ #499 -1 'STRENGTH DAMNED'~ 'STRENGTH DAMNED' Syntax: cast 'strength damned' <target> Targeting a zombie that the necromancer has raised from the dead, he/she can restore the zombie to the power of its original. Because this requires the most intense of dark magic's, the necromancer can only perform this feat once in a long while. ~ #500 -1 STUDY~ STUDY Syntax: study <target> A skilled ninja who wishes to assassinate another, must first study the actions of their target. The ninja will study the behavior pattern of the target for few hours then enter a deep trance in order to memorize all that he/she learned. Any interruption while in this trance will result in loss of all the details that have not been burnt into ninja's memory. The ninja will then automatically use what he/she observed in their attempt to assassinate. You may only concentrate on a single target at the same time, and your sight may be blocked by closed doors. See also HELP ASSASSINATE ~ #501 -1 SUMMON~ SUMMON Syntax: cast 'summon' <target> Syntax: commune 'summon' <target> This spell summons a creatures from anywhere else in the realm to the location of the caster. It can also summon other people who near the caster to the location of the caster. Those who are of higher ranked are extremely difficult to be summoned by a person of lower rank. Those who are fighting may not be summoned. ~ #502 -1 TELEPORT~ TELEPORT Syntax: cast 'teleport' Syntax: commune 'teleport' The teleport spell randomly takes the caster from his current location to another location somewhere else in the realm provided his is not in combat. This spell is very useful to get away from those who are chasing the caster. However, it does not guarantee the caster safety. The caster may end up in a worse predicament then he was. While the user of this spell has a better chance to avoid unpleasant encounters with increase in skill, the random nature of this magic makes no assurances. ~ #503 -1 'DRUID GATE'~ DRUID GATE Syntax: cast 'druid gate' Syntax: commune 'druid gate' The spell randomly takes the caster from his current location to another forest room somewhere else in the realm provided his is not in combat. This spell is very useful to get away from those who are chasing the caster or quick return to the forest. However, it does not guarantee the caster safety. The caster may end up in a worse predicament then he was in even if the spell does prevent transport to a location with creatures of higher rank then caster. ~ #504 -1 'VAMPIRIC TOUCH'~ 'VAMPIRIC TOUCH' Syntax: cast 'vampiric touch' <target> On contact, the necromancer can drain its target of both vitality and mana not only causing damage to the target but also transferring it onto him/herself in a form of unholy healing spell. ~ #505 -1 VENTRILOQUATE~ VENTRILOQUATE Syntax: ventriloquate <name> <message> This spell throws the caster's voice, making it appear that some other object or person in the room is saying the caster's message. Victims who sees through the spell will know that someone is using ventriloquism, but not who. Victims who did not see through the spell will think that the object or person really did say the caster's message. ~ #506 -1 VITALIZE~ VITALIZE Syntax: commune 'vitalize' Syntax: commune 'vitalize' <target> Vitalize will increase the metabolism of the target, raising their healing rate while they are standing. The target will not be able to sleep peacefully since his metabolism is so high. While affected, the target will get hungry and thirsty faster than usual. ~ #507 -1 WEAKEN~ WEAKEN Syntax: cast 'weaken' <target> Syntax: commune 'weaken' <target> The weaken spell will drastically weaken the victim for several hours. This affect often causes the victim to drop their weapons, due to the lack of strength to hold it. As the caster rise up in rank, the affect of this spell also becomes stronger, making the strength loss in the victim even more evident. ~ #508 -1 'WORD OF RECALL' 'GROUP RECALL'~ 'WORD OF RECALL' 'GROUP RECALL' Syntax: cast 'word of recall' Syntax: cast 'word of recall' <target> Syntax: commune 'word of recall' Syntax: commune 'word of recall' <target> Syntax: commune 'group recall' This spell calls upon the gods of the realm to take the affected person from his current location to the temple of his alignment in his hometown. The word of recall spell can be cast during combat. It can be casted on those who are following the caster as well as the caster himself. Note that if the target of this spell has recently been in combat they will be stunned for a moment when transported to their temple. Group recall casts word of recall on everyone in the group. ~ #509 -1 WRATH~ WRATH Syntax: commune 'wrath' <target> Paladins have the ability to call upon the gods of light to strike down the foes of the caster with divine wrath. This wrath is most effective against those who walk in darkness and less effective against those who do not have a firm moral commitment. One should notice that this potent prayer quickly loses its power against those seriously hurt or near death. See also: HOLY WORD ~ #510 -1 ACUPUNCTURE~ ACUPUNCTURE Syntax: acupuncture This skill allows a ninja to thrust needles into strategic points in his own body, resulting in an alleviation of his wounds. But in doing so, the ninja will be rendered less agile for a duration of time due to the needles in his body. ~ #511 -1 AMBUSH~ AMBUSH Syntax: ambush <target> This skill allows a ranger to deliver a surprising attack to his victim in the forest. The ranger may execute the attack whether he is camouflaged or not. However, a camouflaged ambush has been known to inflict a more serious wound than a regular ambush. See also CAMOUFLAGE ~ #512 -1 CAMP~ CAMP Syntax: camp Rangers are able to set up a comfortable resting place in the wilderness. Along with the wholesome fresh air and the healing powers of nature, they are able to put themselves into a deep meditated sleep. This is a long term sleep however. Those that wake up before they are fully rested will be set back instead. ~ #513 -1 ASSASSINATE~ ASSASSINATE Syntax: assassinate <target> Ninjas of high ranks may learn to kill with one hit. To do so the ninja must STUDY the actions of the target he wishes to attempt to assassinate. If you happen to fail in your attempt, the target knowing your intent will change his behavior requiring you to study them again to even out the changes. Note that you can use "assassinate" command to see your current chance to assassinate. Keep note that the better one's accuracy is, the higher your chances will be to successfully assassinate one's target. See also HELP STUDY ~ #514 -1 ALIAS~ ALIAS Syntax: alias <alias> <commands> alias # <commands> alias rem <alias> alias rem # alias list Forsaken Lands features an easy to use alias system to allow you to setup custom commands. To turn aliases off/on use "autoalias" command. HOW TO USE AN ALIAS: Simply type its name and hit <enter> key. Example (assuming 'ca' is a defined alias): 100mv> ca CREATING NEW ALIAS: To create a new alias simply type: "alias <aliasname> <commands>" Example: 100mv> alias cw cast 'word of recall' //Creates a new "cw" alias CHANGING AN EXISTING ALIAS: To change an alias you follow same procedure as when creating a new one. When changing an alias you can also use its position on the "alias show" list rather then name. Example: 100mv> alias qrec quaff recall //Creates an alias 100mv> alias qrec quaff recall potion //replaces with new commands 100mv> alias 1 quaff big recall //replaces first alias on the list REMOVING AN ALIAS: To remove an alias type "alias rem" followed by its name or number. Example: 100mv> alias rem qrec //removes an alias called "qrec" 100mv> alias rem 1 //removes the topmost alias on the list LISTING CURRENT ALIASES: To list all your aliases simply use "alias list" See also: HELP ALIAS ADVANCED ~ #515 -1 WEAPON WEAPONS~ WEAPONS Your skill in a particular weapon type determines how well you fight using that weapon, and how much damage you will cause on successful hit. Proficiency in exotic weapons is determined by your rank. Following weapon types are in existence: Exotic, Sword, Dagger, Spear, Mace, Axe, Flail, Whip, Polearm, Staff You may consult detailed help files for each of the weapon types. ~ #516 -1 BACKSTAB~ BACKSTAB Syntax: backstab <target> This skill gives thieves the ability to plant a dagger into the backs of their opponent, striking them by surprise as well as inflicting a massive amount of pain. This surprise attack is only effective to victims who are in excellent condition. Opponents of a much greater size may not be backstabbed. See also: DUAL BACKSTAB ~ #517 -1 BARKSKIN~ BARKSKIN Syntax: barkskin Rangers have the ability, through intense concentration, to harden their skin like the bark of a tree. This allows them to receive less damage when attacked by foes. Rangers improve this ability with each new rank gained. ~ #518 -1 BASH~ BASH Syntax: bash <target> Some talented fighters may learn the ability to throw themselves against their opponents, knocking them off of their feet. By doing so, the fighter may stun their opponents, rendering them immobile for a short duration of time. Factors such as size and dexterity affect the effectiveness of a bash. See Also: TRIP, BODYSLAM, GRAPPLE, AIR THRASH ~ #519 -1 'BEAST CALL'~ 'BEAST CALL' Syntax: beastcall beastcall <raven/wyvern/displacer/leopard/mammoth> Rangers, with their familiarity to the forests and the animals within, have the ability to call wild animals to their aid. Many animals have been known to come to the aid of rangers offering aid in combat or as steeds. The higher t he rank of a ranger, the more powerful an animal he can call. A ranger may attempt to call upon a specific animal, however if his attempts are not good enough to lure the chosen beasts, no other animal will be summoned. See also: HELP MOUNT ~ #520 -1 BERSERK~ BERSERK Syntax: berserk This ability allows talented fighters to enter into a wild trance, with their pulses racing and the whole body consumed with rage. While in this state, these fighters are known to be able to strike harder in his frenzy, but consequently also let down his defenses more than usual. ~ #521 -1 BLACKJACK~ BLACKJACK Syntax: blackjack <target> Thieves are able to strike at the head of their opponents with a portable, concealed, lead filled sack. This will cause the victim to fall unconscious due to the blow. They will be unable to wake up for some time, allowing thieves to pick their victim's pockets clean. ~ #522 -1 'BLANKET OF DARKNESS'~ 'BLANKET OF DARKNESS' Syntax: commune 'blanket of darkness' A dark mist seeps through the room, completely blocking all sunlight and visibility from outside. While inside, you are also isolated from the surrounding environment. You will not be able to teleport or scan out, and no one will be able to teleport or scan in. Only by foot, can you leave this blanket of evil and darkness. ~ #523 -1 'BLIND FIGHTING'~ 'BLIND FIGHTING' Syntax: AUTOMATIC Supreme fighters are able to learn the ability to fight while blinded. They will be able to use his other senses to compensate for the temporary lose of their sight, leaving them at almost no disadvantage from the blindness. ~ #524 -1 'BLINDNESS DUST'BLINDNESS ~ 'BLINDNESS DUST' Syntax: blindness dust Ninjas have been known hide small packs of dusts in their garment with which they can blind their opponents. Ninjas would fill the whole room with the smoke from these dusts, causing everyone else in the room to be affected by the dusts. These dusts are very potent and may blind a person for hours. ~ #525 -1 BODYSLAM~ BODYSLAM Syntax: bodyslam <target> Berserkers are known to throw their bodies violently flying toward their opponents. This maneuver may result in knocking the victim senseless, stunned and momentarily paralyzed. Some factors that affect the success of a body slam are size and dexterity. See also: BASH, TRIP, AIR THRASH ~ #526 -2 vampire~ BURROW~ BURROW Syntax: burrow Utilizing potent sorcery and their ability for Transformation the kindred is capable of seeking shelter from the sun below the ground, only to rise as mere smoke when night has fallen. While underground, they remain unseen to all that pass by, safe from the hunters the vampire can remain sheltered in such way, even if it requires immense concentration and ability. If you are damaged in any way, or you can no longer maintain your mist form you will be forced to the surface. ~ #527 -1 BUTCHER~ BUTCHER Syntax: butcher corpse Those guilds which offer outdoors training, train their members to cut uneatable carcasses into eatable steaks. Rangers can improve their butchering ability and can carve out more eatable meats from the carcasses, thus the portions of their steaks get bigger as time goes on. ~ #528 -1 CALTRAP CALTRAPS~ CALTRAP CALTRAPS Syntax: caltrap Ninjas have been known to hide small caltraps in their garments. These caltraps are thrown at the feet of those whom the ninja is fighting with. The caltraps may greatly hinder one's ability to maneuver around while in combat and the effects generally lasts a few hours. ~ #529 -1 CAMOUFLAGE~ CAMOUFLAGE Syntax: camouflage Rangers have the ability to hide themselves amongst the bushes of the forests. They will be disguised from most of their opponents by doing so. While in a camouflaged state, rangers may significantly increase the damage done by ambush over their regular ambush. See also: AMBUSH ~ #530 -1 CHARGE~ CHARGE Syntax: charge <target> Warriors, berserkers, and paladins have learned the ability to start a fight by charging at their opponents with their weapons. The weapons that they may charge with are swords, polearms, and spears. ~ #531 -1 CHII~ CHII Syntax: chii Ninjas are able to submerge themselves in deep concentration leading to an extraordinary control of their own body circulation. This ability allows them to enhance their ability to withstand offensive blows from their opponents. ~ #532 -1 CIRCLE 'CIRCLE SIDESTEP'~ CIRCLE Syntax: circle <target> circle Thieves with their stealth and speed have developed the ability to circle around and strike at their opponents while the opponent is engaged in a fight with another. By taking advantage of this disposition, thieves can unleash devastating blows at their unsuspecting victim. If the thief has managed to doublesheath a dagger, he will also attempt to draw it forth and use it to best of his ability. Daggers of high quality, light and easy to handle as they are, prove especially useful for this purpose. ~ #533 -1 CLEAVE~ CLEAVE Syntax: cleave <target> Dark-Knights have the ability to start of a fighting unleashing a vigorous blow to their opponents. Sometimes, when struck perfectly, the dark-knight causes such intense damage that the victim may pass out in shock. Note that the heavier two-handed weapons lend themselves more to this task then a light dagger. ~ #534 -1 COUNTER~ COUNTER Syntax: AUTOMATIC From their intense training in fighting skills, warriors and paladins have developed the reflexes and ability to turn their opponent's initiating attack against themselves. With this ability, warriors and paladins can give back to the aggressor the blow he dealt and then some. Monks are able to redirect the force of impact and use the an opponent's weight against himself as well. But because this is a defensive skill for them, the damage dealt is a lot less than what warriors and paladins do. ~ #535 -1 CUTPURSE~ CUTPURSE Syntax: cutpurse <target> During combat, the wily thief can cut open his opponent's money pouch with a deft slice of his dagger. This will spill some of its contents onto the ground, allowing those nearby (including the thief himself) to freely take the loose gold. The opponent will continue to lose money for several hours until he can finally mend the ruined container. The opponent may or may not notice that his purse has been slashed. ~ #536 -2 vampire~ 'DARK METAMORPHOSIS'~ 'DARK METAMORPHOSIS' Syntax: cast 'dark metamorphosis' A spell accidentally stumbled upon by a chemist experimenting with turning steel into gold, adopted by the vampires to aide in their hunt for blood. This spell alters the property of the vampire's weapon, causing it to hum in tune with the vampire's metabolic rhythms. The weapon in the vampire's hand, will actually become a physical extension of the vampire. The metamorphic nature of the weapon allows it to absorb the blood gushing from the wound it inflicts, and passing it on to the vampire. ~ #537 -1 'DETECT HIDDEN'~ 'DETECT HIDDEN' Syntax: detect hidden Being masters of concealment, thieves and ninjas not only have the ability to find shelter and hide out of sight of unsuspecting victims, but they also have trained their eyes to be sharp to pick out those using same art as they. They can see those hidden away in the shadows that a regular person may not see. This skill also allows them to spot traps setup around the land. The ability to spot the trap is directly affected by the trap's level compared to one's skill in this skill. ~ #538 -1 'DEMONIC VISAGE'~ 'DEMONIC VISAGE' Syntax: commune 'demonic visage' Syntax: commune 'demonic visage' <target> The communer of demonic visage rips off their face to reveal a ghastly and frightening sight of demons and devils. Startling the victim with such horrifying images, they might drop their weapon into their inventory from the shock. They cannot be startled again while the images of the demons still linger in their mind. ~ #539 -1 DIRT 'DIRT KICKING'~ DIRT 'DIRT KICKING' Syntax: dirt <target> Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Warriors, thieves, rangers, berserkers, ninjas, monks, and dark-knights may learn to kick dirt. ~ #540 -1 DISARM~ DISARM Syntax: disarm Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. Warriors, thieves, rangers, ninjas, and dark-knights may learn to disarm their opponents. Monks are particularly skilled at this. Note that some weapons are inherently better at this then others. See also: WEAPON ~ #541 -1 DISGUISE~ DISGUISE Syntax: disguise <class> Skilled thieves and bards, in an attempt to fool the masses, may disguise themselves to look like another person. For a time the they may walk the lands as someone they are not. While so disguised they may attempt to fool the guild guardians and attempt to sneak into the guild of proffesion they are disguised as. If they do not want to be in disguise any longer, he may remove it by disguising himself again. ~ #542 -1 'DIVINE RETRIBUTION'~ 'DIVINE RETRIBUTION' Syntax: commune 'divine retribution' The healer can call upon the wrath of the heavens, to form a offensive barrier around the communer. Any none light-walkers that attempts to attack the communer while he/she is protected by the wrath will receive damage from the offensive barrier. With each square that the communer moves, the barrier will reduce in duration, causing it to dissipate prematurely. ~ #543 -1 DODGE~ DODGE Syntax: AUTOMATIC The ability to dodge improves the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Warriors, thieves, rangers, ninjas, dark-knights, paladins, berserkers, and monks may learn to dodge in combat. ~ #544 -1 'DUAL BACKSTAB'~ 'DUAL BACKSTAB' Syntax: AUTOMATIC Experienced thieves may learn the ability to stab with two daggers, inflicting enormous damage to their opponents. A thief has to be wielding two daggers in order to dual backstab. See also; BACK STAB ~ #545 -1 'FIRST PARRY' 'SECOND PARRY'~ 'FIRST PARRY' 'SECOND PARRY' Syntax: AUTOMATIC Being masters of unarmed combat, monks have the ability to parry with their bare hands, as long as they are not wielding a weapon. Each free hand gets a shot of parrying, as long as you are skilled enough. Monks can't parry while holding anything in their hands other than their prayer beads. See also: EMPOWERMENT ~ #546 -1 'DUAL PARRY'~ 'DUAL PARRY' Syntax: AUTOMATIC Being masters of combat, warriors and rangers have the ability to learn dual parry. Dual parry allows them to parry with their secondary weapon, as well as their primary weapon. This improves their offensive capabilities by giving them greater incentive to dual wield without loosing any of their defensive abilities of holding a shield. ~ #547 -1 'DUAL WIELD'~ DUAL WIELD Syntax: dual <weapon> Because all creatures of Aabahran only have two hands, a person may choose two of the following: to wield a primary weapon, a secondary weapon, wear a shield, or hold a held item. Only some competent fighters may learn to wield two weapons at one time. While dual wielding two weapons, the fighter may attack with both weapons, giving them extra attacks against their foes. In order to dual wield an off-hand weapon it must be lighter then primary and at most 3/4 of its weight. If it is heavier then 3/4 of the primary, you may still dual wield if the secondary weapon is very light, or you are skilled in bladework. See also: HELP BLADEWORK ~ #548 -2 vampire~ ECSTACY~ ECSTACY Syntax: cast 'ecstacy' <target> If successful, the target will feel immense pleasure, lost in a world where all their fantasies come true. They will lose all contact with reality, lose all will to do anything, until the spell wears off, or physical pain snaps them back to reality. ~ #549 -1 ENDURE~ ENDURE Syntax: endure Ninjas have the ability to submerge in deep meditation, leading to a heightened ability to resist affects of magical incantations. Armed with this ability, they have a distinct advantage against those classes that use magic. ~ #550 -1 ENFEEBLEMENT~ ENFEEBLEMENT Syntax: commune 'enfeeblement' <target> Sapping the strength from the target's legs, this effect reduces the physical energy of the target. In most cases this is only a temporary set back as there is no long term damage done to the legs. However, in extreme cases it is possible to collapse the legs of the target, causing movement extremely arduous on the legs. ~ #551 -1 'ENHANCED DAMAGE'~ 'ENHANCED DAMAGE' Syntax: AUTOMATIC Warriors, thieves, rangers, berserkers, ninjas, dark-knights, and paladins can become skilled enough in combat that they are able to inflict more damage than regular attacks. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. Warriors, thieves, rangers, berserkers, ninjas, dark-knights, and paladins may learn to fight with enhanced damage. ~ #552 -1 ESUNA~ ESUNA Syntax: commune 'esuna' Syntax: commune 'esuna' <target> This is the highest form of curative supplications. The healing power of sunlight is channeled through the target, capable of removing all ailments plaguing the target. Only healers have the ability to commune such a powerful healing supplications at a much higher rank than the other curative supplications. ~ #553 -1 'FAST HEALING'~ 'FAST HEALING' Syntax: AUTOMATIC The fast healing skill improves wound-healing rates, whether walking, resting, or sleeping. It is the general toughness and stamina of a person. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. ~ #554 -1 GAG~ GAG Syntax: gag <victim> An useful addition to the thieves repertoire of underhanded skills, a successfully gagged victim cannot call for help. Since a thief's wonderland is in the city, a cry for help could foil his plans by alerting unwanted officials to the scene. By applying a gag to an unconscious victim, a master thief can mug his victim without fear of being caught. See also 'HELP BLACKJACK'. ~ #555 -1 GRAPPLE~ GRAPPLE Syntax: grapple Grapple is a skill that ninjas use to hold their opponents. They utilize their dexterity and quickness to maneuver around their opponents and throw them to the ground, causing their opponents to be temporarily stunned. Although it does not inflict a great amount of damage, skilled ninjas can use this to their advantage to prevent their prey from fleeing. See also: BASH, TRIP, BODYSLAM ~ #556 -1 HAGGLE~ HAGGLE Syntax: AUTOMATIC Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. ~ #557 -1 'HAND TO HAND'~ 'HAND TO HAND' Syntax: AUTOMATIC Hand to hand combat is a rare skill in the realm. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen are. Warriors, thieves, rangers, berserkers, ninjas, dark-knights, and paladins may learn to fight with their hands. Because monks shun the use of weapons, they train particularly hard in this skill. ~ #558 -1 'HEALER STAFF'~ 'HEALER STAFF' Syntax: healer staff Healers have the ability to create a staff out of pure energy, capable of healing the user when it is wielded. The quality of the staff increases as the healer gets higher in rank. ~ #559 -1 HERB~ HERB Syntax: herb Syntax: herb <target> With their extensive training in the forests, rangers have the ability to pick out benign herbs that aids the healing process. There herbs allows rangers to heal their own wounds as well as wounds of their friends. As rangers rise up in their guild ranks, they also better their skill in distinguishing herbs and be able to choose out more effective herbs, allowing them to heal wounds with herbs more effectively. ~ #560 -1 HIDE SNEAK~ HIDE SNEAK Syntax: hide Syntax: sneak Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary or sneaking. As well-trained as a person may be, he or she would still need to take some time looking for a hiding place. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. It is very tiring to move great distances while sneaking. Thieves and ninjas may learn how to hide and sneak. Monks have the ability to sneak through their extensive physical training. ~ #561 -1 INSECT SWARM~ INSECT SWARM Syntax: insect swarm <target> A ranger my call upon nature and bring forth a swarm of insects down upon their opponent. The swarm lured by the rangers call will return to harm the victim again and again. Some classes are unaffected by swarms of insects. Hiding for cover in water may also help you survive the deadly swarm. ~ #562 -1 'KEEN SIGHT'~ 'KEEN SIGHT' Syntax: keen sight Because rangers are the masters of forests, not only are they able to camouflage themselves in the forests, but they can also see those who are using the art of camouflage to hide themselves away in the forests. Keen sight is the ability that rangers have which allows them to detect others who are camouflaged. ~ #563 -1 KICK 'DOUBLE KICK'~ KICK 'DOUBLE KICK' Syntax: kick Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. Warriors, battlemages, thieves, clerics, rangers, ninjas, dark-knights, and monks may learn to kick. Some classes excelling in the martial arts can develop higher techniques of kicking once they have achieved higher ranks. They will be able to execute more than one kick at a time. ~ #564 -1 'LAY ON HANDS'~ 'LAY ON HANDS' Syntax: lay <target> Lay on hands is the ability developed by paladins to heal another. They may commune with their gods to impart healing affects to those in need. Because of its wearying procedure, lay on hands can only be used very infrequently. ~ #565 -1 LORE~ LORE Syntax: lore <object> Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. While those with great intelect and wisdom have natural affinity for this skill, a lucky fool has been known to give better readings then a learned Savant. Bards due to their extensive wordly knowledge always get a perfect lore reading. When using the lore skill you will get a general idea of the object's origins. ~ #566 -1 MANA CHARGE~ MANA CHARGE Syntax: mana <weapon> <mana amount> Invokers have found a way to weave magic into a weapon they hold. In doing this the magic contained will be of benefit to the invoker in spell casting. There are dangers that come with such a task. If the invoker does not have the mental strength to cast the spell, the magic in the weapon becomes unstable and flares with great force upon the invoker. ~ #567 -1 'MALFORM WEAPON' MALFORM~ 'MALFORM WEAPON' Syntax: cast 'malform weapon' <object> In the blackest shadows, surrounded by the power of the darkest of gods, a Dark Knight may attempt to cast the most vile of spells upon his weapon. It is rumored that when successful this evil enchantment calls the attention of the evil gods of Aabahran, thus breathing malicious spirit into the target item. From then on as the Dark Knight kills with the object, the spirit within will feed on each corpse it creates passing the souls it consumes on to its master deity. When enough of such dark gifts are received the deity often blesses the Dark Knight by further increasing the spirits abilities. Yet until the intelligence has grown strong enough, it will slowly weaken if not on its master's person as it slowly bleeds dark powers. While it is written in ancient scripts that the most powerful of these dark tools have made their owner's all but gods, the exact details of the spells requirements have been lost in the chaos following Shadowspawns arrival. ~ #568 -1 MASQUERADE MASQUE~ 'MASQUERADE' Syntax: masquerade The Kindred have exited for time immeasurable. Stalking the society unnoticed, their true nature undiscovered they play the deadly game of deception and control. Through those ages uncounted, the Elders have strove to control every facet of society that is their sustenance. This ancient tradition of deception and domination has been given name: Masquerade. ~ #569 -1 MEDITATION~ MEDITATION Syntax: AUTOMATIC Syntax: meditate This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Those devoted to casting spells tends to learn to meditate a lot more easily than those who are devoted to physical combat. Monks must meditate to regain their mental strength, while Psionicists do so in order to memorize their spells. Both of these classes will tend to regain more mental strength when meditating in their temples or guildhalls. ~ #570 -1 NERVE~ NERVE Syntax: nerve Through their extensive training in body control, ninjas have learned the various pressure points on a body. They use this knowledge against their opponents, pressing on their pressure points in combat, causing them to be temporary weakened. In order to attempt this maneuver, the ninja has to go dangerously close to the victim, even if the victim is directly their attacks at another, the ninja might still receive a blow from a stray hit. ~ #571 -1 PARRY~ PARRY Syntax: AUTOMATIC If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. All classes may learn to parry with their weapons. ~ #572 -1 PEEK~ PEEK Syntax: AUTOMATIC Users of this skill are learned the ability to peek into a person's inventory. It is useful for seeing what that person is carrying, and to get a better idea about what to steal from the victim. Those skilled with this skill are also able to spot hidden sheathes on those they look upon. ~ #573 -1 'PICK LOCK'~ 'PICK LOCK' Syntax: pick door Syntax: pick <direction> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Thieves, ninjas, and bards may learn how to pick locks. ~ #574 -1 'POISON SMOKE'~ 'POISON SMOKE' Syntax: poison smoke Ninjas have been known hide small packs of dusts in their garment with which they can poison their opponents. Ninjas would fill the whole room with the smoke from these dusts, causing everyone else in the room to be affected by the dusts. These dusts are very potent and may poison a person for hours. ~ #575 -1 'QUIET MOVEMENT'~ 'QUIET MOVEMENT' Syntax: automatic An automatic skill that allows the proficient ranger to move in the forest without making any noise. This makes his room leaving and entering undetectable. Also, if the ranger is camouflaged, quiet movement (or sneak) will allow him to move about while staying covered. Without it, the noise made when he moves will blow his cover. However, quiet movement only works in the forest since a ranger is out of his element elsewhere. ~ #576 -1 RAGE~ RAGE Syntax: rage Berserker, with their rash approach to combat, are known to be overwhelmed by madness during combat. During this madness, they are able to withstand more damage than they normally would, and can inflict a massive amount of damage at the same time. They also have an immense thirst to fight that is only quenched at the death of a victim. Thus, if his original opponent flees, he would attack the next person he sees. Once out of this state of madness, the berserker returns to his original state. He can no longer sustain the extraordinary amount of damage he can before, thus if he had withstand more than his regular damage, he would go into shock and pass into unconsciousness. Only the natural health of a berserker can revive him at this point. Those that are naturally more healthy, may eventually recover. When born, the berserker's rage is onfocused and only offers a small fraction of its capability untill the berserker chooses a focus for his deadly tide of rage through Path Focus. At this point his choice will determine the style and ability of his rage and further frutition into more skills late in his career. See also: RELAX, PATH FOCUS, RAGE FOCUS ~ #577 -1 RECALL /~ RECALL / Syntax: recall Syntax: / The gods have shown favor to the young travelers in the realm and looks favorably upon them when they are in trouble. Thus, those who have yet to attain their 11th rank may pray to the gods to be divinely transported back to their hometown. After attaining the 11th rank, the gods deems that person as experienced and would not help them in such fashion. '/' is a synonym for recall. ~ #578 -1 REGENERATION~ REGENERATION Syntax: AUTOMATIC Berserkers with their focus on physical training for combat have attained the ability to heal faster than those of other professions. It is an enhanced form of fast healing that is only possessed by berserkers. ~ #579 -1 RELAX~ RELAX Syntax: relax While berserkers are known for going into a state of madness, they have also developed an ability to try to compensate their temper. Relax allows them to calm down and snap out of that state of madness. Unless the berserker has chosen the path of anger it has a very small chance of succeeding, although at times, it's worth a try. Those berserkers at higher ranks and have gathered more experience in their traveling would have a better chance at controlling their madness than those who are young and inexperienced. Those berserkers whom are skilled in the path of anger will always relax, even during combat (a feat beyond the skill of other paths), and take only a fraction of the timer required for their bretheren See also RAGE, PATH FOCUS, RAGE FOCUS ~ #580 -1 RESCUE~ RESCUE Syntax: rescue <target> When in combat, a warrior or a paladin may rescue their friends who are in trouble. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. Only warriors and paladins may learn to rescue their friends. ~ #581 -1 RIPOSTE~ RIPOSTE Syntax: AUTOMATIC With their extensive training in combat skills, warriors have the ability to evade their opponent's attack, look for an opening in their opponent's defenses, and land a minor attack on their opponent. The skill riposte is that ability. ~ #582 -1 SCOUT~ SCOUT syntax: scout <direction> Scouting allows the player to scan further than usually possible. The range of scouting varies for each attempt. If scouting failed, you just scan as far as your normally can. ~ #583 -1 SCROLLS STAVES WANDS ~ SCROLLS STAVES WANDS Certain magical items may have its powers invoked if trained properly. But if it is in inexperienced hands, the power of the item may fail to be invoked, even resulting in the destruction of the magical item. One may "recite" scrolls, "brandish" staves, and "zap" with wands. ~ #584 -1 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK'~ 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK' Syntax: AUTOMATIC After long periods of training, some characters may learn the ability to strike at their opponents more rapidly. With the abilities learned, the characters may have a chance to strike out a second, third, or fourth attack in a round of battle, although it is not guaranteed that the attacks will be performed in every round of battle. The more advanced of these abilities are granted to those classes that have devoted their training to the art of combat. ~ #585 -1 'SHIELD BLOCK'~ 'SHIELD BLOCK' Syntax: AUTOMATIC Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. Warriors, clerics, rangers, berserkers, dark-knights, and paladins may learn shield block. Beware, it is hard to block attacks by flails and whips with a shield. Some weapons may split shields in half. ~ #586 -1 'SHIELD CLEAVE'~ 'SHIELD CLEAVE' Syntax: shieldcleave Berserkers have the ability to put all their strength into a swing, purposely aiming to break their opponent's shield. This ability allows the berserker to take away the ability of the opponent to use shield block due to the opponent's lack of a shield. Larger heavier weapons are more apt to cleave a shield then a mere whip. ~ #587 -1 'SHIELD DISARM'~ 'SHIELD DISARM' Syntax: shielddisarm Some classes have learned the ability to disarm an opponent's shield away from their hands. With this, they can shake their opponent's hold on their shield and cause them to drop it. Warriors, paladins, and dark-knights can learn this ability. Monks are particularly skilled at this. ~ #588 -2 vampire~ 'SOUL STEAL'~ 'SOUL STEAL' Syntax: cast 'soul steal' <corpse> Much like the counterpart of the spell, soul capture, the vampire can drain the soul of the deceased victim and devour it to enhanced their mystical powers. The body, with the remaining life force drained, will wither away soon afterwards. ~ #589 -1 'SPIRIT SHIELD'~ 'SPIRIT SHIELD' Syntax: commune 'spirit shield' Available only to the highest-ranking healers, the communer can create a shield made from the holy spirits dwelling in the light. No free hand is needed to hold the shield, since it floats near the communer's arm. This leaves the hands of the communer free to complete other tasks. ~ #590 -1 STEAL~ STEAL Syntax: steal <object> <target> Theft is the defining skill of the thief, and is only available to that class. It allows items to be stolen from the inventory of monsters and characters. But beware, shopkeepers guard their merchandise carefully, and attempting to steal from a character may getyou in trouble with the law enforcers of the realm if you are caught. See also BLACKJACK, PRY, PLANT ~ #591 -1 STRANGLE~ STRANGLE Syntax: strangle <target> Ninjas have the ability to maneuver around their opponents and strangle them. They use their quickness to run around their opponents and grab their necks, putting the victim to sleep. This will render the victim unconscious for a few hours, leaving the ninjas to do whatever he pleases with his victim. ~ #592 -1 SWING~ SWING Syntax: swing Swings, a skill learned only by berserkers, allows the person to swing his weapon wildly, attacking everyone that is attacking him. This skill is automatically engaged when the person starts raging and enters a state of madness. ~ #593 -1 TAME~ TAME Syntax: tame <target> Rangers are able to employ their knowledge of creatures in the realm to find the best tactics that could calm the creature down. They know that many times a creature attacks because of fear or misundertanding. Thus, even if a creature is in an angry rage, rangers may be able to tame them so that a peaceful solution can be found. It has been known that even in the middle of fights, beasts have been tamed by the skilled ranger. ~ #594 -1 THROW~ THROW Syntax: throw <item> (ranger) throw <target> throw Rangers, thieves, and ninjas are skilled and dextrous enough with their hands, that they are accurate in throwing an object at a target. Items that can be thrown are created through edgecraft skill, with exception of rangers who can throw most objects. Ninjas and bards have such expertise in throwing that there are certain held items they can repeatedly throw. Many of the thrown objects may be envenomed or otherwise poisoned for more deadly effect. The item MUST be in the inventory as easy access is needed in heat of combat. NOTE: Highly skilled ninjas and thieves can use their double sheath skill for a more potent and deadly uses of daggers and shurikens. See also: DOUBLESHEATH ~ #595 -2 vampire~ THRUST~ THRUST Syntax: thrust <target> The ability of a vampire to knock a target flying by extending an open palm and thrusting a powerful force toward the target. If the hit connects, the victim will be temporarily stunned. ~ #596 -2 vampire~ 'TWILIGHT SHIFT'~ 'TWLIGHT SHIFT' Syntax: ca 'twilight shift' <target> This spell allows the vampire to Facilitate short distance travels. The body of the vampire scatters into numerous bats, and they fly off toward the destination. There is a small chance the bats will be confused about where the target is, and might end up in a random room altogether. Once at the destination, the bats will combine and once again, form back into the vampire. ~ #597 -1 TRANCE~ TRANCE Syntax: AUTOMATIC Mages learn the ability to concentrate more than the average person, allowing them to regain mental energy faster than the average person. This ability is an enhanced form of meditation. ~ #598 -1 TRIP~ TRIP Syntax: trip <target> Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large creatures is generally not a good idea, and agile ones will find the attack easy to avoid. Warriors, thieves, ninjas, monks, berserkers and dark-knights may learn to trip their opponents. ~ #599 -1 TRIPWIRE 'TRIP WIRE'~ TRIP WIRE Given enough time to prepare, a skilled thief is able to lay an undetectable trap to ensnare his victims. By placing thin wires near the ground the thief sets a trap which will occupy their victim just long enough for a thief to steal and flee....or whatever else strikes their fancy. Although the trap is set off automatically when unsuspecting victim(s) enter the room, the thief cannot leave the room else the unattended trap becomes ineffective. It has occurred on occasions however, that if a thief does not have luck on their side, tripwires have been known to snap in the thieves face. ~ #600 -1 VANISH~ VANISH Syntax: vanish Ninjas have been known hide small packs of dusts in their garment. One of these packs of dusts that they carry creates a smoke screen with which clouds up the room for the moment, allowing them to flee out of fights and leave trouble if they ever runs into it. This ability allows them to disappear and reappear randomly in the same area that they were in. ~ #601 -1 WARCRY~ WARCRY Syntax: warcry Warriors, rangers, berserkers have the ability to shout out a battle cry before they enter a fight. It is a moral booster that allows them to feel more confident, be more focused on the fight, and receive divine blessing. ~ #602 -1 ANATOMY~ ANATOMY Syntax: AUTOMATIC Monks and Blademasters may study the anatomies of general races, learning the weak spots of each. They learn this from mere mobs (up to 2x level), yet sparring with a living opponent will result in far faster progress. As they gain more knowledge about one's body, they are able to inflict more damage. This is checked with each hit, with the success depending on the general anatomy skill. The amount of bonus depends upon the knowledge in that specific anatomy. This knowledge also aids the monk in performing any stunning or special blows and Blademasters in their critical strikes. NOTE: Blademasters have innate knowledge of their own race's anatomy up to expert level regardless of any expertise or mastery. ~ #603 -1 MEDITATE~ MEDITATE Syntax: meditate Monks and Blademasters gain their power in a different way than most spell casters. While the mana of others increase every tick, the only way for monks to gain mana is to meditate or stay in their guild. Doing both will increases the gain even more. However, monks do not gain hit points during meditation unless they are in specific areas of their monastery or have fast healing. While meditating, they are cut out from the outside world, just like if they were sleeping. ~ #604 -1 PRAYER BEADS~ PRAYER BEADS Syntax: beads <mana amount between 50 and 550> Prayer beads are the only objects that monks can hold without hindering their unarmed fighting ability. Monks can control the amount of power used in making their prayer beads. The more power used, the bigger the benefits that come from holding these beads. There are rumors that when the monks are near death, they may resort to using this string of beads to strangle their opponents. ~ #605 -1 'MARTIAL ARTS' 'KICKBOXING'~ MARTIAL ARTS BEGINNER MARTIAL ARTS ADVANCED KICKBOXING BEGINNER KICKBOXING ADVANCED Syntax: AUTOMATIC Trained in the art of unarmed combat, monks can perform martial arts and kickboxing moves while not wielding a weapon. One hand must be free for beginners martial arts, and both hands must be free for advanced martial arts. While the damage done by these skills is not as great as that done by a skilled swordsman, they can be executed in a flurry of attacks. ~ #606 -1 REVIVE~ REVIVE Syntax: revive This command is used by monks to revive themselves from self induced catalepsy. ~ #607 -1 AURA~ AURA Syntax: aura Because monks are so devoted to their gods through meditation, they receive a gift of being surrounded by a blindingly bright aura. This aura blankets them in warmth and safety. ~ #608 -1 'SENSE MOTION'~ 'SENSE MOTION' Syntax: sense This skill makes it possible to sense the presence of people moving around, making it hard to sneak past an alert user of this skill. It also allows one to sense presence of living things in the area though one can only distinguish a certain number of life forms thus making it useless in crowded areas. Ferals have an innate ability to sense motion. ~ #609 -1 HEALING~ HEALING Syntax: healing Through deep and heavy meditation, monks can undergo a healing session which partly heals injuries and cures ailments such as poison and blindness. Because this is a wearying procedure, monks end up famished and can only heal themselves once a day. ~ #610 -1 ENCUMBERANCE~ ENCUMBERANCE Because monks and blademasters rely on their quickness in combat, if they wear heavy equipment, certain skills will be hampered. Here is the list of encumbrances. area weight monk skills blademaster skills arms 10 martial arts beginner critical strike legs 10 kickboxing beginner battlestance hands 5 martial arts advanced double counter, snakespeed head 5 sense predict feet 10 kickboxing advanced footwork body 5 speed spellkiller waist 10 speed powerstrike torso 15 extra attack onslaught ~ #611 -2 psionicist~ OMEN~ OMEN Syntax: dreamwalk <omen> Once you tuned into a victim's dream using dreamwalk ability the dreamwalker may plunge the victim into a potent nightmare composed of the dreamer's greatest fears. The waves of dread and fear these dreams create are so potent that the skills of the victim begin to suffer until in the extreme they enter a full blown state of hysteria. See Also: HELP DREAMWALK, TELEPATHY ~ #612 -2 psionicist~ 'MIND THRUST'~ MIND THRUST AMPLIFICATION: WEAK Syntax: cast 'mind thrust' <victim> A basic spell in the psionicist arsenal, mind thrust uses kinetic and psionic energy to damage and potentially weaken the victim's mental defenses. The damage is mental in nature and thus will ignore invoker's mana shield. See Also: Help MIND BLAST, PSIONIC BLAST, MIND DISRUPTON ~ #613 -2 psionicist~ '1ST CIRCLE' '2ND CIRCLE' '3RD CIRCLE' '4TH CIRCLE' '5TH CIRCLE' '6TH CIRCLE' 'PSI CIRCLE' 'PSI CIRCLES' 'PSIONICST CIRCLES' PIONICIST CIRCLE'~ PSIONICIST CIRCLES Each spell in the Psionicist arsenal corresponds to one of six circles of power. Spells for rank 1 to 9 are of 1st circle, then increasing by 1 circle of power every 10 ranks. Hence a 29th level spell would belong in the 3rd circle, and 50th level spell in 6th. Psionicsts begin to specialize in their spell choice starting at 3rd Circle of power. See also: HELP MEMORY SPELLS, MEMORIZE, FORGET ~ #614 -1 DISPLACEMENT~ DISPLACEMENT Syntax: cast displacement Psionicists are able to altar the path photons travel, allowing them to make their own image appear up to 3 feet away from them, making them hard to hit. ~ #615 -2 psionicist~ PHOTON~ PHOTON Syntax: cast 'photon' One of the first tricks a psionicist learns is the ability to add or remove photons from the air. Using this ability to their advantage a skilled psionicist is able to set up one way walls that block all light given out by his own lightsource. Shielded in such way, they can remain invisible and hidden from sight of unaided eyes. ~ #616 -1 AWAKEN~ AWAKEN Syntax: cast awaken <target> Using their telepathic abilities, psionicists are able to cause people to wake up, even if they aren't in the same room. ~ #617 -1 'MENTAL DRAIN'~ 'MENTAL DRAIN' AMPLIFICATION: MEDIUM Syntax: cast 'mental drain' <target> Psionicists learn mental drain as part of their training. This spell allows the caster to drain a portion of their victim's mental energy. This energy is then absorbed by the psionicist for their own use. ~ #618 -1 'IRON WILL'~ 'IRON WILL' Syntax: cast 'iron will' By controlling certain parts of their brains, psionicists can force their wills to be artificially stronger, making them resistance to stunning blows. They will still receive the damage, however. See also: PROTECTIVE SHIELD, FORCE FIELD, BALANCE ~ #619 -2 psionicist~ 'BODY WEAPONRY'~ BODY WEAPONRY Syntax: cast 'body weaponry' A skilled psionicsts is able to manipulate the basic elements of their own hands and imbue them with powerful elemental energies. As a result their hands become deadly weapons of significant force. ~ #620 -1 'EGO WHIP'~ 'EGO WHIP' Syntax: cast 'ego whip' <target> While too much of an ego is looked down upon, it is still a necessity to success, especially in fighting. Psionicists can play with a person's ego, causing them to doubt themselves and become less effective. The effects of this spell are cumulative and it will reduce mental defenses of its victim. This spell's power is proportional to its target's defenses. ~ #621 -1 'TELE LOCK'~ 'TELE LOCK' AMPLIFICATION: WEAK Syntax: cast 'tele lock' <target> With intense concentration, psionicists are able to force the cells of a person to resist unnatural travel, such as teleporting and recalling. While this can be used offensively to keep someone from escaping, it also has a defensive use of causing someone to be unsummonable. ~ #622 -2 psionicist~ 'ENHANCE ARMOR'~ 'ENHANCE ARMOR' Syntax: cast 'enhance armor' <object> Psionicists can manipulate the atoms in inanimate objects as well, such as armor. In this case, they can rearrange the atoms to make the armor stronger. This is not an enchantment like the enchant armor spell. It is a physical change, not a magical addition, thus it can only be done once successful. Be forewarned, though, for if the psionicist is not careful, he/she may ruin the armor, or even cause it to overheat and melt. ~ #623 -1 'THERE NOT THERE'~ 'THERE NOT THERE' Syntax: cast 'there not there' <object> Psionicists are able to place inanimate objects into the fourth dimension, which is time. Any object in Psionicist's inventory maybe so transposed, and will remain hidden from sight of all. The only way to detect the small temporal variations that the phased object creates is through the Detect Aura spell. ~ #624 -2 psionicist~ blink~ BLINK Syntax: cast 'blink' An Illusionist is capable of utilizing the art of short-range teleporation to their advantage in melee. By constantly shifting around, they can 'blink' right out of harm's way. This allows the Illusionist to avoid many otherwise fatal blows. See also: HELP ILLUSION ~ #625 -2 psionicist~ levitate~ LEVITATE Syntax: cast 'levitate' By controlling the air molecules under their feet, psioncists are able to literally walk on air which becomes as hard as steel under their feet. The effect of this spell are easily extended to anyone grouped with the caster. ~ #626 -2 psionicist~ PYRAMID 'PYRAMID OF FORCE'~ 'PYRAMID OF FORCE' Syntax: cast 'pyramid of force' Psionicists are able to encase themselves in an ethereal pyramid. This pyramid dampens the effects of damaging spells and attacks. ~ #627 -1 TERROR 'FIELD OF FEAR'~ TERROR 'FIELD OF FEAR' Syntax: cast terror <target> Syntax: cast 'field of fear' By reading the minds of their opponents, psionicists are able to figure out what their phobias are and make them appear, causing the victim to flee in terror. When psionicists grow more powerful, they can instill this terror-inducing power into whole room, causing people inside to become so instilled with the fear inducing paranoia. Those so affected find their skill with weapons and other combat skills suffering while their moral is torn apart by the fearfull images. ~ #628 -1 ECTOPLASM~ ECTOPLASM Syntax: cast ectoplasm By reaching into the beyond, psionicists can conjure up ectoplasm. Ectoplasm naturally occurs in two forms, vapor and solid. They randomly switch back and forth, with each form having their own special identity. ~ #629 -2 psionicist~ HYPNOSIS~ HYPNOSIS AMPLIFICATION: STRONG Syntax: cast hypnosis <target> Similar to the sleep spell this puts the victim under the psionicist's control who forces the victim into deep sleep ready for further manipulation in case of psionicsts studied in arts of telepathy. There exists a single limitation in spell: You can't hypnotize people who are smarter than you, and any sensation of pain or discomfort will snap the victim out of the hypnotic sleep. See Also: HELP OMEN, DEATHMARE, MINDMELT, DREAMPROBE ~ #630 -1 'CONTROL FLAMES'~ 'CONTROL FLAMES' Syntax: cast 'control flames' <target> If either the psionicist or their victim is using a light source, the psionicist can cause that light source to produce a ball of fire that hits the victim. However, the damage is much greater if the source of the fireball is from the victim's own light source. ~ #631 -1 FORGET~ FORGET Syntax: cast forget <target> By controlling the synapses in a victim's brain, a psionicist can cause them to forget their spells for a very short amount of time. ~ #632 -1 'MENTAL BARRIER'~ MENTAL BARRIER Syntax: cast 'mental barrier' By isolating and protecting their minds from the outside world psionicists can render mental-based attacks relatively ineffective in terms of damage as well as success rate. ~ #633 -1 CLAIRVOYANCE~ CLAIRVOYANCE Syntax: cast clairvoyance <target> Using telepathic abilities the caster can search the targets mind revealing not only what they wear, but at times are able to gleam the most intricate details about the victim. ~ #634 -1 'CHII BOLT'~ STORING THE CHII Syntax: store Before the monk can release the chii bolt, they must first store up their chii. First the need to have chii circulating through their body before they can store it. The chii can be stored up to 3 different levels. RELEASING THE CHII Syntax: bolt Syntax: bolt <target> Each level of stored chii has different effects when released on a target. A level 1 chii will knock the target to the ground, temporarily disabling the target. A level 2 chii can be released for damage, but if kept stored, a level 2 chii will cause the monk's attacks to become magical in nature. A level 3 chii shoots out as a barrier, and will cancel most barrier type spells it collides into. ~ #635 -1 'DOUBLE GRIP'~ DOUBLE GRIP Syntax: double Syntax: double <weapon> Many professions have the ability to wield weapons using both hands. Warriors however, in their endeavor to develop differing techniques stumbled upon the advantage of using only one weapon. Grasping a weapon with both hands allows a warrior to use the weapon with greater stability, obtaining greater control. While double gripping a weapon, a warrior would be able to do more damage than he/she would using only one hand while making them harder to disarm. Due to the nature of this technique only certain types of weapon may be gripped with two hands. Staffs and polearms which already require the use of both hands can still apply this technique to gain greater stability. Using double grip without a syntax will double grip the weapon you are wielding. Double with a name and you'll wield the weapon from your inventory to wield and doublegrip. Note that while double gripping a weapon you still require the "two handed" skill to control your weapon efficiently. See also: WEAPON, TWO HANDED ~ #636 -1 HEROISM~ HEROISM Being champions of all that is good, paladins have been known to venture forth on heroic quests alone, against great odds. As preparation for such dangerous undertakings, the paladin can beseech the heavens for their divine favor in their heroic journey. When paladins are filled with heroism, he will have divine wrath and good fortune for an entire day. However, he cannot follow or lead anyone else for its duration, for such quests are meant to be undertaken alone. While purified by heroism, paladins can commune wrath with greater power than they are normally capable of. Also, their endurance is boltered tremendously, enabling them to travel great distances in pursuit of their opponents without showing normal signs of fatigue. Lastly, paladins affected by heroism have been known to begin combat with a charge attack when they defend someone using the rescue skill. ~ #637 -2 vampire~ DARK RITUAL~ DARK RITUAL Syntax: dark Since the first Night-walkers roamed the land, their overwhelming power was always shattered by the coming of dawn. Through the ages various members of the Clan have sought a way to remedy this cursed condition. Hidden within the Ancient Hall, a torn page of the Gum U'dal spoke of a Dark Ritual that allows those of the Covenant to fulfill the Contract. Although the terms and conditions of the Contract is unknown, it is believed that it will make a vampire impervious to the affects of the burning sun. ~ #638 -1 UNDEAD UNLIFE~ HELP UNDEAD UNLIFE With the release of the ancient forces of death from its prison in Pillar of Souls by Virigoth, the forces of Undead have once again begun their never ending war on the living. During the Coming when forces of Chaos brought terror unto all Aabahran, with rebirth of Virigoth the ancient undead were said to all but raise in legions from under the ground and forgotten crypts. Yet those times are but history now and stories of terrible savants of night called Vampires, and the infernal archmages of death the Liches are but stories used to scare the younglings. Yet even now rumors carry news of an ancient hidden cult in the name of the Lord of Unlife. And sometimes, only rarely a brief tale of some strange occurrence surfaces in the taverns telling of horrible beings seen on night roads of Aabahran. It is not without cause that the graveyards of Aabahran are marked with the Snarling Skull for protection. As for all the ignorance the wise know that the undead minions of Virigoth, chosen among mortals for their loyalty and power travel the roads at night fulfilling Its will in Aabahran. See also: HELP UNDEAD REQUIREMENTS, VIRIGOTH, DEEZIL, VAMPIRE ~ #639 -1 DECOY~ DECOY Syntax: decoy Speed and deception are important tools that ninjas rely on in their profession. Under the cover of night a skilled ninja is able to quickly dispatch a decoy confusing his enemy. When an unsuspecting foe mistakenly attacks the decoy, a small mechanism is setoff containing a nasty surprise. ~ #640 -1 ENTOMB~ ENTOMB Syntax: entomb <target> Necromancers can place their zombies in an inanimate state which the necro can return later to untomb. This prevents their zombies from being summoned away or prevents zombies from following them all over. ~ #641 -1 'OFFHAND DISARM'~ 'OFFHAND DISARM' Syntax: 'offhand disarm' Due to their extensive training in the use of weapons, warriors can attempt to work around their opponent's primary weapon to knock away their secondary weapon on their offhand. This skill is similar to the disarm skill, and subject to the same restrictions. Offhand disarms can only be attempted on targets which are dual wielding. See also: DISARM, SHIELD DISARM ~ #642 -1 'CURE INSOMNIA'~ 'CURE INSOMNIA' Syntax: commune 'cure insomnia' Syntax: commune 'cure insomnia' <target> By calling upon the gods, healers can put an end to the torments of insomnia placed upon either themselves or others. With the remove of the harmful insomnia, the target will be able to sleep and regenerate mana normally. ~ #643 -1 'CURE DYSENTERY'~ 'CURE DYSENTERY' Syntax: commune 'cure dysentery' Syntax: commune 'cure dysentery' <target> This spell will restore normalcy to either the caster or the target's digestive system, so that food can be eaten without being expelled and so that nourishment can be taken as normal. Only healers have the skill to cure dysentery. ~ #644 -1 'RESTORE FAITH'~ 'RESTORE FAITH' Syntax: commune 'restore faith' <target> With an act of faith, healers can remove the doubts of another due to the blasphemy spell, and allow them to commune to their gods again. Note that healers cannot restore their own faith, for they cannot commune while their minds are filled with disbelief about their religion. ~ #645 -1 'REMOVE HYSTERIA'~ 'REMOVE HYSTERIA' Syntax: commune 'remove hysteria' Syntax: commune 'remove hysteria' <target> Using this spell, healers can bring peace to troubled minds, and calm those who are in panic from hysteria. Once the hysteria is removed, the target can cast spells and flee as well as he could before he was made hysterical. ~ #646 -1 HEX~ HEX Syntax: commune 'hex' <target> By their familiarity with various shamanistic religions, shamans can place a hex on their victims to bring them bad luck. This spell cannot be removed by any mortal means, save death. Even healers cannot remedy the effects of this curse. ~ #647 -1 'UNHOLY STRENGTH'~ UNHOLY STRENGTH Syntax: cast 'unholy strength' cast 'unholy strength' amplify Before the rise of guilds in Aabahran, the Eternal Army ruled the lands by combining rigorous physical and magical training with a strong central leadership that drew from the combined powers of all its members. The unholy strength spell is a vestige of that era, before the coming of Light shattered the army. It allows dark-knights to draw from their own life-force to strengthen themselves physically for a short time. A mana upkeep is requires to sustain this state of heightened power. Casting unholy strength when one is already under its affect increases the power of the spell. However, this will also increase its upkeep. The spell's physical limit is determined by the level of the caster. One can also amplify the effect of the spell to make it last longer, but the upkeep will be correspondingly increased as well. At the end of the unholy strength, or when the dark-knight cannot support its upkeep, the caster will feel drained from the effects of the spell. Note that it is much more dangerous to enter this state from failing the upkeep than when the spell expires naturally. ~ #648 -1 'VIRTUOUS LIGHT'~ VIRTUOUS LIGHT Syntax: commune 'virtuous light' As a special blessing for their chosen champions, the gods will protect the caster of this spell with the Light of Virtue. Not only does this strengthen the caster's defenses, but it will also cause them to be better favored by Lady Luck. Only paladins are able to cast this spell, and its blessings can only be bestowed upon the paladin who casted it. ~ #649 -1 'GENERAL PURPOSE'~ 'GENERAL PURPOSE' Syntax: NOT AVAILABLE TO PLAYERS ~ #650 -1 BLESS~ 'BLESS' syntax: commune 'bless' syntax: commune 'bless' <target> Some races may commune to their gods, granting divine blessing to whom all are humble and pious. The spell will focus the minds of those blessed, improving their ability to fight and resist against spells. The bless spell can only be cast on those with similar paths of alignments. The god you chose to follow in life directly affects the blessing you will receive. ~ #651 -1 'DIVINE INTERVENTION'~ 'DIVINE INTERVENSION' syntax: commune 'divine intervention' One who is of the cleric way of life may call upon his or her god to bring forth their power before all. Since the powers of the gods are a mighty force, they can't be controlled by the cleric. Thus, some of the consequences of calling upon this power may be unwanted by the cleric, depending on what god you follow. ~ #652 -1 'BLESS ARMS'~ 'BLESS ARMS' syntax: commune 'bless arms' <object> A cleric may seek the aid of their god to bless an object that the cleric holds dear to their arsenal. Thus blessed object is not only easier and more effective in combat but also has powers beneficial to the cleric. ~ #653 -1 'RAY OF TRUTH'~ 'RAY OF TRUTH' syntax: commune 'ray of truth' <target> As the truth of targets trespasses strikes home, the victim will feel great remorse and pain for all his wrongdoings. This pain and remorse from his past, is the source of the power in the clerics ray of light. ~ #654 -1 MINISTER~ 'MINISTER' syntax: commune 'minister' <target> A skilled cleric may place a magical sermon in their opponents mind. Once the opponent hears the sermon, they are unable to get it out of their mind, and constantly think about it. Since they are focusing on the sermon, they will often loose concentration and mental strength. ~ #655 -1 PORTAL~ 'PORTAL' Syntax: commune 'portal' Syntax: commune 'portal' marker A skilled cleric can conjure a magical portal that they may travel to, from most parts of the land. To travel by portal, the cleric must place an exit point by placing a marker in the room they wish to travel to. When the cleric sets a new marker, the old one is removed. Travel by a portal, will always transport you to your current marker. ~ #656 -1 GATE~ 'GATE' Syntax: commune 'gate' <victim> A skilled healer can conjure a magical gate through which they can instantly travel to a target creatures location. Stepping through such shimmering gate they may cross the whole land in a single step. ~ #657 -1 extra~ 'SPELL TURNING' syntax: commune 'spell turning' A skilled cleric may place a reflective shield around him/herself. When the arcane force of a spell passes through the shield, it may be reflected back to its source. The spell is then returned back to the one who first attempted it. The magical upkeep for such a spell is quite tedious to the cleric, yet beneficial for their troubles. ~ #658 -1 MONK MONKS~ MONK MONKS Monks are ascetics who learn their skills at a monastery instead of a guild. Monks must practice rigorous mental and physical training and discipline to achieve their powers. Although they perform incredible physical and mental feats, they cannot cast spells. They receive their powers through heavy meditation. Monks are guardians of knowledge and are also masters of unarmed combat. Most monks shun weapons as the last resort of the weak. Because monks rely on their quickness, they can not wear heavy clothing. Also, due to their exstensive training monks excel beyond most mortals in their skill in hand to hand fighting, surpassing normal boundries. Monks are also able to stay the killing blow to their opponent, instead granting them mercy. See also: MEDITATE, ENCUMBERANCE, EMPOWERMENT, STANCE, OFFENSIVE, DEFENSIVE, MERCY. ~ #659 -1 HEADBUTT~ Syntax: headbutt >From their brute style of fighting, berserkers have long since utilize their heads as part of their arsenal in combat. They have been known to hit their opponents' heads with their own head, causing a temporary dizzying affect to the victim. While dizzied, the victim would be rendered too uncoordinated to cast spells. In some cases, the force is so great the protective shield of an opponent is shattered under the blow. ~ #660 -1 'WEAPON CLEAVE'~ Syntax: weaponcleave Skilled berserkers have the ability to put all their power into a swing, purposely aiming to break their opponent's weapon. This ability allows the berserker to render his opponent weaponless, standing helpless to take his beating. If a berserker is holding a weapon with two hands, he can apply twice the power into a cleave. ~ #661 -1 PANIC~ Since a berserker is hanging on by a thin thread in battle, the berserker may be overcome by panic when they cannot see. During this panic the berserker may act unpredictably until his panic subsides. Panic is something berserkers have no control over, and is a result of walking that line between insanity and sanity. This panic anxiety is a force of massive proportion to the berserker. ~ #662 -1 'MIND LINK'~ Syntax: stalk <target> Syntax: control leopard Syntax: break Once rangers have gained sufficient knowledge of the forest and their inhabitants, they are able to learn a skill called mind link. This ability allows the ranger to better communicate with the beasts that he has called to his aid. By exploiting the abilities of these beasts they will be able to better hunt and survive in the realms. However, since the connection between the ranger and his beast is so strong there might be unforeseen repercussions. 'Stalk <target>' This allows the raven to fly into the room of the target, and the ranger will be able to see the room through the eyes of the raven. 'Control leopard' This allows the ranger to take over all functions of a leopard, allowing ranger to become leopard. However, this leaves the body vulnerable and unprotected. Also, if the ranger does not return to the body within six ticks as shown by the affect of mind link, the body will cease all life support, taking the mind with it. 'Break' Allows the ranger to return to his body. With mind link, other animals have extra abilities enabled. Displacer beasts will sacrifice themselves in place of their master while being summoned. Mammoths will sometimes take hits in place of their master. ~ #663 -1 'PATH OF DECEIT'~ 'PATH OF DECEIT' syntax: commune 'path of deceit' <target> As the deceit of an evil cleric passes forth, a powerful evil aura surrounds the target suffocating them in the evil of the caster. The more sinister and evil the cleric's past, the more powerful is the resulting effect. ~ #664 -1 BLUR~ 'BLUR' syntax: cast 'blur' Battlemages have the ability to alter the image of themselves as it appear to their opponents. This spell will blur their own image to their opponents, causing their opponents to miss on occasion and generally make them harder to be hit by their opponents. ~ #665 -1 FORCEFIELD 'FORCE FIELD' ~ 'FORCE FIELD' syntax: cast 'force field' For battlemages, force field is a protective shield like spell that encases the caster in flexible force field that absorbs any bashing attacks and converts the force of the bash into a softer, diluted impact. See also: PROTECTIVE SHIELD, BALANCE, IRON WILL ~ #666 -1 'COLOUR SPRAY'~ 'COLOUR SPRAY' syntax: cast 'colour spray' <target> Battlemages have learned the ability to cast colour spray. This is a spell that creates a colorful bolt of light against the victim, inflicting damage upon the victim and possibly blinding the victim with the magnificent display of light. ~ #667 -1 SHATTER~ 'SHATTER' syntax: cast 'shatter' <target> A necromancer can summon negative energy to be welled up inside a targets body then causing a minor explosion within...doing damage to the victim. Depending on where force is most concentrated at the amount of damage and after effects will vary. ~ #668 -1 'TERRA SHIELD'~ 'TERRA SHIELD' syntax: cast 'terra shield' A skilled battlemage can create a sentient wall of ground around him which can block weapon attacks in combat. The spell can only be cast on room which there is earth to be moved and dispelled if caster moves. It is rumored that powerful and skilled enough Battlemage can breathe actual intelligence in ground around him, creating a powerful mobile ally for his defense. This powerful enchantment requires significant upkeep as time passes. ~ #669 -1 'PRISMATIC SPRAY'~ 'PRISMATIC SPRAY' syntax: cast 'prismatic spray' <target> A spell in the battlemage arsenal that shoots a burst of color from the hands of the caster to the target. A random color will be casted every time, and each color has a different effect. ~ #670 -1 'LOCALIZE GRAVITY'~ 'LOCALIZE GRAVITY' syntax: cast 'localize gravity [primary/secondary]' A skilled battlemage may generate a force from themselves, that focuses their center of gravity to a more focal point. This point coincides with the center of gravity the earth has, and magnifies the force. This intense force can render an opponent's weapons and items to heavy, forcing them from his hands to the ground. ~ #671 -1 RUST~ 'RUST' syntax: cast 'rust' <target> A battlemage may call upon the forces of nature to speed up the oxidation process of metal. When a battlemage casts this on a foe, their armor or weapon may become rusty, making it less durable than before causing the victims combat performance to suffer accordingly. ~ #672 -1 'AIR SHIELD'~ 'AIR SHIELD' syntax: cast 'air shield' When a battlemage casts air shield, a layer of thick air surrounds his body. This layer of air helps absorb all non-magical damage, offering excellent protection to the traveler. ~ #673 -1 TERRAIN~ 'TERRAIN' syntax: cast 'terrain' <target> A battlemage can make the target see the terrain as a completely meaningless collection of stimuli instead of the usual environmental type. ~ #674 -1 BLADES~ 'BLADES' syntax: cast 'blades' For battlemages, this spell gives them much needed attacks to assist them in battle. The battlemage creates a pair of ghostly scythes to rotate around him doing slashing damage when in combat. Since the deadly blades rotate around the battlemage, there is a small chance to deflect incoming weapon attacks. This powerful enchantment requires significant upkeep as time passes. ~ #675 -1 FLASHFIRE~ 'FLASHFIRE' syntax: cast 'flashfire' <target> A battlemage can create a bright flash of light that can temporarily blind all those around him. The effect if successful until the victim's eyes can adjust to the flash. ~ #676 -1 SHARPMETAL~ 'SHARPMETAL' syntax: cast 'sharpmetal' <target> When a battlemage uses sharpmetal, they conjure a mass of superheated metal shards, and send the stream of deadly metal flying towards their enemies. Being able to direct the spell in such way, the caster can then selectively pick his targets only hitting those in combat with him or his group mates. Note that different shaped shards may cause different damage, and that each target increases the cost of spell accordingly. ~ #677 -1 'PLUMBUM MANUS'~ 'PLUMBUM MANUS' syntax: cast 'plumbum manus' A skilled battlemage may create a standing field of increased gravity around themselves. When in combat, the battlemage's opponents may find their hands and feet to gain the weight of lead as the very gravity turns against them. With the heavy burden of their limbs, the simple task of doing battle becomes harder with the added weight. This powerful enchantment requires small upkeep. ~ #678 -1 'METEOR SWARM'~ 'METEOR SWARM' syntax: cast 'meteor swarm' A battlemage may call forth to the heavens and summon fiery rocks, guiding them towards himself and slamming them down in the vicinity of the room he stands. Since the battlemage has no control over the rocks, they could hit anyone near or no one. The number and size of the rocks summoned is directly affected by casters rank and power. While the groupmates of the caster are protected, the caster himself is not. The only known way to prevent damage to the summoner is known to battlemages who erect powerfull forcefields to negate the damage. ~ #679 -1 SEAR~ 'SEAR' syntax: cast 'sear' <target> A skilled battlemage can gather sunlight into a more focused ray and direct it to an opponent in a searing deadly beam. Since little to no sunlight can be found indoors and in dark areas, a battlemage can't gather the light in such places. In some cases the light ray may be so intense, that it may leave the opponent blind for extended amount of time. ~ #680 -1 'DANCING BLADE'~ 'DANCING BLADE' syntax: cast 'dancing blade' <weapon> Dancing blade allows a skilled battlemage to gain an attack through eldritching a weapon with its own life force. Only weapons with blades may be giving such force. As a result of this enchantment, the eldritch weapon may attack a target through its own will. The weapon will rise out of inventory upon combat and begin attacking as if it were possessed. After the battle is over, the enchanted weapon will return to the inventory of the battlemage. This powerful enchantment requires continuous upkeep. ~ #681 -1 MANALOCK~ 'MANALOCK' syntax: cast 'manalock' Manalock is a very valuable spells for battlemages. While the manalock stands it will automatically counter any attempt to dispel the owners spells. Note that such powerful warding not only consumes mana each time it protects you, but it also requires a continuous upkeep. ~ #682 -1 'REFLECTIVE SHIELD'~ 'REFLECTIVE SHIELD' syntax: cast 'reflective shield' A battlemage may surround himself in a shield that can absorb a portion of all non-magical attacks and reflect it back to the opponent. Due to its nature the shield not only absorbs non magical damage but also partialy shields against heavy kinetic blows such as bash and bodyslam, greatly reducing the effects of those attacks. The shield will retain some of the force absorbed and with enough energy may grow exited and emit powerful pulses of energy. Thus the battlemage may gain an additional attack at cost of considerable upkeep. See also: BASH, BODYSLAM, FORCE FIELD ~ #683 -1 'HOLY HANDS'~ 'HOLY HANDS' syntax: commune 'holy hands' A skilled cleric will call upon his god to grant a part of their power into his hands. If granted, the clerics hands become powerful weapons and any weapon they are holding, is removed. Under the duration of this spell, the cleric cannot wield a weapon due to the holy power coursing through his palms. ~ #684 -1 'SPELL TURNING'~ 'SPELL TURNING' syntax: commune 'spell turning' A skilled cleric can surround himself in a shield that may reflect a spell that is cast upon them. The spell is then returned back to the one who first attempted it. The magical upkeep for such a spell is quite tedious to the cleric, yet beneficial for their troubles. ~ #685 -1 'THUNDERCLAP'~ THUNDERCLAP syntax: cast 'thunderclap' <target> Creating powerful explosion in close proximity to targets head/ears the Battlemage may temporally stun and disorient their target. When trying to head north, the target may be heading east because of the noise. Those sensitive to noise may find themselves deafened by the mighty thunderclap. ~ #686 -1 'ISOLATE'~ 'ISOLATE' syntax: commune isolate <target> Isolate is a spell used by clerics to split off a target from a group or split of followers from leader. The main purpose of isolate is to disburse charmed mobs, so you can focus upon the master. ~ #687 -1 'TURN UNDEAD'~ TURN UNDEAD syntax: commune 'turn undead' Clerics and paladins have the power to force away certain monsters that are "undead. Those of holy faith can attempt to strike at that source of energy that places fear of the communers god, in the target. This fear may cause it to flee in terror and be hampered in battle or magical defense. ~ #688 -1 'DISPEL UNDEAD'~ 'DISPEL UNDEAD' syntax: commune 'dispel undead' <target> Clerics have this offensive spell in their repertoire, as a part of their priestly duty to ward off the undead. This spell uses holy power to sever the targets link to the dark power, animating him, causing great damage to the target. ~ #689 -1 'CRANE STANCE' CRANE~ CRANE STANCE Syntax: crane The crane stance symbolizes the swiftness and extension of the crane. While imitating the crane, this enables the monk to attack with higher accuracy and precision. Power is sacrificed into mobility, which enhances the swiftness of the attacks. Heavy equipment hinders the swift movements of the crane. In order to be as the crane, you must empowered in the offensive. See also EMPOWER, OFFENSIVE ~ #690 -1 OFFENSIVE OFFENSE~ 'OFFENSIVE' Offensive is the state a monk achieves when they wish to focus more on offense in battle. While in this state, a monk can do certain stances to help them become a better offensive fighter, as well as deliver a powerful stunning blow called chakera strike. To achieve this state, a monk must empower offense. See also EMPOWER, TIGER, CRANE, DRAGON, MONKEY, CHII BOLT, AIR THRASH ~ #691 -1 DEFENSIVE DEFENSE~ 'DEFENSIVE' Defensive is the state a monk achieves when they wish to focus more on defense in battle. While in this state, a monk can do certain stances to help them become a better defensive fighter, as well as use second parry. To achieve this state, a monk must empower defense. See also EMPOWER, HORSE, AURA, CATALEPSY, BALANCE, DRUNKEN, MANTIS ~ #692 -1 'PREYING MANTIS' MANTIS~ PREYING MANTIS Syntax: mantis The preying mantis is an unique stance being which it is the only stance that is allowed with the others. The preying mantis prepares the monk to counterattack certain moves done upon the monk. The monk will reverse the first move done by the attacker back on them. To be as the preying mantis, you must empower your defenses. See also EMPOWER, DEFENSIVE ~ #693 -1 'TIGER STANCE' TIGER~ TIGER STANCE Syntax: tiger The tiger stance symbolizes the strength and power of the tiger. While in this stance, the monk imitates the strength and ferocity of the tiger, and attacks with powerful strokes and kicks. Concentrating on the offensive, the monk neglects his defensive. Heavy equipment hinders the powerful movements of the tiger stance. To be as the tiger, you must empower your offenses. See also EMPOWER, OFFENSIVE. ~ #694 -1 'HORSE STANCE' HORSE~ HORSE STANCE syntax: horse The horse stance symbolizes the endurance and stability of the horse. Emphasizing on defense and endurance, the horse stance increases the monk's resistance to harm. The horse stance also allows the monk to control their mind to resist harm, poison, and disease. In some cases, the monk may reverse any attack back to the origin, but only with a fraction of the force. The horse stance requires mental concentration so heavy equipment on the head will distract the monk. To be as the horse, a monk must empower their defenses. See also EMPOWER, DEFENSIVE. ~ #695 -1 BALANCE~ BALANCE syntax: AUTOMATIC Monks and Blademasters have a superb sense of balance through their awesome control of their body. Many attacks, such as bash and trip, would send most people to the ground, stunning them. However, users of this skill can often manage to stay on their feet. They still receive the damage, but they do not have to waste time standing back up. Only a monk in the defensive or blademaster in deathweaver stance can focus enough on balancing. See also EMPOWER, DEFENSIVE, DEATHWEAVER. ~ #696 -1 'DRUNKEN STANCE' DRUNKEN~ DRUNKEN STANCE Syntax: drunken The drunken stance symbolizes the spontaneous movement and elusiveness of a drunk. The monk staggers around unpredictably, making it more difficult to connect a blow to the monk. The monk will be affected by all affects of being drunk. Heavy equipment will weight the monk down, preventing the monk from moving freely. In order to move as a drunk, a monk must empower their defenses. See also EMPOWER, DEFENSIVE. ~ #697 -1 CATALEPSY~ CATALEPSY Syntax: catalepsy Monks are skilled enough to control their body. Thus, they are able to lower their body temperature and heart rate, causing self induced catalepsy. In this form, they appear to be dead, looking exactly like a corpse, fooling their opponents. However, they can still be attacked, and the mana upkeep is required. In this state, monks do not know what is going on around them. To appear dead, a monk must be defensive. To return back to normal, monks use the REVIVE command. See also REVIVE, EMPOWER, DEFENSIVE. ~ #698 -1 EMPOWER EMPOWERMENT~ syntax: empower offense, empower defense In order to use their more advanced skills, monks will have to prepare themselves specifically for their tasks. This process is known as empowerment. Monks can only choose to empower either offensively or defensively, not both. An offensively empowered monk will be able to use such skills as air thrash, while a defensively empowered monk gains access to more advanced defenses like second parry and balance. See also: OFFENSIVE, DEFENSIVE. ~ #699 -1 'MONKEY STANCE' MONKEY~ MONKEY STANCE Syntax: monkey The monkey stance symbolizes the agility and speed of the monkey. While in this stance, it allows the monk to move twice as quickly during battle. But because they only have half the time to prepare, each attack only does a little more than half the normal damage. While moving quickly, monks must consume lots of food and water. Heavy equipment hinders the agility of the monkey. To be as the monkey, a monk must be in the offensive. See also, EMPOWER, OFFENSIVE. ~ #700 -1 'BUDDHA STANCE' BUDDHA~ BUDDHA STANCE Syntax: buddha The Buddha stance symbolizes the peace and tranquility of the Buddha's philosophies. The Buddha stance allows the monk to take full control of his mind, resisting all harmful spells cast against the monk. This stance requires that no heavy equipment is worn on the head to distract the concentration of the monk. To be one with the Buddha, a monk must first empower his defenses. See also EMPOWER, DEFENSIVE. ~ #701 -1 'DRAGON STANCE' DRAGON~ DRAGON STANCE Syntax: dragon The dragon stance symbolizes the magnificence and longevity of the dragon. Filled with the spirit of the dragon, the monk will increase in size, and embody the health of the dragon. The monk can also disarm easier while in the dragon stance. Most equipment hinders the growth of the monk. To be as a dragon, a monk must first empower their offenses. See also EMPOWER, OFFENSIVE. ~ #702 -1 STANCE~ 'STANCE' In conjunction with mental and physical training, a skilled monk learns the fighting styles and attributes of many. The monk then focuses their mind and mimics that style with great accuracy. The monk must assume that stance, to properly fight like what they seek to mimic. Since the different stances they may learn do different things, they must either empower offensive or defensive to successfully do a certain stance. Some attacks and/or effects are unique to the particular stance. See following: HORSE, MANTIS, DRUNKEN, BUDDHA, CRANE, TIGER, MONKEY, DRAGON ~ #703 -1 RESERVED~ RESERVED Syntax: NOT AVAILABLE TO PLAYERS ~ #704 -5 Righteousness~ 'PSALM OF RIGHTEOUSNESS' RIGHTEOUSNESS~ You search your memory and recall what you saw on the obelisk... PSALM OF RIGHTEOUSNESS Following is a long and involved holy scripture about the Order of Crusades divine right to carry forth its missions, and its origins. various bits of high minded propaganda are intertwined with very advanced combat techniques that would give any well trained warrior edge in combat. There is a large section devoted to use of something called windmill towards clearing room of unseen foes. You gather that this psalm will not only increase the sheer damage the warrior causes, but also allow keen aim and precision. And that is all you remember... ~ #705 -5 Divine void~ 'PSALM OF DIVINE VOID' 'DIVINE VOID'~ You search your memory and recall what you saw on the obelisk... PSALM OF DIVINE VOID Following is a long and involved holy scripture about the virtues of meditation and benefits of clear and focused mind on resisting effects of various spells and maladies. Throughout the long psalm are woven techniques and chants that could easily be found in a secret manual of a monk monastery. It is obvious that when properly used the psalm would bring great mental strength to the user. And that is all you remember... ~ #706 -5 Insight~ 'PSALM OF INSIGHT' INSIGHT~ You search your memory and recall what you saw on the obelisk... PSALM OF INSIGHT Within are inscribed strange glyphs and runes that seem to portray the effect of such meditation to further enhance the senses of a person, and to better allow them to see with more clear sight and vision than ever before. Intertwined within the glyphs are two recurring runes, one for observing the moral traits of people, and one for finding truth within what is ordinarily invisible. And that is all you remember... ~ #707 -5 Divine Wrath~ 'PSALM OF DIVINE WRATH' 'DIVINE WRATH'~ You search your memory and recall what you saw on the obelisk... PSALM OF DIVINE WRATH Detailed within this psalm within archaic runes and glyphs, the writing seems to instruct a being of whole body and mind on the arts of adorning weaponry with the strange serums and powders to further enhance the fighters ability to enhance weaponry designed to invoke the Wrath of God upon the nonbelievers. And that is all you remember... ~ #708 -5 Shadow Bane~ 'PSALM OF SHADOWBANE' 'SHADOW BANE'~ You search your memory and recall what you saw on the obelisk... PSALM OF SHADOW BANE Chiseled within this great obelisk are detailed instructions for those of the Order of the Crusades on adorning a weapon with certain bases and stringents that allow the weapon to be imbued with light, and thus create brilliant light flashes upon each blow of the weapon. And that is all you remember... ~ #709 -5 Purewater~ 'PSALM OF PUREWATER' 'PUREWATER'~ You search your memory and recall what you saw on the obelisk... PSALM OF PUREWATER Recurring within the mystical glyphs and runes is the symbol for 'hydris', or water. These runes seem to demonstrate how one who basks in the aura of divine righteousness can adorn a weapon with purewater, and thus bring forth this reagent during battle. And that is all you remember... ~ #710 -5 Icefire~ 'PSALM OF ICEFIRE' 'ICEFIRE'~ You search your memory and recall what you saw on the obelisk... PSALM OF ICEFIRE Two intertwined glyphs, one representing ice, and one representing battle are scored over a crossed blade here. It seems to be some representation of how ice can be forged to steel to invoke its elemental properties from a single weapon in combat. And that is all you remember... ~ #711 -5 Searing Might~ 'PSALM OF SEARING MIGHT' 'SEARING MIGHT'~ You search your memory and recall what you saw on the obelisk... PSALM OF SEARING MIGHT The rune of fire here is interchanged freely with smoke and blood, and the psalm seems to dictate to the user some way to forge fire to any weapon, and invoke its elemental wrath in combat. The blinding forces of smoke seem to be recurrent within the runes. And that is all you remember... ~ #712 -5 Divine Might~ 'PSALM OF DIVINE MIGHT' 'DIVINE MIGHT'~ You search your memory and recall what you saw on the obelisk... PSALM OF DIVINE MIGHT A virtuous cross here is adorned with a black Ankh, denoting the glyph for spiritual paralysis. Several elemental runes, mostly expressing the powers of lightning, are intertwined within the runes, as if showing a devout student the technique of adorning lightning to forged objects. And that is all you remember... ~ #713 -5 Vitality~ 'PSALM OF VITALITY' VITALITY~ You search your memory and recall what you saw on the obelisk... PSALM OF VITALITY The recurring theme of the glyphs seem to indicate some sort of rapid healing ability. Several smaller healing runes interlace with runes that denote an increase in ability, and a marked increase in the stamina of the user. And that is all you remember... ~ #714 -5 Swift retribution~ 'PSALM OF SWIFT RETRIBUTION' 'SWIFT RETRIBUTION'~ You search your memory and recall what you saw on the obelisk... PSALM OF SWIFT RETRIBUTION The fleetfoot rune is primary here, as is the glyph belonging to the elements. It seems to portray a being passing swiftly through hill and stream alike completely unhindered by any of the terrestrial forces. And that is all you remember... ~ #715 -5 Virtues~ 'PSALM OF VIRTUE' VIRTUE~ You search your memory and recall what you saw on the obelisk... PSALM OF VIRTUE These weather worn glyphs seem to represent a sort of prayer symbolism that would allow the virtuous one to recite prayers at a much greater rate. Several runes show men kneeled before large holy symbols, with a small rune above them denoting some sort of ritual. And that is all you remember... ~ #716 -5 Purity~ 'PSALM OF PURITY' PURITY~ You search your memory and recall what you saw on the obelisk... PSALM OF PURITY The rune of the serpent is denoted here, being cast back by the healing hands of a virtuous one. An aura of protection surrounds the being, as if the poison of the venomous serpent were being deflected from harming the devout. And that is all you remember... ~ #717 -5 Constitution~ 'PSALM OF CONSTITUTION' CONSTITUTION~ You search your memory and recall what you saw on the obelisk... PSALM OF CONSTITUTION The rune of the plague rat is denoted here, being cast back by the healing hands of a virtuous one. An aura of protection surrounds the being, as if the disease of the infested rat were being deflected from harming the devout. And that is all you remember... ~ #718 -5 the Eye of Palison~ 'PSALM OF THE EYE OF PALISON' 'THE EYE OF PALISON'~ You search your memory and recall what you saw on the obelisk... PSALM OF THE EYE OF PALISON The ocular rune is significant in this text, as it shows a large needle near the eye, which seems to be being repelled by some divine force that keeps the needle from harming the eye rune of the devout. And that is all you remember... ~ #719 -5 Preservation~ 'PSALM OF PRESERVATION' PRESERVATION~ You search your memory and recall what you saw on the obelisk... PSALM OF PRESERVATION The rune of sustenance is inherent here, as it seems to depict large numbers of people consuming some sort of bounty, which seems to fill their hungers with only half the normal requirement. A glyph of the infinite seems to surround much of the glyphs of repast. And that is all you remember... ~ #720 -5 Final Parting~ 'PSALM OF FINAL PARTING' 'FINAL PARTING'~ You search your memory and recall what you saw on the obelisk... PSALM OF FINAL PARTING This series of glyphs depicts the Evil Ones battling the devout. As they are felled one by one, the last remains to battle the virtuous one, and chooses instead to flee. As he does so, the devout appears to deal the Wrath of God upon the fleeing Evil One. And that is all you remember... ~ #721 -5 Divine Health~ 'PSALM OF DIVINE HEALTH' 'DIVINE HEALTH'~ You search your memory and recall what you saw on the obelisk... PSALM OF DIVINE HEALTH The rune of health is inherent here, as it seems to portray a devout one within breaths of death suddenly awaken renewed and healthy in a very rapid amount of time. The runes of blood are suddenly washed away by the healing powers of the runes. And that is all you remember... ~ #722 -5 Vicarious Redemption~ 'PSALM OF VICARIOUS REDEMPTION' 'VICARIOUS REDEMPTION'~ You search your memory and recall what you saw on the obelisk... PSALM OF VICARIOUS REDEMPTION The runes of death here are primary. They seem to surround what appears to be a dying virtuous one, but, as he nears his final demise, he is suddenly pulled to health and safety by a mass of worshippers, denoted by the star glyphs. And that is all you remember... ~ #723 -5 the Triumph of One God~ 'PSALM OF THE TRIUMPH OF ONE GOD' 'THE TRIUMPH OF ONE GOD~ You search your memory and recall what you saw on the obelisk... PSALM OF THE TRIUMPH OF ONE GOD Large runes of safety and protection adorn this obelisk. Primary runes are heroism and the guardian glyph, denoting the safety and concern for all involved in a devout one's traveling party. It also seems to portray a virtuous one kneeling over the body of a fallen ally, as their life essence is restored. And that is all you remember... ~ #724 -5 the Triumph of Sirant~ 'PSALM OF THE TRIUMPH OF SIRANT' 'THE TRIUMPH OF SIRANT'~ You search your memory and recall what you saw on the obelisk... PSALM OF THE TRIUMPH OF SIRANT Depicted within these glyphs is a scene, showing a truly devout student battling a horde of foes. Greatly outnumbered, the rune of power comes into play, and the devout one lays waste to countless numbers of Evil Ones. However, the negatory rune is visible above the devout, proving evidence that this psalm cannot be used in conjunction with others. And that is all you remember... ~ #725 -5 the Triumph of Palison~ 'PSALM OF THE TRIUMPH OF PALISON' 'THE TRIUMPH OF PALISON'~ You search your memory and recall what you saw on the obelisk... PSALM OF THE TRIUMPH OF PALISON Evidence of the Lord Palison's holy war against the minions of the damned, this psalm depicts a holy warrior battling hordes of undead creatures. As each one is lain to waste, the devout is overcome with the life rune, as his body's condition is made anew. The negatory rune is also evident here, providing proof that this psalm cannot be used with others. And that is all you remember... ~ #726 -5 Undeniable Order~ 'PSALM OF UNDENIABLE ORDER' 'UNDENIABLE ORDER'~ You search your memory and recall what you saw on the obelisk... PSALM OF UNDENIABLE ORDER A glyph showing a devout one lavished in rare and unique adornments, this psalm has three major runes: The vengeance rune, the mission rune, and the capital rune, denoting removal of the foe's head. The glyphs further show one under the influence of the psalm laying waste to the corrupt and damned, and in turn receiving incredible power from doing so. And that is all you remember... ~ #727 -5 Inner Strength~ 'PSALM OF INNER STRENGTH' 'INNER STRENGTH'~ You search your memory and recall what you saw on the obelisk... PSALM OF INNER STRENGTH The fist rune, showing in conjunction with the sword rune depict one of the virtuous ones gripping a weapon of immense power with both hands as his arms and body surge with inner strength. The negatory rune is also evident here, proving that this psalm cannot be used in conjunction with others. And that is all you remember... ~ #728 -5 Baptism~ 'PSALM OF BAPTISM' BAPTISM~ You search your memory and recall what you saw on the obelisk... PSALM OF BAPTISM The runes within depict a virtuous one immersed within cleansing water, and awaking renewed and refreshed with little memory of past deeds, psalms, or acts. And that is all you remember... ~ #729 -5 Inner Peace~ 'PSALM OF INNER PEACE' 'INNER PEACE'~ You search your memory and recall what you saw on the obelisk... PSALM OF INNER PEACE The runes within depict a virtuous one immersed in prayer before an altar. Runes depicting passage of days and nights circle the rune of the holy one, and a single mark of glowing blade floats below the depiction. And that is all you remember... ~ #730 -1 'CRUSADER REQUIREMENTS'~ CRUSADER REQUIREMENTS Classes: Warrior, Paladin, Berserker Races : Elf, Half-Elf, Human, Storm Giant Level : 50 - MUST INCLUDE WORDS "crusader application" in application subject - Must be good aligned - Must be follower of the One God - Cannot be an Avatar - Cannot be member of any cabal You must send a scroll of application to Immortals, scribing of your history, goals, and any deeds you think may help your chances to be approved. The scroll must bear the title which includes words crusader and application or it will not be considered. If your scroll is approved by the Order of Crusades you shall be made to know what else is required of you. When you become a Crusader, you will be reduced to the first rank of the Order of Crusades, with applicable abilities, health and mindpower. Any skills which you may be allowed to use in future will be kept, all others are forgotten. The following skills are added based on your profession: Paladin : Scrolls Berserker: Roar Warrior : Whip See also: CRUSADERS, ORDER OF CRUSADES, SELECT ~ #731 -1 'ORDER OF CRUSADES'~ ORDER OF CRUSADES BEGINNINGS The Order of Crusades was first founded in the 5th age of Aabahran by a single hermit of name Ontius. The land was beset by evil, and seeing the forces of Light slowly dwindling the wizened hermit journeyed forth and gather a few men and women of blade about him, only to teach them the ways of the One God. HISTORY The Order, first based out of an old church with leaky roof set deep within the Dragon Teeth, was first joined by Auron, Tyrith, Elyventheril, Barzuke as well as Garamand and Versutius. Following the teachings of Ontius they rose in power and soon reached their pinnacles. With their rise in strength the Order slowly expanded as the old church was slowly being converted into a mighty fortress it is now. The key event that established the Order of Crusades existence and foot hold against the darkness of the land, was the raid of the Order against the fortress of the Hooded Ones, in which Auron, Garamand and Versutius led the soldiers of the Order of Crusades into a complete victory resulting in the destruction of cabal known as Conclave which forever banished the secret cult. Ever since the Order of Crusades has stood vigilant and strong against any sight of evil in the land. Sending its valiant men and women to aid those in need, and to fight the evil. MISSION The Order of Crusades with its mission set upon by Ontius the Hermit seeks to help the land and forces of light not by militant ways, but by sheer power of acts of goodness and sacrfice performed by its members. The virtues of Kindness, Modesty, Honor and Sacrifice are ever the foremost in its members, and they are expected to act as priests and healers before warriors and to answer any call for help regardless of circumstance. See also, CRUSADER, CRUSADER REQUIREMENTS ~ #732 -1 CRUSADER CRUSADERS~ CRUSADER Trained by the Order of Crusades these mighty men and women of the One God, travel through Aabahran helping those in need, avenging wrongs done, and Crusading against those whom would seek to harm the less fortunate. Honor, Valor and above all Modesty are their virtues, requiring a Crusader to act as priests first then warriors, without the easy miracles of common deities. Crusaders are warriors who have chosen to use Faith as the focus for their skills, at times honing them to such degree that their feats all but surpass the mortal realm. As they progress through ranks they are offered choices in skills, these choices in turn affecting what other skills they will have available in future. The end result of this process is that no two Crusaders are alike, as the choices they make often drastically affect the things they may excel or do poorly in. Rejecting delicate and non direct methods of combat, they relay upon brutal combination of skill and strength combined with legendary arts of weaponcraft and armorcraft which allows them to excel in combat against single or multiple opponents. Experts of two handed weapons, they never use shields relying instead on armors so thick and heavy that legends have been sung about their ability to wade through battle unharmed by blows of ordinary blades. They carry weapons consecrated to their god which increase in power as the Crusader fulfills his duties to the Order. These holy weapons seem to withstand the most brutal of modifications and many a foe has been brought to his knees by a mere sight of a blade bristling with gleaming edges, barbs and hooked guards leveled at their chest. The Crusader's focus upon the matters of faith and their virtues of Modesty, Compassion and Valour not only requires them to forsake personal goals when asked for help by those in need, but the Order of Crusades forbids them to bask in large number of rare or unique adornments upon their armor. This severely limits the number of such items they may wear or carry. See also: SELECT, CRUSADER REQUIREMENTS, ORDER OF CRUSADES ~ #733 -2 crusader~ CRUSADER CRUSADERS 'ORDER OF CRUSADES'~ See also: OBELISKS, PSALMS, STARSTONE, MODIFY, CRUSADER LIMIT ~ #734 -2 crusader~ 'CRUSADER LIMIT'~ CRUSADER LIMIT The Order of Crusades' focus upon independence, and virtue of Modesty severely limits the number of rare, limited or cabal items a Crusader may carry or wear. The Crusader has double the limit of other mortals when limited items are saved, but rare, limited and cabal items are counted both in inventory and on body towards this total. *NOTE: There is a special condition for a cabal item to be counted as a limited item towards crusader total limit. If the item is of rank greater then 30th OR its cost is higher then 125 as per identify/lore it will be counted as limited item. See also: WEAPONCRAFT, AMORCRAFT, CRUSADER, ORDER OF CRUSADES ~ #735 -2 crusader~ OBELISK OBELISKS~ OBELISKS Foreseeing great trails and dangers ahead of them, the Order of Crusades commissioned the dwarven Master Smiths to construct number of stone markers throughout the land. Upon these obelisks were then inscribed the Order's teachings, and secrets to keep their knowledge forever safe. To safeguard the history, philosophy as well as secrets of the Order, the inscriptions were scribed in form of Psalms, which worthy Crusaders would commit to memory to be chanted when needed. See also: CHANT, PSALMS, STARSTONE ~ #736 -2 crusader~ PSALMS PSALM~ PSALMS syntax: psalms : shows list of memorized psalms Scattered through the lands are the Obelisks created by the Order of Crusades. Each one holds a holy psalm upon its surface, which can be memorized by using the Obelisk. The Obelisks were created by the dwarven Master Smiths, and are imbued with powerful magics that not only protect them, but also cause many of them to shift to various locations with time. A Crusader who has found such an Obelisk, may memorize the Psalm which has been inscribed upon the stone by "using" it at which point its inscription may be recalled at any time using the "help" command. Only a limited number of Psalms may be memorized in a lifetime, slowly increasing in number up to maximum of eight at peak of Crusader's power. A single special Psalm exists upon the Obelisk of Baptism which when chanted, will wipe the Crusaders memory of Psalms clean at the same time forever lowering the maximum number that may be memorized by one. See also: OBELISKS, CHANT, USE ~ #737 -2 crusader~ CHANT~ CHANT syntax: chant <psalm> :chants a given psalm chant <number> :chants a psalm of given number as per "psalms" interrupt :interrupts the process The Order of Crusades' focus on spiritual health and its goals of independence have resulted in Crusaders being taught the ancient art of chants and lore of Psalms. A Crusader may chant a memorized psalm, using it to focus their mind and body to the point where their abilities begin to surpass the mundane. The concentration involved is enormous, and when a chant begins, the Crusader will not be able to do anything but meditate and chant. Only a single Psalm may be held in one's mind at any given time and only death or natural expiration will remove them. See also: PSALMS, OBELISKS, INTERRUPT ~ #738 -1 STARSTONE STARSTONES~ STARSTONES Fulfilling their goal of independence and self-sustenance the Order of Crusades made great efforts to gather every tome, scripture and rumors that could further benefit their already advanced metallurgic techniques. One of such ancient tomes led to discovery of a wondrous mineral called Starstone, which oft could be found amidst giant craters in the land as if the earth was trying to expel the strange stone. The stone maybe found scattered through the lands in various locations in form of slabs of starstone often burnt and scarred but never shattered. It's properties are many, and most wondrous or almost magical in nature. The stone has almost no weight, yet a slight momentum results in impetus worthy of lead or gold, it resists extreme stress and shear and is all but impervious to non magical fires. With cooperation of the dwarven Master Smiths in trade for the secrets of this stone, the Order of Crusades has developed unique ways of working the starstones and guards its properties with dangerous secrecy. See also: ARMORCRAFT, WEAPONCRAFT, MODIFY ~ #739 -2 crusader~ 'SHOULDER SMASH'~ SHOULDER SMASH Syntax: shoulder shoulder <target> Using the sheer kinetic force of their heavy armors and body, the user of this skill hurls his or her body at the given target. Unlike the likes of bash or bodyslam however, the objective is to cause brutal damage to the victim. Often the target is hit so hard as to make defense or movement difficult, and some were known to get pummeled so hard by this armored charge as to loose grip of weapons or shields. ~ #740 -2 crusader~ 'ARMORED RUSH'~ ARMORED RUSH Syntax: rush rush <target> As masters of the brutal two handed combat tactics, Crusaders forgo maneuvers such as bash and trip and use their giant weapons to bring whole groups of enemies to a standstill. Using their arms in such way as to stun their enemies rather then cause damage, they are more the capable of sending the most stalwart foes to their knees through sheer kinetic force. Charging so into the fray, their armor absorbing the blows, the Crusader swings his massive weapon about knocking his foes down as if they were mere practice dummies. ~ #741 -2 crusader~ MINOR~ MINOR The Minor skill group is the first group of skill choices a Crusader may select from using the "select" command. It contains six skill from which three will be chosen at various ranks. name requires disallowed by 2h handling NONE orealts 1st 2h tactics NONE NONE history of armaments NONE NONE arms maintenance NONE NONE basic armor NONE NONE orealts 1st NONE 2h handling For further help on each skill use "help" command. See also: SELECT, MAJOR, SPECIALTY, SIGNATURE ~ #742 -2 crusader~ '2H HANDLING~ 2H HANDLING syntax: automatic The theory of handling large two handed weapons as well as best stances holds and storage techniques to reduce bulk and effort required to use them. This skills starts the crusader on the path to disciplines allowing for great speed in combat and offensive ability. All two handed weapon weight requirements are halved. See also: MINOR ~ #743 -2 crusader~ '2H TACTICS~ 2H HANDLING syntax: low : defensive weapon position normal : standard weapon position high : offensive weapon position Theories of advanced combat tactics with two handed weapons, allowing the user to alter their stances and combat maneuvers to place the weapon in various positions. The high position is perfect when greater offense is needed, sacrificing a bit of defense for increased offense. The low position is an antithesis of high, sacrificing a bit of offense for better defense. See also: MINOR ~ #744 -2 crusader~ 'HISTORY OF ARMAMENTS~ HISTORY OF ARMAMENTS syntax: automatic The study of history and principles of personal combat, with focus on use of weapons and more importantly ways to stop them. This skill will start the Crusader on the path of constructing advanced armors beyond skills of common artisans. Allows for better appraising of armors with "lore". Allows for journeyman level of armor modification. See also: MINOR, MODIFY, ARMORCRAFT ~ #745 -2 crusader~ 'ARMS MAINTENANCE~ ARMS MAINTENANCE syntax: automatic The study of history and principles of personal combat, with focus on use of weapons and their construction or maintenance. This skill will start the Crusader on the path of adding useful modifications to his weapons beyond the skill of common artisans. Allows for better appraising of weapons with "lore". Allows for journeyman level of weapon modification. See also: MINOR, MODIFY, WEAPONCRAFT ~ #746 -2 crusader~ 'BASIC ARMOR~ BASIC ARMOR syntax: automatic Teachings on principles of armor usage, and best ways of protecting flesh with it. Unlike history of armaments, this skill focuses on best ways of placing the armor rather then principles behind its construction. Increases the over all benefit gained from all armors. Decreases the burden an armor places on the user when worn. See also: MINOR ~ #747 -2 crusader~ 'OREALTS 1ST' 'OREALTS FIRST'~ OREALTS FIRST syntax: automatic In an official holy ceremony, the Order of Crusades allows the pupil to read the First Tome of Orealt, a collection of thoughts and teachings scribed by the great elven Paladin before his sacrifice. The Tome is said to focus on tactics of single combat and has never failed to enlighten the student in ways of armed defense. Permanently increases users agility and its uses in defensive combat. See also: MINOR ~ #748 -2 crusader~ MAJOR~ MAJOR The Major group of skills is the second group a Crusader will choose from. It contains skills which play a large role in deciding the particular area the Crusader will excel in. The group contains eight skills of which two will be chosen at various ranks. name requires disallowed by 2h mastery NONE NONE damage mastery B NONE armor enhancement damage mastery S NONE armor enhancement damage mastery P NONE armor enhancement armor enhancement history of armaments damage mastery B/P/S adv. armor basic armor NONE adv. handling 2h handling orealts 2nd orealts 2nd orealts 1st adv. handling For further help on each skill use "help" command. See also: SELECT, MINOR, SPECIALTY, SIGNATURE ~ #749 -2 crusader~ '2H MASTERY'~ 2H MASTERY syntax: automatic The complete mastery and dedication to the arts of two handed weapon combat. The user gains unheard of ability to use any two handed weapon, as long as both hands are one the weapon (a shield or held item will prevent the bonus). This complete dedication comes at a price however, as the skill with normal one handed weapons suffers slightly. Grants bonus to use of all two handed weapons. See also: MAJOR ~ #750 -2 crusader~ 'ADV. HANDLING' 'ADV HANDLING'~ ADV. HANDLING syntax: automatic Advances theories of handling large two handed weapons, allow the skilled user to not move faster and with more control of the heavy weapon. As result the chance to execute multiple attacks in combat increases greatly. A Crusader skilled in advanced handling can maneuvers around his group mates, cause more damage, and optionaly choose a direction in which to mpale when using that skill. See also: MAJOR, IMPALE ~ #751 -2 crusader~ 'OREALTS 2nd' 'OREALTS SECOND'~ OREALTS SECOND syntax: automatic After an official letter of petition an accomplished pupil of the Order of Crusades may be allowed a glimpse at the Second Tome of Orealt. This holy relic was penned by the hand of the renowned and holy Orealt while he lent his service to the Knights of the Crown. Within are contained various teachings of combat relying on quick cutting strikes used in moments of opportunity. The tome has yet to fail in enlightening the student in ways of one on one combat. Allowsa chance to execute backcutter when an opponent flees the battle. See also: MAJOR ~ #752 -2 crusader~ CUTTER~ CUTTER syntax: cutter <target> Clad in heavy armors and wielding massive weapons, the members of Order of Crusaders have always lacked reliable means of bringing an opponent to the ground. This technique accidently developed by a student learning to cusinart (at great peril to himself) allows the pupil to execute extremely vicious attack aimed at victim's legs. The blow not only causes grievous damage, but also has the momentum and brutality required to send anyone to the ground. See also: CUSINART ~ #753 -2 crusader~ 'DAMAGE MASTERY B' DAMAGE MASTERY S' DAMAGE MASTERY P'~ DAMAGE MASTERY B/S/P (Bash/Slash/Pierce) syntax: automatic A complete mastery of a single class of damage. The pupil learns various techniques and tricks to magnify the particular class of damage caused. When using any weapon dealing the appropriate class of damage, the user will enhance the effect of weapon, landing heavier, more deadly blows. Allows for greater damage in particular damage category. See also: MAJOR ~ #754 -2 crusader~ 'ADVANCED ARMOR' 'ADV. ARMOR' 'ADV ARMOR'~ ADVANCED ARMOR syntax: automatic Further teachings of best uses of armor, that build and expand on the groundwork laid by basic armor. The Crusader not only learns how to position, wear, and use the armor to best deflect various blows, but also how to move and ride in heavy armor as to reduce the effects of its weight. Slight increases over all armor, and reduces weight of worn armor. Greatly increases the protection from torso, arms, legs, face and head armor. See also: MAJOR, BASIC ARMOR ~ #755 -2 crusader~ 'ARMOR ENHANCEMENT'~ ARMOR ENHANCEMENT syntax: automatic Further teachings that depend on the groundwork laid by history of armaments. The pupil learns advanced techniques of modular armor design and begins to be introduced into the secrets surrounding treatment and use of Starstone. Allows for expert level of armor modification. See also: MODIFY, ARMORCRAFT, HISTORY OF ARMAMENTS ~ #756 -2 crusader~ SPECIALTY~ SPECIALTY The specialty group of skills fully dedicates the Crusader to a particular path of life. Only one skill may be chosen out of the total of six. name requires disallowed by control damage damage mastery B/P/S armorcraft blind fighting orealts 2nd cusinart cusinart adv. handling blind fighting psalm master NONE NONE witch compass NONE NONE weaponcraft arms maintenance NONE armorcraft armor enhancement NONE For further help on each skill use "help" command. See also: SELECT, MINOR, MAJOR, SIGNATURE ~ #757 -2 crusader~ 'CONTROL DAMAGE'~ CONTROL D DAMAGE syntax: damage <slash/blunt/pierce/normal> Total mastery of handling a two handed weapon and the damage it causes. Allows the user to specify the type of damage they prefer to cause in combat, instead of the damage type that the weapon causes. Causes "batter" skill to ignore the damage penalty for non-blunt damage. Impale may be executed with any weapon type Behead may be executed with any weapon type See also: SPECIALTY, BATTER ~ #758 -2 crusader~ CUSINART~ CUSINART syntax: automatic cutter <target> An advanced form of windmill, it requires extreme mental strength to control one's rage as he swings deadly arcs all about. A Crusader skilled in cusinart is a master of such art, and is capable of engaging multiple opponents with ease with greater speed, all while at the same time keeping close eye upon any allies nearby. All disadvantages of windmill are removed, user automatically windmills in combat when necessary, and allows the use of "cutter" command. See also: SPECIALTY, WINDMILL, CUTTER ~ #759 -5 ~ 'WITCH COMPASS' WITCHCOMPASS~ WITCH COMPASS syntax: witch <target> : draws blood for further use witch : use the witch compass A device developed by the witchhunter sect of the Order of Crusades, this strange devices forged by the Order's Master Armorers can be used to detect presence of unnatural beings such as warlocks, witches, demons, and undead. The device has been an object of many heated debates in the Order due to its heretical requirement for user's blood, which is drawn on use. See also: SPECIALTY ~ #760 -2 crusader~ 'PSALM MASTER'~ PSALM MASTER syntax: automatic Many members of the Order of Crusade forgo the dedication to the violent arts of combat and focus on their spiritual side. Thus dedicated to the One God these holy men and women of the order have been known to be able to memorize far more psalms then their less spiritually inclined brethren. Allows for 50% increase in the maximum of psalms that may be memorized, and negates the harmful effects of the Psalm of Baptism. See Also: PSALMS, OBELISKS, CHANT ~ #761 -2 crusader~ 'WEAPON CRAFT' WEAPONCRAFT~ WEAPONCRAFT syntax: automatic Those of the Order of Crusades skilled in this art are held in awe by both those in the Order and outside of it. Skilled in all manners of creation, modification and improvement of weapons the Master Smiths of the Order of Crusades are capable of creating weapons of unparalleled quality and destructive ability. Fully initiated into the secrets of using starstone, their works have been known to perform feats that astonish even Savants. Allows for Master level of weapon modifications See also: SPECIALTY, MODIFY ~ #762 -2 crusader~ 'ARMOR CRAFT' ARMORCRAFT~ ARMORCRAFT syntax: automatic Those of the Order of Crusades skilled in this art are held in awe by both those in the Order and outside of it. Skilled in all manners of creation, modification and improvement of armor the Master Armorers of the Order of Crusades are capable of creating armors that absorb the heaviest of blows, and withstand the powers of hell itself. An armor marked by signature of such Master Armorer is rumored to be all but unusable by anyone who is not their owner. Allows for Master level of armor modifications See also: SPECIALTY, MODIFY ~ #763 -2 crusader~ MODIFY~ MODIFY syntax: modify help <modification> :show specific info on the modification modify <obj> :show possible modifications on obj modify <obj> <modification> :modify the object modify <obj> <modification> <part> :modify the object using a part interrupt :interrupts the process The Order of Crusades' focus on independence and self-reliance in face of any odd and its stress on virtue of Modesty caused the Order to begin schooling their members in disciplines of armor and weapon craft soon after the Order's Conception. With the discovery of the scripts which led to the Order's use of Starstone, the positions of Master Armorer and Smith have been one of the most prestigious within the Order. A Crusader may use "modify" command to attempt to modify weapon or armor and increase their abilities. For a list of possible modifications to an object use "modify <object>" command. Every modification has a minimum skill level of common, journeyman, expert or master, which unless met causes the modification to not be displayed. Various skills such as "history of armaments" or "arms maintenance" increase the level of skill in armorcraft or weaponcraft thus allowing more complex modifications. For specific information on particular modification use "modify help <name>". For more information specific to ARMOR: "HELP ARMOR MODIFY" For more information specific to WEAPON: "HELP WEAPON MODIFY" See also: ARMOR MODIFY, WEAPON MODIFY, HOLY WEAPON, STARSTONES, ARMORCRAFT, WEAPONCRAFT, INTERRUPT ~ #764 -2 crusader~ INTERRUPT~ INTERRUPT syntax: interrupt When one is busy with a complex task such as armor craft or chanting, you can interrupt it with this command and once again move about a normal. Keep in mind, that any penalites for premature end of the task apply. See also: CHANT, MODIFY ~ #765 -2 crusader~ 'ARMOR MODIFY'~ MODIFY syntax: modify help <modification> :show specific info on the modification modify <obj> :show possible modifications on obj modify <obj> <modification> :modify the object modify <obj> <modification> <part> :modify the object using given part *NOTE: use ' ' around any object or modification that is of two or more words. To see a list of modifications to given object, use "modify <object>" Example: "modify iron plate" The modifications marked by: `#V`` : are allowed `8V`` : have already been completed To see detailed information on parts, or number of starstones required for the modification use "modify help <modification>". Example: "modify help hellplating" To begin a modification on a given object use "modify <obj> <modification>" Example: "modify 'iron plate' padding A special case of modification is the "conversion" modification which converts the armor as to allow further modification. This also removes the rare/unique status for the armor allowing the Crusader to wear it without penalty. Some modifications require parts (must be armor parts). These parts might have to be of rare quality, or from same set of armor as the one being modified. Some powerful modifications require the armor AND the parts to be rare as well as starstones. See also: ARMORCRAFT, MODIFY ~ #766 -2 crusader~ 'WEAPON MODIFY'~ WEAPON MODIFY syntax: modify help <modification> :show specific info on the modification modify <obj> :show possible modifications on obj modify <obj> <modification> :modify the object modify <obj> <modification> <part> :modify the object using given part *NOTE: use ' ' around any object or modification that is of two or more words. To see a list of modifications to given object, use "modify <object>" Example: "modify iron sword" The modifications marked by: `#V`` : are allowed `8V`` : have already been completed `1X`` : the weapon has not been consecrated or is not of high enough level To see detailed information on parts, or number of starstones required for the modification use "modify help <modification>". Example: "modify help hellplating" Many of the weapon modification require the weapon to be first consecrated using "consecration" modification, and then further empowered to proper level by carrying out "crusades" or "avenging" those whom have been killed. read "HELP HOLY WEAPON" for more details. To begin a modification on a given object use "modify <obj> <modification>" Example: "modify 'iron sword' serrations Some modifications require parts (must be weapon parts). These parts might have to be of rare quality, but unlike armor modifications, never require parts from the same weapon. You may also have to hold a certain number of starstones to begin the process. See also: WEAPONCRAFT, MODIFY, HOLY WEAPON ~ #767 -2 crusader~ 'HOLY WEAPON'~ HOLY WEAPON syntax: automatic with use of "modify <weapon> consecration" A Crusader must consecrate their weapon before any of the more powerful modifications may be placed upon it. The ritual of consecration places powerful blessings upon the weapon, from then on turning it into a tool of divine retribution. When such weapon is used to strike down a player of race or guild whom the Crusader has called a Crusade against, or someone whom Crusader has killed when acting as an avenger. The holy weapon will grow in its benevolence, further increasing in power and reflecting the Crusaders performance along the teachings of the Order of Crusades. Most weapon modifications require the weapon to be of certain circle of power, reflecting the strength of blessings on the Holy Weapon. NOTE however, that the increasing in the power of the Holy Weapon is very much proportional to the rank of the victim put down with its edge. See also: WEAPONCRAFT, MODIFY, CRUSADE, AVENGER ~ #768 -2 crusader~ CRUSADE~ CRUSADE syntax: crusade <race or class or cabal> The hall mark of the Order of Crusades, this skill announces the beginning of a Crusade against a particular faction. A Crusader then leaves any of his comrades behind, and rides forth against the faction he has chosen to war against. While on Crusade, the holy warrior receives substantial combat bonus against the faction he has chosen to war against, and will move swiftly through any terrain. At the same time, the his morale will suffer against any other foe, and hence will suffer small combat penalty when fighting them. Note however that the combat bonus against the chose faction is far greater then the penalty, and that Crusade is the only way beyond use of Avenger to increase the level of Consecrated (Holy) weapon. See also: AVENGER, HOLY WEAPON ~ #769 -2 crusader~ AVENGER~ AVENGER syntax: avenge <corpse> Following their virtues of Valour, and Honour, a Crusader may choose to avenge a fallen victim and bring divine retribution to the wrong doer. If the original murdered is within the lands, and not protected from the Crusader, the holy warrior will leave his comrades and journey forth with intent of slaying the murderer and bringing justice to the victim. While avenging a victim, the Crusader will always sense the murderer's location in the area and the room, even if they might not be able to see them. Furthermore when filled with the holy fervor of retribution the Crusader will strike more powerful blows against the one he is pursuing even if his moral will suffer if he fights targets other then the intended murderer. However, when the mission of revenge is final carried through, any benefits received towards experience, cabal points or Holy Weapon are greatly increased. See also: CRUSADE, HOLY WEAPON, MODIFY ~ #770 -2 crusader~ SIGNATURE~ SIGNATURE The signature skills of Crusader are so rare and so distinct that many of the great man of the Order of Crusades have been remembered by their signature skills rather then their names. Only one skill may be chosen and the title you shall receive when you reach the peak of the Order will signify your choice. name requires disallowed by fourth attack adv. handling behead, orealts 2nd behead orealts 2nd fourth attack, adv. handling pommel smash 2h mastery NONE armor pierce adv. armor NONE pious NONE NONE high sight damage mastery S/B/P NONE For further help on each skill use "help" command. See also: SELECT, MINOR, MAJOR, SPECIALTY ~ #771 -2 crusader~ BEHEAD~ BEHEAD syntax: behead Using the principles set forth in the Second Tome of Orealt, the Crusader may execute a swift cutting strike aimed at the spot between target's neckguard and the helm. While the a successful beheading is practically unheard off, the brutal damage to an artery rich area will often result in spectacular spouts of blood and satisfaction on part of the Crusader. See also: SIGNATURE ~ #772 -2 crusader~ 'POMMEL SMASH'~ POMMEL SMASH syntax: pommel pommel <anything> : force standard pommel smash Using their mastery of two handed weapons, a Crusader may quickly sidestep and plant a perfectly aimed blow to the head with the massive pommel found on almost every two handed weapon. The blow when struck with a blunt pommel will often daze and confuse the victim causing him to lose track of directions. When done with a spiked or barbed pommel which are common amongst the Order's requests for modifications, the vicious blow is aimed through the visor of the enemy. The effect of such vicious blow is left to one's imagination. See also: SIGNATURE ~ #773 -2 crusader~ 'ARMOR PIERCE'~ ARMOR PIERCE syntax: armorpierce : (automatic for next round of combat) He who giveth taketh away. Those Crusaders skilled in the best uses of armor through advanced armor skill, know exact spots and weaknesses of the protective suits. Using this knowledge they automatically attempt to bypass the opponent's armor causing their blows to totally ignore the beneficial effects of armor on success. Furthermore, each blow that the Crusader lands has a chance of damaging the victim's armor reducing its benefit. Only a single such blow may be placed per use of the skill, as opposed to the automatic effect of bypassing armor which is always attempted as long as the skill is active. See also: SIGNATURE ~ #774 -2 crusader~ PIOUS~ PIOUS syntax: automatic There are those in the Order of Crusades so devoted to the One God and the teachings of Modesty, that their soul reaches spiritual heights never touched by others. These near-Saints of the Order are known to have wondrous ability to chant multiple psalms at the same time, granting them powers that awe even the most stalwart of foes. See also: SIGNATURE ~ #775 -2 crusader~ 'HIGH SIGHT'~ HIGH SIGHT syntax: automatic After years of practice and many battles, those Crusaders skilled with any type of damage mastery, are said to develop a strange ability to exactly pinpoint the spot upon ones body where a malady or disease lurks. In addition rumors are abound that these men and women see visions and lands never glimpsed by ordinary men. Using this strange sixth sense against evils and enemies of the Order, these Crusaders are able to totally bypass any resistances of their victims to damage. Furthermore, if faced against an enemy possessing a vulnerability which the Crusader's weapon cannot take advantage off, they will strike blows in the most vulnerable spots in victims flesh causing extra damage regardless. See also: SIGNATURE ~ #776 -2 crusader~ IMPALE~ IMPALE syntax: impale <target> syntax: impale <direction> <target> //optional with Adv. Handling Using a two handed spear, sword or a polearm, a Crusader may rush a target and skewer them on their weapon. Using their impetus further, the Crusader attempts to carry the victim out of the immediate area to continue combat else where. While those not skilled in advanced techniques of handling weapon cannot hope to choose a direction of their charge, some Crusaders are known to toss their enemies about like a bale of hey. See also: ADV. HANDLING ~ #777 -2 crusader~ 'DESTROY UNDEAD'~ DESTROY UNDEAD syntax: destroy Using the holy teachings of the One God, combined with the knowledge of the Order of Crusades stored in ancient relics. A Crusader may mix special powders and liquids that when released into the air have a most deadly effect on any undead beings in vicinity. There are even stories of Crusaders turning undead to ashes using such deadly concoctions. ~ #778 -2 crusader~ WINDMILL~ WINDMILL syntax: windmill :turns windmill on/off windmill <anything> :special out of combat use with a psalm of Righteousness The name of this particular form of combat comes from the sound a large two handed weapon makes when the user swings it about in continuous, sweeping arcs. Carrying deadly momentum the weapon makes a sound comparable to the swoosh created by a windmill's blades. When used in close combat however, few have time to react to the deadly sound before the wide arcs reach them regardless where they stand. Turns the windmill effect on and off. ~ #779 -2 crusader~ DEFLECT~ DEFLECT syntax: deflect <primary/secondary> Using the sheer momentum and impetus of their huge weapons, Crusaders are able to strike extremely powerful blows against their enemies weapons. When executed properly, this maneuver deflects the weapon with such force that it takes a round of combat for the victim to regain control and be able to attack anew. Since one normally has less control over an offhand weapon, those weapons are much easier to deflect. See also: DOUBLE GRIP ~ #780 -2 crusader~ BATTER~ BATTER syntax: batter A hallmark skill of the Order of Crusades it allows a user of heavy two handed weapons to strike blows not aimed to damage the victim, but rather to stun and daze them. The Crusader uses their weapons to cause blunt damage to the target, thus staggering them backwards while they soak up the brutal kinetic forces of his blows. When a person becomes sufficiently stunned they may lose grip on their weapons and shields while they recover. The effect of battering is cumulative and lasts at least an hour or more from the last battering received. Unless the weapon is blunt in nature, or the damage is controlled to be blunt, the damage caused while the Crusader concentrates on battering blows is reduced. See also: CONTROL DAMAGE ~ #781 99 'Abscess Root'~ Synonyms: American Greek Valerian, Blue Bells, False Jacob's Ladder, Sweatroot Description: This plant grows in woods, damp grounds, and along shady river-banks. It has creeping roots, by which it multiplies very quickly. The stems are 9 to 1O inches high, much branched, bearing pinnate leaves with six or seven pairs of leaflets. The nodding, blue flowers are in loose, terminal bunches. The slender rootstock, when dried and used as the drug, is 1 to 2 inches long and 1/8 inch in diameter, with the bases of numerous stems on the upper surface, and tufts of pale, slender, smooth, wiry, brittle roots on the underside. The rootstock has a slightly bitter and acrid taste. Medicinal Action and Uses: Astringent, alterative, diaphoretic, expectorant. The drug has been recommended for use in febrile and inflammatory eases, all scrofulous diseases, in bowel complaints requiring an astringent, for the bites of venomous snakes and insects, for bronchitis and laryngitis and whenever an alterative is required. It is reported to have cured consumption; an infusion of the root in wineglassful doses is useful in coughs, colds and all lung complaints, producing copious perspiration. The tincture of the root is made of whisky. Eat: nothing Herb: cure poison Brew: cure poison ~ #782 -1 VENTRILOQUATE~ VENTRILOQUATE Syntax: ventriloquate <name> <message> This spell throws the caster's voice, making it appear that some other object or person in the room is saying the caster's message. Victims who sees through the spell will know that someone is using ventriloquism, but not who. Victims who did not see through the spell will think that the object or person really did say the caster's message.~ #783 -1 'CREATE TORCH'~ CREATE TORCH Syntax: Create_Torch Those with the skill of create torch have the ability to gather what materials rummage around and find and then use them to create a small torch. The torch gives off a brilliant light that will allow the user to see in the dark. ~ #784 -1 PANHANDLE~ PANHANDLE Syntax: Panhandle <target> When bards are in a monetary bind they can use their charm and notable reputations to panhandle enough money to get them back on their feet. If done correctly the target will be compelled to dip into their pocket and share some of their wealth with the needy bard. ~ #785 -1 KNOCKOUT~ KNOCKOUT Syntax: Knockout From years and years of drunken bar brawls, bards have learned many secrets of fighting. One such secret if to end the fight before it starts. With a hit on the right spot, bards have the ability to render their victim unconscious. The victim of this punch must be in perfect health, and have not already dodged it. Due to the accuracy it takes to make this hit successful it will often fail. ~ #786 -1 DUET~ DUET Syntax: duet <target> When bards are in the companionship of other bards, they can pick each other as their partners to sing duets. Both bards have to select the other as their duet partner to sing in a duet. Keep in mind that the bards sing on their own skill level, meaning if one person loses their concentration, or disturbed by other means, the duet will not take place, and only the first person attempting to sing the song will sing it. The same goes for the songs that are not able to be sang in a duet. There are two type of duets, one in which both bards will have the effect of the song, at a lower mana cost, or one total effect which the bards will share the lower mana cost. There are some other benefits in duet that the bard will need to figure out on their own. ~ #787 -1 REFRAIN~ REFRAIN Syntax: Refrain <song> Before a battle, a bard might wish to practice his songs before putting them to use. One way to do so is to refrain the song into their minds before attacking. This will allow the bard to remember the song so he can sing it in battle without having to actively call upon it. Some songs are far too complex to be refrained, or have no purpose to be refrained. ~ #788 -1 UPPERCUT~ UPPERCUT Syntax: Uppercut Another skill taken straight from the bars, a Bard has the ability to throw such a stunning uppercut that it can knock the jaw of the victim loose. While the jaw is loose, no words can be spoken, nor can spells be chanted. ~ #789 -1 BRAWL~ BRAWL Syntax: automatic Having been involved in many fights in cities, bards have adapted to such environments. Using the the props, and traffic of cities they thus gain a fighting advantage and may strike more often then normal. ~ #790 -1 TAROT 'TAROT CARD' 'TAROT CARDS'~ TAROT CARD Syntax: Tarot <target> One of the most mysterious skills possessed by the Bard. A bard has the ability to analyze the ancient Tarot cards so proficiently that they actually affect whomever they are read for. Be forewarned, the Tarot contain both fortunate and misfortunate cards, so it is taken upon your own risk. Bards can only read the fortune of those that are willing, thus they must be following the bard for the bard to perform this act. ~ #791 -1 TUNE~ TUNE Syntax: tune <instrument> Bards can tune their instrument to be more harmonic thus benefitting the bard when wielding them. Various effects are added to the instrument after they are tuned. An instrument can be tuned multiple times, but becomes more likely to be ruined with each successive tune. ~ #792 -1 ANALYZE~ ANALYZE Syntax: Analyze <target> Learning to fight in the bars has taught Bards is to quickly note the vulnerabilities of their opponents. When a bard analyzes an opponent he can many interesting facts about them, and what their bodies can handle, and what can hurt them most. ~ #793 -1 LURE~ LURE Syntax: Lure <target> In the taverns Bards can often find themselves fighting off a large group of people. They have adopted this ancient technique to help even the fight. A bard can use their looks, reputation, and words to lure their target into following them. Note that at no time will the target be under the bard's control, but instead compelled to follow him elsewhere so they might fight in privacy. ~ #794 -1 'A SOOTHING MELODY'~ A SOOTHING MELODY Syntax: sing 'A soothing melody' Bards have the ability to sing a melody so soothing to the ear, that it makes those that are traveling within your group forget the aches of their minor wounds. Only those grouped with the Bard will be affected by the soothing melody. ~ #795 -1 'SERENADE'~ SERENADE Syntax: sing 'Serenade' When someone catches the fancy of a bard's eye they may choose to serenade them. Serenading is an ancient bard trait that has no known affects except to show their admiration of a particular person. ~ #796 -1 'REST THY FEET'~ REST THY FEET Syntax: sing 'Rest thy feet' After a long, tedious journey Bards have the ability to sing a song that will relieve and relax the worn legs of those traveling in his group. Only those grouped with the Bard can benefit from the song's melody. ~ #797 -1 'WATER TO WINE'~ WATER TO WINE Syntax: sing 'water to wine' <container> This song originally composed by the elves, are now commonly sang for all bards. It magically alters the content in the container from water to wine, as the name of the song implies. The liquid in the container must be water, for the conversion to take place. ~ #798 -1 'GOOD TIDINGS'~ GOOD TIDINGS Syntax: sing 'Good tidings' When a bard feels down they often sing the song of good tidings. The melody uplifts the spirit and makes one believe they are luckier than normal. Those that are fortunate enough to travel in the company of the bard share the song's affects. ~ #799 -1 'LEVIATHANS PASSING'~ LEVIATHANS PASSING Syntax: sing 'Leviathans passing' When a bard's voice becomes parched he can call upon the mighty Leviathan to come to his aid. This song summons up the Leviathan to cross the bard's path, leaving a spring for the bard to partake. ~ #800 -1 'SHIELD OF WORDS'~ SHIELD OF WORDS Syntax: sing 'Shield of words' As a bard grows in experience his voice becomes more than just a way to communicate. His words can encompass him in a mighty shield, increasing their defense from attacks of others. ~ #801 -1 'SHARP DISCORD'~ SHARP DISCORD Syntax: sing 'Sharp discord' Bards can altar the pitch of their voice in such an unpleasing manner that it causes pain to all in the room that hears it. Those that are in a group with the bard shall be unaffected by the discord. ~ #802 -1 'LEGEND OF HERCULES'~ LEGEND OF HERCULES Syntax: sing 'Legend of Hercules' Bards often sing about the great journeys of heroes past. As a bard sings about the mighty Hercules the lyrics are so strong that it persuades the mind to believe the bard, and those that group with him, are as strong as the legendary hero. ~ #803 -1 'BATTLE HYMN'~ BATTLE HYMN Syntax: sing 'Battle hymn' Before preparing to go into battle a bard is often called upon to sing this upbeat song known to fill warriors with pride and adrenaline, making them more efficient in battle. Those that are in the bard's group will be affected by this song. ~ #804 -1 LULLABY~ LULLABY Syntax: sing 'Lullaby' After a long day, or a fierce battle, a bard can sing a song so soothing that it will put his group members into a deep slumber. While in slumber they will share the benefits of an undisturbed sleep, and heal at a faster rate. Those affected by the lullaby won't be able to wake themselves until the song wears off. ~ #805 -1 'HERALD OF THE SKY'~ HERALD OF THE SKY Syntax: sing 'Herald of the sky' In reprisal to their lullaby, a bard can sing a song so powerful it will travel into the subconscious of their group mates, and will instantly awake them, no matter what has put them to sleep. ~ #806 -1 'VICTORY BE OURS'~ VICTORY BE OURS Syntax: sing 'Victory be ours' Celebrating a grand victory, a bard may raise his voice to the heavens in majestic celebration. The song has little affect on the bard, but is instead a way to show thanks for his feat. ~ #807 -1 'WEIGHT OF BURDEN'~ WEIGHT OF BURDEN Syntax: sing 'Weight of burden' Upon hearing this song, the victim will feel weighed down with endless tasks and guilt. The weight of this is so heavy, it can be felt phyically as well, adding to the load already carried by the victim. ~ #808 -1 'MOURN FOR THE LOST'~ MOURN FOR THE LOST Syntax: sing 'Mourn for the lost' <corpse> With the death of a friend comes a time of great sorrow for a bard. He can take this opportunity to mourn over the corpse of the fallen one. When this song is sung everyone in the room which was a companion of the fallen one will mourn in suffering. With this mourning comes a sense of closure with the deceased, which gives extra life and protects them against future attacks. ~ #809 -1 'KINGS FEAST' FEAST~ A KINGS FEAST Syntax: sing 'A kings feast' This song will mystically enhance any food in the bard's inventory. The food will increase in nurishment and duration. This song works better on lower quality foods, and will have little or no effect on higher quality meals. ~ #810 -1 'LET IT BE KNOWN'~ LET IT BE KNOWN Syntax: sing 'Let it be known' When a bard sings this song the words echo throughout the lands, increasing the reputation of the bard. The name of the bard is so well known, there isn't a shopper in the realms that has not heard of the bards travels and expeditions. The increased reputation will increase the effectiveness of the bard's haggle on the shopkeeper. ~ #811 -1 'ODE TO GOD'~ ODE TO GOD Syntax: sing 'Ode to God' With this song, the bard sings his or her appreciation for the respective patron God. ~ #812 -1 'CLASH OF TITANS'~ CLASH OF TITANS Syntax: sing 'Clash of Titans' When a bard sings this mighty song the verse echoes deep into the ground calling forth the mighty Titans. With one swift stroke of the land the Titans cause an earthquake hitting all in the room that are not grouped with the bard. ~ #813 -1 'TWILIGHT OF FAERIES'~ TWILIGHT OF FAERIES Syntax: sing 'Twilight of faeries' A bard can sing a song so playful and curious that it can draw the faeries out of hiding. As they circle over the bard's head and dance, the dust they spread covers the bard and his group mates, curing serious wounds accumulated during travel. ~ #814 -1 'WEAK OF MIND AND BODY'~ WEAK OF MIND AND BODY Syntax: sing 'Weak of mind and body' As a bard's song can uplift the spirit, it can also weaken it. While this song is sung all those that hear it will be burdened by the weight of the words. They will be in this weakened state until they can get the words out of their head. ~ #815 -1 'HEALING OF LAUGHTER'~ HEALING OF LAUGHTER Syntax: sing 'Healing of laughter' A known remedy throughout the times, laughter is sometimes the very effective in recovering from ailments that the person suffurs. The song brings a laughter to the person's face, raising their moral and hopes. Sometimes it is so effective it has been known to cure certain diseases. ~ #816 -1 'MYSTERY OF THE UNICORN'~ MYSTERY OF THE UNICORN Syntax: sing 'Mystery of the unicorn' As mysterious as the unicorn itself, this song's affects change with each breath that sings it. As a bard raises his voice he summons the magical protection of the unicorn. What type of protection is solely up to the unicorn. ~ #817 -1 'FLIGHT OF THE CONDOR'~ FLIGHT OF THE CONDOR Syntax: sing 'Flight of the Condor' When bards have the need for transportation that they cannot provide themselves they often rely on the mighty condor. This song summons the condor to the aid of the bard, and circling over their heads, the condor is willing to carry the bard in the air or over the water. ~ #818 -1 'LUST SEDUCTION DESIRE'~ LUST DESIRE SEDUCTION Syntax: sing 'Lust desire seduction' This song will increase the sexual need of the victim, and will cause the victim under the affect of the song, to do compulsive things when the opposite sex is present. ~ #819 -1 'BROKEN SPIRIT'~ BROKEN SPIRIT Syntax: sing 'Broken spirit' This song reflects the brutal violence of battles past. All that hear the song are affected so deeply that it breaks their spirit, making them give up fighting or deters them from even starting. ~ #820 -1 'MARRIAGE SONG'~ MARRIAGE SONG Syntax: sing 'Marriage song' This is a song of great joy for the bard. This song is used in wedding ceremonies to make the couple official. A bard takes great pride in performing what has been called the greatest love song ever written. ~ #821 -1 'REST IN PEACE'~ REST IN PEACE Syntax: sing 'Rest in peace' This song is one of the darker songs written by the bards of old. It has been known to entice the undead creatures of the realms, and gently lure them to sleep. ~ #822 -1 'INTOXIFY MY MIND'~ INTOXIFY MY MIND Syntax: sing 'Intoxify my mind' After a long day's work Bards often like to sing a melody, filled with such verses and rhymes, that will bewilder a person's mind so that they feel themselves lightheaded and almost drunken. ~ #823 -1 'SCOURGE OF BLACK WIDOW' 'BLACK WIDOW'~ SCOURGE OF BLACK WIDOW Syntax: sing 'Scourge of black widow' While in battle bards can sing this song to lure several Black Widow spiders to come to their aid. The spiders will not fight for the bard, but their bites can be poisonous to the victim. ~ #824 -1 'DEVILS DANCE'~ DEVILS DANCE Syntax: sing 'Devils dance' A song said to be written to amuse the devil himself. It causes whoever hears it to begin dancing uncontrollably. Whoever is subjected to this dance shall experience fatigue in their legs and sometimes even lose concentration from others things because of the dancing. ~ #825 -1 REMEMBRANCE~ REMEMBRANCE Syntax: sing 'Remembrance' Should someone fall into a state of forgetfulness a bard can stimulate the brain with this song. The lyrics find the closed off information and force it free, causing the person to remember. ~ #826 -1 'VERTIGO'~ VERTIGO Syntax: sing 'vertigo' A well-traveled bard has the knowledge to sing a song so lyrically dumbfounding that those hearing the song become disoriented toward their own task at hand. There have been instances where one can't accurately target who they want to attack or the direction they travel. ~ #827 -1 UNFORGIVEN~ UNFORGIVEN Syntax: sing 'Unforgiven' Throughout their travels a bard comes across many things, some are pleasant and others are not. This verse was written to combat those with curses that run in the lands. Upon singing this song all that is plagued with an unholy curse, whether flesh or wares, shall not be freed. ~ #828 -1 'FOUR SEASONS'~ FOUR SEASONS Syntax: sing 'Four seasons' When a bard raises their voice in singing the song of the four seasons, the elements associated with each of the four seasons are brought forth to aid the bard in battle. Since there is no way to control the elements attack focus, no one in the same room as the bard is safe from the attack. ~ #829 -1 'PARANOIA'~ PARANOIA Syntax: sing 'Paranoia' This bard's song is a cautious melody of a great tragedy that happened in the past. Whoever hears this will begin to panic, feeling very paranoid of the people that crowd him. This paranoia will cause them to go into a state of hysteria. ~ #830 -1 'EMANCIPATION'~ EMANCIPATION Syntax: sing 'Emancipation' An experienced bard is taught a song that inspires those who do not have freewill to break free from all who enslave them. Be warned, once this song leaves the bard's lips, all creatures enslaved in the room shall also be allowed the freewill to break free. ~ #831 -1 'TRAVEL OF SOLITARY'~ TRAVEL OF SOLITARY Syntax: sing 'travel of solitary' All players in the room not in the group of the bard, will have a tendency to feel the need of traveling alone. While affected, the victim cannot group or follow anyone else, nor can anyone one else follow the victim. ~ #832 -1 'BIRTH OF THE PHOENIX'~ BIRTH OF THE PHOENIX Syntax: sing 'Birth of the Phoenix' This song shall summon the egg of a phoenix where it will hatch and called into the bard's possession. The bard must maintain the needs of this fragile life in order for it to grow. If the bard takes proper care of the phoenix, it will grow and prosper, forevermore at the service of the bard. If proper care is not given, the phoenix shall surely die. The phoenix will morph twice, before which you have to constantly feed it when it begins squawking at you. Once adult, it does not require the food for the energy it requires to morph. Once the phoenix is in the adult form, you can order it to ignite: 'order phoenix ignite', at which point the phoenix will burst into a flame of energy, and combining its life force with yours, and return under the ground once again waiting for rebirth. ~ #833 -1 Avariel~ Balance. Even the word intones completes harmony. Just as a Scale must be equal, so must the lands of Aabahran. Darkness is balanced by Light, and Order by Disorder. There, in the middle of it all, stands the True Path of Neutrality. Four sides to a cube, and a Left to a Right. Avariel, Spectrum of Balance, guards the delicate Scale that is Aabahran and guides those who would strive to walk the Path of Neutrality. She stands as it's Angelic Protector and Mother, to watch over the Scale and her children of the True Path. Hailing from another plane, this mysterious angel walked in the Balance, as she guided and taught those who sought to follow her. As time went by, Avariel began to hear the cries of her children in Aabahran. Transcending time and space, she emerged high above in the Heavens of Aabahran. It is from here, those her constant gaze remains fixed on her children and the Scale. ~ #834 -4 cabal~ PATHFINDING~ PATHFINDING (Min 250 cps.) Syntax: Automatic After many years of existence in the wilds of Aabahran the Barbarians have grown adept at choosing the most effective path to navigate the harsh environments of the land. Whether in forest, badlands or in the cliffs, this skill in pathfinding allows Warmasters to travel with practically no additional effort through any terrain. See also: HELP WARMASTER ~ #835 -1 Bryntryst~ No one can say with any degree of honesty that they know of The Ettin's origins, nor can any say exactly how long it has been it has dwelled among the heavens watching down upon Aabahran. But what can be said about the Lord of Chaos is an unrelenting dedication to nothing and an unwavering allegiance to all. Appearing in many forms ranging from a sickening cloud of foul air to its preferred form, an immense two-headed giant, an audience with it can lead to either doom or salvation, depending on little more than the time of day. It's fancy changes by the moment, a wrathful, angry beast one moment, and a jovial spirit the next, to decipher it is a task without possibility of success. With the sudden departure of the Lord of Discord, Bryntryst found that it alone possessed the knowledge of Chaos and of the Nexus to bridge the gap between the planes and give birth to the children of Discord, Demons. It was with the creation of its infernal army, that it began to entrench its fingers into the world of men, influencing them from afar to further its own goals. It was only shortly before the Third Age of Aabarahn that the Angel of the Balance, Avariel was seduced and misled by Nefar and recieved the Black Looking Glass as a gift. Using this Looking Glass, Avariel was decieved into believing the mortal world had forgotten her and her charge. It was then that she began her descent into Chaos. When Avariel struck down her mortal voice, Keene, Bryntryst came unto her, and surrendered the throne of Chaos, taking the Balance as his own to protect mortals and Immortals alike. Upon accepting its powers, The Ettin was transformed by its power, and each of it's two heads became a seperate, sentient being of opposing morals and abilities. Though they speak and act seperately, they think in tandem, with a single consciousness between them both. There have been many who have sought to define the twin beings, and understand how one mind can exist in such a dichotomy, but to no avail. Its is a dual nature, each of it's personas possessing a personality of its own. Crude and crass, compassionate and kind, but this is but the beginning of it's demeanor. It claims servitude to none but the Balance and those who understand it's importance. ~ #836 -1 academy~ The Academy was set up to cater for students between 5th and 25th ranks. It is intended as an extension to mud school and the newbie channel. Academy teachers will answer your questions and from time to time will arrange lessons to take place within the academy walls. The academy can be found by going to Central Commons in Rheydin, then 3 south, 2 west, south. The Basics :- The academy is a clan and as such is subject to the same syntaxes used for clans. The main commands are : who clan - this will tell you which other members of the academy are present in the lands. All students have an [I] before their name and teachers, immortals will have either [T], [E], or [L] cc <speech> - this allows you to communicate on the clan chat with all other members. Remember anything said here will be heard by students, teachers, and immortals alike. Rules of the Clan Chat :- The clan chat is intended to be used liberally. Unlike the newbie chat all speech must be kept IC (In Character). This chat is used to request answers and lessons for students, and to arrange lessons and times for teachers. You are expected to be courteous to teachers at all times regardless of any racial/alignment differences and not to interrupt while they are speaking. Any spamming or abuse on the Academy chat will result in you being removed from the academy and punished. The clan chat must NOT be used for arranging groups, general chit-chat, locating potential victims, or divulging quest information. Academy Rules :- 1) Students will only be in the academy if they are taking their first look round or are participating in a lesson 2) Students must not be found sleeping, lurking, hiding, or fleeing into the Academy. 3) There will be NO fighting in the academy 4) Teachers are to be treated with respect ALWAYS 5) Do not interrupt teachers while they are teaching unless instructed to 6) Do not use pointless emotes during lessons 7) Pupils must not use emotes on teachers - eg slap, hug, kiss, tickle 8) All students are expected to be completely visible when in the academy. Anybody found breaking these rules will have their hallpass revoked and/or will be punished. ~ #837 -1 vote~ VOTE Syntax: vote vote list vote create <vote> GENERAL INFO. Forsaken Lands posses a sophisticated voting system to allow members of various factions, cities or cabal to make decisions affecting them. If you enter the lands while a vote exists that awaits your decision you will be automaticly placed in a voting booth where you can make your decision. You can skip this process a limited number of times using the "quit" command, but eventualy you will have to vote to proceed. Alternatively you can enter the vote booth at any time in the game by typing "vote", at which point you will enter the vote booth and proceed along the same lines. SPECIAL POSITIONS Votes of Elders and Leaders of organization to which the vote pertrains have extra "weight" and will count more then usual share. Futhermore Leaders have the power of veto for any vote concerning their organization. See also: CABAL VOTES, CABAL COMMANDS ~ #838 -1 'Religion Chance'~ The concept of random occurrence swings forever a heavy pendulum in the mind of those who follow the path of Chance. Random forces deciphering your next adventure, the next being you meet, the next victory you lose or tragedy you face. Random forces push you the four winds, towards your dream, the main goal you wish to attain in life: SEE ALSO: DISCORD, GREED, GUILE ~ #839 -1 Discord~ DISCORD You are violent and destructive, a menace to society, and hated by the masses. Your parents never disciplined you as a child, and you've grown up to be an irresponsible, violent plague. You don't like laws or authority in general, and you'd rather beat up an innocent child than give money to the poor. The followers of discord are shunned by most of society, and range from petty vandals looking for a cheap thrill to cruel beasts in search of world destruction. They generally resort to violence as a prime solution to all problems, and tend to reject unity and balance. SEE ALSO: RELIGION CHANCE, GREED, GUILE ~ #840 -1 Greed~ GREED Gold, jewels, power, beauty - these words leave a sweet taste of lust in the mouth of the being who desires much. His greed drives him through life, seeking appeasement and satisfaction, a slight sate for the want that so hungrily consumes him. A life led by selfish goals and pushed in a direction that will better the wealth and prestige of the being that chooses to enter the gilded cage of Greed. SEE ALSO: RELIGION CHANCE, DISCORD, GUILE ~ #841 -1 Guile~ GUILE Liars, cheaters, and stealers of Aabahran unite and rejoice, for there is finally a path in which you can follow in life. Your tricks and pranks finally make way for purpose and reason and you are finally accepted for what you do in life. So gamble and drink, lie and steal, murder and purge! For on this path, no one judges you, but Chance. SEE ALSO: RELIGION CHANCE, DISCORD, GREED ~ #842 -1 'Religion Life'~ LIFE Goodness and Light. These are the things that the followers of the Path of Light idealize. The eradication of evil is a war that has been fought on thousands of battlefields for thousands of years, and will no doubt be fought until the end of time. One who walks this path is dedicated to the cause of good, and works whole-heartedly against evil in their own way. While some take up a blade and strike down the minions of darkness, others heal the wounded and weary. Others still travel the lands preaching the ways of peace, denouncing violence as the root of all of the suffering in the world. Regardless of their means, they strive to create a world of purity, a land devoid of wickedness and wrongdoing. SEE ALSO: COMPASSION, PURITY, TRANQUILITY ~ #843 -1 compassion~ COMPASSION You have spent your entire life witnessing first hand the follies of war. The price of conflict. Bloodied bodies, people on the verge of death from horrid ailments, the crazed lunatics whose minds have been poisoned. You have seen all of this, and have sworn to put an end to it. A divine healer, or just a soul bent on mercy, you live your life to save others'. Yours is a gift best given to others, and better still given freely. Every war has its casualties, and the campaign against evil is no exception. And each day, many succumb to the plagues and diseases spread by those who walk the path of death. Regardless of their outlook on war, those who walk this path all have one thing in common: A love for life, and the desire to preserve it. Whether they convert divine energy into blessings of healing and life, or are merely a friendly ear to speak to, these souls remain true to life, and do their own part to reclaim Aabahran for the cause of Good. SEE ALSO: RELIGION LIFE, PURITY, TRANQUILITY ~ #844 -1 Purity~ PURITY Evil surrounds you. It is everywhere you look. The darkness has cast a grim shadow over everything you hold dear. The time has come that something is done about it. Others waste time and energy in talk, or ignoring it altogether. That's why you are different. Take up arms, and the wicked shall fall in piles at your feet. Let them embrace the death they embody, and save Aabahran in the process. The Way of Purity sees evil as a cancer and use arms to remove it, permanently. They have sworn their sword arm as the hope of life. No longer standing idle as their world crumbles around them, they have sounded the trumpet of war, and raised the standard, charging headlong into the fray. Theirs is a path of war, constant vigilance, for if one ceases to swing the sword for but a moment, he allows the darkness to advance. SEE ALSO: RELIGION LIFE, COMPASSION, TRANQUILITY ~ #845 -1 Tranquility~ TRANQUILITY You have never hefted a weapon against another before and you aren't about to start now. There are many reasons why people like you exist. Either your respect for life is to great to bring an end to another's, or merely the notion that violence accomplishes nothing, except reducing yourself to the level of the enemy. Differences can be resolved through talk, or other means, but violence begets violence, and fighting with swords and magic only produces more. There are many means to achieve a goal. One need not force it with the point of a dagger, or the head of a mace. Those who do so are foolish, and see only an easy means to an end. But life is not always the flattest road; there are infinite hills and turns that one must negotiate to reach the end of it. There is work ahead for he who wishes to eliminate evil, whether those who walk this path attempt to quell the ways of the wicked with words, or simply perform so many acts of generosity that evil has no room to exist. SEE ALSO: RELIGION LIFE, COMPASSION, PURITY ~ #846 -1 'Religion Equilibrium'~ EQUILIBRIUM There are many things in life that are quite clearly defined. Good and Evil. Order and Chaos. But regardless of what you look at, there is always a fuzzy area that lay between the two opposites. Whether balance represents making sure that the balance between good and evil does not stray too far to either side, or merely not caring about either, those who follow this path, have chosen to walk their own road. But, as is everything else, even the Path of Equilibrium is divided into different factions, each claiming what true neutrality is. But as much as they may argue, each of them has lived a life devoid of clear-cut boundaries. SEE ALSO: ORDER, NEUTRALITY, CHAOS ~ #847 -1 order~ ORDER Without law, you are nothing more than the animals. Slave to Disorder. Law and Order are the only thing that raises us above them, good and evil does not matter; all are the same before it. Ruling with an iron fist or creating a civilization that favors neither good nor evil, the law is a tool to control, to protect, and to gain. Use it at your whim, but do not falter. The world is ripe with disorder. Order is the shield that protects the world's population from destruction. Before it's blind eye, all are equal. The immoral murderer and the pious preacher; all will benefit, and heed, it's guidelines. It favors nothing, but elevates itself above all. It looks down on none, but is superior to everything else. It is the only thing that matters. But, just as laws are tools, so shall people use them to their advantage. Many who live the Way of Order know what they may or may not be able to get away with, and often corrupt the law to further their own goals, be it for good or evil. SEE ALSO: RELIGION EQUILIBRIUM, NEUTRALITY, CHAOS ~ #848 -1 Neutrality~ NEUTRALITY Law, Order. Good, Evil. Extremes that when left unsupervised, wield terrible power. When the balance swings too far to one side, it is your job to correct it and weigh them a bit more in favor of the underdog, for when one side tips the scales beyond aid, it will end all that is known. You are a servant of the scales, aiding those who are outnumbered. Or perhaps you just serve one thing, yourself. Regardless of your views, you favor neither law nor chaos, light nor darkness. But one thing is consistent, while you walk the lands, the balance shall be maintained, and if need be, defended. While there are many who serve established moral factions, those who walk the Way of Neutrality, serve everything that lay between them all. They live in a gray world, ignoring the boundaries of white and black, casting a protective eye into everything. Should any extreme begin to gain ground over the other, neutrality steps in, and rights the numbers, maintaining the balance between the two. But then again, there are simply some who do not care about good or evil, order or discord. And to these, the way of neutrality embraces them. Depending on their mood, their actions lead to any of the extremes, but call none of them home. SEE ALSO: RELIGION EQUILIBRIUM, ORDER, CHAOS ~ #849 -1 Chaos~ CHAOS Freedom. A life devoid of rules, you live according to your own whim, and nothing else. Life is as simple as you wish it to be, or as difficult. But why would anyone want life to be hard? If that were the case, you would be trundling along with the zealots. You live your life by the day, making no plans, and heeding nothing. There are some that call you crazy. You do what you wish, when you wish. How is that crazy? Those who walk this way hold no delusions about their moral standing. Their behavior is constantly changing, ever altering. A friendly ear one moment, and a angry, bitter scowl the next. People must choose their words carefully when speaking to them, because you never know how they are going to react. There are not many words that can sum up the behavior of one who follows this way, but it is often said that the only thing consistant about them is that they are not consistant. See also: RELIGION EQUILIBRIUM, ORDER, NEUTRALITY See also: HELP ORDER COMMAND. ~ #850 -1 'religion knowledge'~ KNOWLEDGE The world belongs to those who are able to know its secrets. Knowledge is the key to true power, and those who walk the Path of Knowledge are aware of this. They have dedicated their entire existence to one thing, and one thing only. Knowledge. But it what one does with their wisdom that makes the followers of the different ways unique. There are some, obsessed with the accumulation of arcane secrets, twisting and manipulating them to weave the most powerful spells in Aabahran. There are also those who focus upon martial concepts; war, battle, and tactics. And yet still those who devote their lives to the preservation and education of the wild, becoming the reason that so many dread to trek into the forest. Whatever the reason or subject of their intellectual pursuits, those that follow this path should be assumed all that relates to it. SEE ALSO: MYSTIC, COMBAT, NATURE ~ #851 -1 Mystic~ MYSTIC The mind. It is the most powerful weapon in the world. To those who know it's secrets. Harnessing powers beyond comprehension to many, you are able to invoke columns of flame, conjure fields of energy to shield you from harm, or even take control of another's mind. There seems no limit to what you are capable of, but it is not without price. You have dedicated your life on the study of the mystic, all things arcane and divine. Whatever the source, this power has come through years of hard work, and diligent study. Your chambers are lined with tomes and ancient texts, but your mind has remembered all of their contents. The Way of the Mystic is often a path of loneliness, it's members more often caressing a book, or spending their nights in the company of a scroll lit by a candle. Their existence is focused on the assimilation of all things arcane. They have done their research, attended their lectures, and sometimes have been given the gifts directly from the Gods themselves. With their wisdom fresh on the mind, they use this knowledge to exercise their will. SEE ALSO: RELIGION KNOWLEDGE, COMBAT, NATURE ~ #852 -1 Combat~ COMBAT The life of a warrior. You have been one since you can remember. Maybe a few too many blows to the head, but it is all that you have known. A weapon in your hands is an extension of your anger, a field before you is terrain to be exploited to your advantage in an upcoming fray. Some of these tricks and concepts you have learned through formal study, but most of them have been gained the hard way; broken bones and periods of unconsciousness. Battle tactics, weapon training, and the like are the bread and butter of those who walk the Way of Combat. Warriors without equal, they have fought campaigns still remembered, and lived to tell the tale. But from all the death and destruction they have been witness to, they have taken with them wisdom and experience; two things invaluable when you live life for and by the sword. SEE ALSO: RELIGION KNOWLEDGE, MYSTIC, NATURE ~ #853 -1 Nature~ NATURE None are so at home within the wild as you. You have been raised among the trees, and from the sway of their limbs, you have learned that which will sustain you, and that which will kill you. Within your forest home, you are master, and there is nothing that eludes your attention. Much like the creatures that you share the forest with, it is kill or be killed, and you know how to do it. Rangers and druids are most often followers of the Way of Nature for obvious reasons, but just because they wield abilities granted to them by Gaia, it does not exclude others. Many tales tell of monks, who have found solace within the arms of the woods, or the warrior who guards a secluded glade. All of these have discovered the secrets concealed within the grass, hidden within the brush, and cloaked within the canopy. With these at their beckon call, they make formidable opponents. SEE ALSO: RELIGION KNOWLEDGE, MYSTIC, COMBAT ~ #854 -1 religion deity~ RELIGION In life, you shall devote yourself to a particular god. You will not select a patron deity directly, instead choosing a Path best representing your belief. Based upon your choices, a deity that best suits your desires and beliefs will be assigned to you. This is something taken very seriously, and one should do their best to represent the God they devote to with the greatest of respect. There are a total of six religions, each subcategorized into three ways. Chance Death Equilibrium Knowledge Life Faith SEE ALSO: RELIGION CHANCE, RELIGION DEATH, RELIGION EQUILIBRIUM RELIGION KNOWLEDGE, RELIGION LIFE, RELIGION FAITH ~ #855 -1 'Religion Death'~ RELIGION DEATH Death... The only certain thing within the world. Those who walk this path give their praise to an unknown force, for all of those who fall victim to it, do not live to tell their tale. The darkness has woven an opaque web around itself shielding it from prying eyes, and for good reason. So long as the forces of good exists, so shall the armies of Darkness. And so long as those of the shadows walk Aabahran's soil, all need fear the night. SEE ALSO: SCOURGE, CYCLE, NECROPSY ~ #856 -1 Scourge~ SCOURGE You have always had a cruel streak. Inflicting pain upon others has always gotten a rise out of you, and as you aged, the hatred you have for others has grown with you. You skill passion for inflicing pain is only surpassed by your skill at doing it. You bring pain and death in your wake as you cut a bloody swathe through your foes. The walkers of this way are as many as those that they prey upon. No caste, race, or creed can claim any majority of them, as they come from every religious or financial category that exists. But one thing is consitent among them. A desire to destroy, and the means to do it. SEE ALSO: RELIGION DEATH, CYCLE, NECROPSY ~ #857 -1 NECROPSY~ NECROPSY Everyone has their hobby. As a youth, you can remember poking the dead bird you found with a stick, fixated on the concept of dead things. You matured, but so did your pre-occupation with the lifeless. Prodding sticks turned to laboratory equipment as your thirst for knowledge of death changed to an obsession. You have searched for years for thick dusty tomes and ancient molded manuscripts, and your labor has rewarded you well. you know many things that none else do, and soon... Soon the means to escape death shall be yours. It would seem that every path of magic possesses its own sages, and the path of Death is no exception. Those who wield it's terrible powers do so for many reasons. Perhaps they seek a way to cheat death. To become undying. Or maybe they just have grown too weary of mortal companionship and seek to raise the dead and make their own friend. Whatever the reasons, there is no doubting that their work has paid off, and knowledge truly is power. SEE ALSO: RELIGION DEATH, SCOURGE, CYCLE ~ #858 -1 Cycle~ CYCLE Death is the great beyond. Once you pass through it's arches, never again will you return. Or will you? The cycle of life is a cycle of death. From death have you came, and so shall you return to it. There is no avoiding your fate, so why bother trying. You perpetuate the cycle by bringing death to those whose time has run out, beit in your eyes, or those of your God. Those of the Cycle do not kill out of pure lust or acquisition of power. They do so to reclaim souls to add to the pyre, and perpetuate the endless cycle of death and life. To attempt to cheat death is folly, and so long as these people exist, it can be most dangerous as well. SEE ALSO: RELIGION DEATH, SCOURGE, NECROPSY ~ #859 -1 'Religion Faith'~ FAITH If there is one thing that unites every being in Aabahran, it is the concept of faith; Placing trust, veneration, or even love in a being whose power exceedes that of any other. But not all love, worship or even believe in the concept of Supreme Beings. While some blindly place their faith in the unseen, others deny the existance of them, deeming them little more than mortals with an ego. Regardless of their views, faith is, and always will be a integral part of life. SEE ALSO: ATHEISM, AGNOSTIC, CHURCH ~ #860 -1 Atheism~ ATHEISM Gods... You have seen these 'Gods' running around like they own the joint. Nothing more than you... Except maybe a tad bit stronger. There's is a power that anyone can achieve. You've seen it before, you'll no doubt see it again. It's just a matter of time. Some alchemical formula? Maybe once you have perfected skill with every known weapon? Who knows? It is the next stage of life. It just has to be attained. With each passing year, every mortal get more and more powerful. And so it is with the Gods. They're nothing more than everyone else. They just have found the secrets, and moved on. Was not everyone a child once? And when they were, did not your father seem immortal? Of course. You have just grown up. In the cosmic scheme of things, you are still but a child, and to get to the higher plateu, you just have to grow up again. NOTICE: THOSE WHO CHOOSE THIS FAITH WILL BE UNABLE TO COMMUNE. SEE ALSO: RELIGION FAITH, AGNOSTIC, CHURCH ~ #861 -1 Agnostic~ AGNOSTIC Faith is for the weak. People tell of the grandeur of these Gods, but you know the truth, the wool hasn't been pulled over your eyes. While you do acknowledge the existance of these higher powers, you owe them no love. They use mortals as pawns, in a cosmic chess game. They use you as tools to gain what they wish. Spoiled brats is what they are. Too used to getting there own way. Seperate yourself from them, sever all ties. You want power? You want favor? Rely on none but yourself, and show the heavens that their aid is both unwanted, and unneccessary. Everyone is a tool, just most people don't know it. There are some who claim to have their eyes open, but they're the blindest of them all. If they only saw that the power was already within them, they could cast off their shackles and be free of Immortal Will. The Gods restort to underhanded tricks and the strategic manipulation of mortal men and women to achieve their goals. Is this not slavery? The time of slavery has ended, and the age of true freedom is at hand. NOTICE: THOSE WHO CHOOSE THIS FAITH WILL BE UNABLE TO COMMUNE. SEE ALSO: RELIGION FAITH, ATHEISM, CHURCH ~ #862 -1 Church~ CHURCH There are some who call you a fool for your steadfast devotion to an unseen entity. Let them talk, it makes no difference to you. You have felt the the touch of a God upon your soul, and you there is no denying that. They will see the follies of their ways, when they pass from this world. The One has been with you all of your life. When you uttered your first words, He was there moving your lips. The first time you cast a spell, he imparted his essence into you and made the incantations bear fruit. Your eyes are open, you may not see him, but you see his might in everything you behold. The Church of the One relies on faith placed blindly. Only by venerating that which you've no proof truly exists, you demonstrate your devotion. Only then can true power be felt. The synics say that the unseen, unfelt, and unheard does not exist, rather venerating that which can be experienced directly. But just because one cannot see the air does not mean it does not exist, you must simply accept it as truth. Let the sheep graze mindlessly in the field, but when the time for the shearing comes, you will not be left out in the cold. SEE ALSO: RELIGION FAITH, ATHEISM, AGNOSTIC ~ #863 -1 'master questor' questor~ MASTER QUESTOR Syntax: forfeit questor : forfeits the master questor status The rewards of completing quests are many, from gold and experience to powerful items and practice or train bonuses. Yet those who truly commit themselves to exploration and discovery of more quests then any other gain extra recognition as the Master Questor of Aabahran. A character recognized such gains not only discounts in various stores due to his fame, but will also heal and regenerate faster then his less fortunate companions. The title of Master Questor will be assigned to the character whom holds the most permanent quests in the lands. In case of a tie for the spot the title will last for no more then two weeks at a time for given player. See also: HELP QUEST ~ #864 -1 mounted 'mounted combat'~ MOUNTED COMBAT Syntax: automatic While the use various horses and beasts for travel is common in the lands of Aabahran, the skills to actual carry meaningful combat while mounted upon a steed are all but unknown. Yet those whom mastery this fine art can enter combat upon their steeds and thus benefit from their stability as well as strike terrible blows at their victims while charging with a pole weapon. See also: HELP MOUNT ~ #865 -1 'spirit bind'~ SPIRIT BIND Syntax: commune 'spirit bind' corpse By exercising their power over the spiritual world, a shaman can bind a soul of recently deceased to do their bidding for a short while. When this prayer is completed, the spirit that still inhabits a fresh corpse will be bound to the necromancer and attack any whom endanger him. ~ #866 -1 mount~ MOUNT Syntax: mount : mounts a rented or summoned creature (mounted affect) mount <target>: mounts a creature present in a room dismount The land of Aabahran is large indeed, and many a sole has been worn out upon its paths and roads. To ease the burden of travel many have begun to use various creatures to ride upon their backs. While mounted you will experience a minor movement bonus and more importantly be able to recover your stamina much faster then on foot. Note that if you are summoned, or otherwise forcibly moved, you will be automaticly dismounted. Note that while common mounts give benefits which are below that of an average flight spell, the duration of their stay is far long. Those mounts that posses ability to fly (manticores, pegasus, nightmares etc.) give the user the same movement reduction as a flight spell, without protection against trip. See also: HELP MOUNTED COMBAT ~ #867 -1 goliath~ GOLIATH Syntax commune Goliath The legend speaks of this mighty war-horse as a loyal companion to the great Knight Delvyn before his eventual corruption and fall from grace. To this day, those whom are pure of heart and full of valor may call upon this mighty steed to carry them upon its back. Unlike mortal mounts Goliath will always stay near its master and never be separated. See also: HELP MOUNT, MOUNTED COMBAT ~ #868 -1 cabal~ CABAL WHAT IS A CABAL: A Cabal is an organization of elite individuals which has a specific goal, agenda and exotic powers granted to them by the Immortals. They offer a chance for deeper, more advanced role-play, new friends, opportunity to ascend in cabal ranks and gain respect, power, and loyalty of their members. The Cabals of Aabahran are for the most part, player controlled, from inducting new members, to forming alliances or declaring vendettas against other cabals. Your chances for induction and future possibilities in them, are dictated solely by your relationship with its members and their opinion of you. Each Cabal fathers a clan whose ideals are identical of the formal Cabal. It is from this clan that the members of the cabal are recruited. Aspiring members join the clans and are selected from the pool by their individual worth, which is reflected in Clan Points (CPs). The members of the cabal are expected to maintain close ties with their fledgling clan `!HOW TO APPLY``: In order to apply to a Cabal of your choice, first use the "help cabals" and "help <cabal name>" commands to check the general theme, and entrance requirements and make sure you are allowed to join. When you feel ready, you must then find the Cabal's clan HQ. Based mostly within the confines of the three great city-states, their locations are considered secret and not to be divulged. Part of the application process is locating these clans by yourself. Once you have located the Clan HQ, a processing fee of 30,000 gold pieces is needed to induct you into the Clan. The clan acts as a recruitment pool for the actual cabals, which watch over the members and groom prospective inductees for their aspired position. During their apprenticeship in the clan, each member has the chance to earn clan points by completing various tasks, as well as for excelling in roleplaying. They can also lose Clan Points for failing to display the proper effort. Clan Points are a measurement of that member's potential worth to the cabal, and inductees are selected according to how many Clan Points they possess. If you wish to graduate from the clan and become a full member of the cabal, you will need to excel above and beyond your clanmates. Once you have been selected for induction by the cabal's Immortal leader, you will need to compose a well written, formatted application addressed to the cabal name. The application subject `!MUST INCLUDE`` words "cabal application" or it will not be considered. The members of that cabal will then vote on your application, and if successful, you will be inducted into the organization at the rank of Inductee(0). Example: Application to Justice Application subject Application to Justice Cabal See also: HELP APPLICATION, CABALS, CABAL RULES, CABAL COMMANDS, CABAL POINTS, CABAL POWERS, CABAL VOTES, CABAL RANK, CABAL ROOMS, VOTE, BUILD, PACT, TRADE, ARMIES, CLAN ~ #869 -4 cabal~ JUSTICE~ Following powers are available to Justice: Initiate: Judge, Wanted Observer: Third Eye Deputy: Raise Morale Use help command for further information on each of these powers. ~ #870 -1 SENTINEL~ SENTINEL Those members of Justice whom dedicate their lives to protecting the lawful cities of Aabahran from dangers of crime are known as Sentinels of Justice. They pride themselves upon their abilities to remain watchful and diligent at all times within their cities, and their primary purpose has always been that of passive defense. Escorted by Captains of Guard clad in the heaviest of armor, they sit within their watchtowers bringing peace and security to the cities under their guard. ~ #871 -4 cabal~ SENTINEL~ Following additional powers are available to Sentinels of Justice: Patrol: Guard Captain, Sentinel: Watchtower, Ensnare Judge: Rally Call Arbiter: Elite Guard Captain Use help command for further information on each of these powers. ~ #872 -1 ENFORCER~ ENFORCER A law without means to enforce it is worth less then the parchment upon which it was written. And so the Enforcers of Justice travel the land to make sure that those whom have crossed the Laws within the areas patrolled by Justice do not escape its iron grasp. Capable of commanding ferocious hounds and using variety of skills and powers to track and incapacitate the criminals, the Enforcer is most at home outside the cities of Aabahran and hot on the trail of a wanted criminal. See also: HELP JUSTICE, CABAL, CABALS ~ #873 -4 cabal~ ENFORCER~ Following additional powers are available to Enforcers of Justice: Tracker: Hound Call Enforcer: Hunt, Bolo Executioner: Observer Call Arbiter: Justice Sigil Use help command for further information on each of these powers. ~ #874 -1 judge~ JUDGE Syntax: judge <character> In order to pass a proper sentence, a Justice member requires means of assessing the criminal's record, and the maximum sentence allowed by the city in which crime was committed. This command is special in that it requires no scalps to be used. See also: HELP LAW ~ #875 -4 cabal~ WANT~ WANT Syntax: want <character> When you have witnessed a crime in a lawful area which prosecutes this crime ("law" command) you may use this command to mark a player as a Criminal, and to be hunted down and captured by any Justice, and any creatures that aid them. BEWARE: In order to be not penalized for wrongful accusation: 1) Make sure that the area in which the crime was committed is Lawful. ("law") 2) Make sure that the crime is not tolerated in the area. ("law") 3) Make a Justice was in the area and heard the yell or witnessed the crime. 4) In case of weapons not sheathed you MUST look at the person first. See also: HELP JUDGE, LAW ~ #876 -4 cabal~ 'THIRD EYE'~ THIRD EYE Syntax: cast 'third eye' Faced with increased use of magic in the ranks of criminals, the Justice Cabal developed its own techniques of focusing the mind and senses of its members to detect an invisible objects. When cast this spell will allow the user to see anything cloak in invisibility spell for extended duration. ~ #877 -4 cabal~ 'GUARD CAPTAIN'~ GUARD CAPTAIN Syntax: cast 'guard captain' In order to assure safety and fairness the Justice cabal assigns its Sentinels an officer as escort. These Guard Captains are specially trained to detect and capture criminals, and will periodically check for any suspicious activity in the area, or when the "apprehend" order is given. If a criminal is found, the guard will automatically engage them, adjusting in rank to match the criminals, or its owner's whichever is lower. While the Captain is extremely resilient, when he is killed you will be unable to request a new officer until a suitable replacement is found for you. The Captain will always assist you in combat within lawful area, however when outside he will only engaged criminals. See also: HELP ELITE GUARD CAPTAIN, APPREHEND ~ #878 -4 cabal~ APPREHEND~ APPREHEND Syntax: apprehend This command will order any lawful creatures (including Guard Captains and Hounds) to attack any criminals present. It has no cost. See also: HELP GUARD CAPTAIN, HOUND CALL ~ #879 -4 cabal~ ENSNARE~ ENSNARE Syntax: ensnare <victim> By mobilizing a large force of patrols and guards to secure the area, a Sentinel of Justice can for limited time trap a criminal within its limits. The guards will prevent the criminal from leaving on foot, while powerful wards of entrapment ensure that the victim cannot leave through magical means. Note that if you leave the area, the guards will disperse and the criminal will be able to leave freely. ~ #880 -4 cabal~ WATCHTOWER~ WATCHTOWER Syntax watchtower The greatest enemy of Justice has always been those whom hide in the shadows of cities, striking only when a weakness was obvious. Seeing their numbers dwindle as assassins, and master thieves took bloody toll upon their ranks of Sentinel, the Arbiter of Justice hired the great dwarven smiths to design and construct special watchtowers which would ensure their members safety. Easy to construct, yet extremely resilient and powerful the dwarven watchtowers allow the Sentinel of Justice to safely keep watch over their cities. Safe from prying eyes, and protected from unexpected attacks the Sentinels were once again free to concentrate upon their duties. ~ #881 -4 cabal~ 'RALLY CALL'~ RALLY CALL Syntax: rally Commanding great presence and possessing powerful charisma, a Sentinel Judge is capable of giving a signal to Justice troops in area. When the notes of the Justice war horn pierce any lawful area, these troops will rally to the call and being to scour the area for any criminals. Note that when multiple rally calls are given, the rate of troops being rallied will be cumulative, while the total present in area is not. The Justice Arbiter is capable of summoning more troops and faster then any Judge. ~ #882 -4 cabal~ 'ELITE GUARD CAPTAIN'~ ELITE GUARD CAPTAIN Syntax: cast 'guard captain' An Elite Guard Captain summoned by Justice Arbiter lacks any drawbacks of his mundane counterpart. They will allways assist their leader, and even occasionly step in and take blows meant for the Arbiter. See also: HELP GUARD CAPTAIN ~ #883 -1 Vaelinn~ Born a mortal in the second age of Aabahran, Vaelinn was a devout and powerful cleric who fought to restore order and peace to Aabahran. Towards the end of the war he recieved fatal wounds but sustained himself long enough to see the end of the battle, which was a victory. As he lay dying he bade his army to keep that which they had restored. His noble effort was witnessed by the gods and they granted him immortality for his sacrifice. Vaelinn is the embodiment of order seeking to preserve it at any cost. He has never given up on the battle that he fought so long ago, and will not stop until order reigns supreme. ~ #884 -1 Vehemant~ Discord. The Demon Lord Vehemant is the master of it, and pushes his followers to destroy with vengeance and chaotic wrath. Most of the public shuns Vehemant's devolutant ways, but he is a beacon of random wanton violence for the odd few. Vehemant is the first of the ChaosDemons, the tormented and transformed goliaths of wicked pleasure. To follow Vehemant is to invite persecution and seek true ecstasy in discord. ~ #885 -4 cabal~ 'HOUND CALL'~ HOUND CALL Syntax: cast 'hound call' hound <stay/come/hunt/coward> The Enforcers of Justice are known to employ huge wolfhounds to track the fleeing criminals across the lands of Aabarahn. While lacking the resilience of Guard Captains, the hounds posses great speed and agility often overpowering their victim with sheer ferocity of their attacks. Much like the Guard Captain, the hound will adjust in its power to match the rank of its victim or its owner whichever is lower. Much like its Sentinel counterpart, the hound will assist its owner only against criminals, or while in a lawful area. The Elders of Enforcer are assisted anytime. The hound can be given number of orders using "hound" command. ~ #886 -4 cabal~ hunt~ HUNT Syntax: hunt <victim> By using subtle clues left by a passage of criminal, the Enforcers are capable of tracking the direction in which the victim has left. However this skill is not infallible, and if the trail is cold, or the victim is using magical means to shield his location the results may be all but useless. ~ #887 -4 cabal~ bolo~ BOLO Syntax: bolo <victim> : throw at particular target bolo : throw at current enemy/criminal When the inevitable combat and chase ensues, Enfocers use these heavy spiked weights joined with a rope to hamper or incapacitate their targets. When hurled with great speed and accuracy, it is capable of crushing the victim's legs or windpipe resulting in eventual suffocation and unconsciousness. When the command is used without target, it will result in the bolo being thrown at current opponent OR at any criminal in combat with the hound. See also HELP HOUND CALL ~ #888 -4 cabal~ 'OBSERVER CALL'~ OBSERVER CALL Syntax: cast 'observer call' There are times when one must fight fire with fire, and so the Justice Observers were born. Trained from thieves and assassins who joined the side of Law, these shadowy man and women have but one role to fulfill: Remain out of sight, and report any criminal activity in area. ~ #889 -4 cabal~ 'JUSTICE SIGIL'~ JUSTICE SIGIL Syntax: cast 'justice sigil' Not even the Arbiters of Justice know for certain where this spell came from, yet the Chronlords of Savant claim that the original scroll has been penned by the hand of one called Gorthae. A powerful and evil mind mage from alternate time or dimension. Regardless, the scroll was said to have simply appeared one day upon a table in Magistrate's Office and ignored for many years to come. To this day the specific powers of this enchantment are unknown but to the Leader of Justice: The Arbiter. Note: Much like Bolo, this spell when cast without argument will target your current opponent, or if none a criminal in combat with your hound. See also: HELP BOLO ~ #890 -1 crimes~ CRIMES Severity Allowed penalties -------------------------------------------------- Allowed: Not a crime, cannot be wanted for. Petty: Normal, Bail Severe: Normal, Bail, Extended Felony: Normal, Bail, Extended, Execution Atrocity: Always Executed See also: HELP LAW, NORMAL, BAIL, EXTENDED, EXECUTION ~ #891 -1 'CABAL COMMANDS' INFO JOIN CHAT 'CABAL CHAT' CABALCHAT DONATE SPONSOR ROOMS PROMOTION MAP~ CABAL COMMANDS Syntax: cb : cabal talk cabal info : Offers your cabal's economic status cabal info <cabal> : Offers intelligence on other cabals cabal rooms : Shows info on you rooms and powers cabal promotion : Shows requirements for your next promotion cabal sponsor <person> : Sponsors a character for entrance cabal join <subcabal> : Joins a subcabal once at proper rank cabal leave : REMOVES you from the cabal cabal map : Shows a map of your cabal cabal donate : Donate cps to cabal (at 50% ratio) build : Enters the room builder vote : vote on or create votes These commands deal with workings of your own cabal, and offer various information to allow you to function effectively. The "sponsor" command is usable only if your cabal has decided to use the sponsor induction system. You may "join" subcabal once you are high enough cabal rank to make this choice. This is usually but not always offered near the Veteran rank equivalent in the cabal. The "donate" command allows you to donate your own cp's towards cabal coffers. You lose 50% of the amount donated in the process, and cannot donate cp's to reach an amount over 500 cp's in cabal coffers. See also: HELP CABAL, CABAL POWERS, BUILD, VOTE ~ #892 -1 'CABAL POWERS'~ CABAL POWERS The cabals of Aabahran have all developed various powers intrinsic to their own goals, patrons, and believes. The various powers and abilities become available as a member rises in cabal ranks, and most consume cabal points when used. The cost for the ability is visible on the "spell" screen for spells, but can only be noticed by experience for skills If you do not have enough cabal points to use a skill, or you do not have the minimum amount of cabal points required to being to use the power, it will be highlighted in read on "skills" and "spells" screen. A cabal power highlighted in such way will behave as if you had no proficiency in it. Any cabal ability available after the first cabal rank are provided by specific rooms or buildings that must be constructed by the cabal before the power becomes available. See also: HELP CABAL POINTS, BUILD, CABAL COMMANDS ~ #893 -1 'CABAL POINTS' CP CPS~ CABAL POINTS Your measure of success and usefulness to a cabal is measured in Cabal Points or CP's for short. Each cabal has its own currency of cabal points and rewards its members with them for various actions beneficial to a cabal. You also gain a small amount of cp's for merely being present in the lands. The exact amount varies depending on buildings your cabal has constructed, if it is engaged in a Vendetta against another cabal. You may check the exact amount of cp's gained over time using "worth" command. See also: SUPPORT, CABAL POWERS, WORTH ~ #894 -1 'CABAL VOTES' 'CABAL VOTE'~ CABAL VOTES Syntax: vote create <vote> vote target <target info> vote subject <subject> vote <clear/show/format/send/send urgent> Vote Target: Sets the additional target information for the vote. This may be another cabal's name, type of pact to create, a members name etc. Vote Edit: Enters the text editor to allow you to enter text to be shown with the vote. This is similiar to contents of a note, and should offer information about your vote. For details on how to use the editor see "help editor" Vote Send: Deducts the cost in cps for the vote from your and cabal's coffers, and sends it to be voted on. The vote will be evaluated and decided when its duration expires or enough members vote to create a majority. You may send a vote with urgency by paying extra cp's to cut the wait before its evaluation. Note: For purpose and targets of each vote see HELP VOTE LIST See also: HELP EDITOR, CABAL COMMANDS, VOTE, VOTE LIST ~ #895 -1 Rathe~ Rathe's origins are shrouded in mystery. One thing for certain is that he arrived in Aabahran after Virigoth. Although both serving the Nameless, Virigoth is more independent. Rathe is a nihilist. He is single minded and wishes only the destruction of all things living. He believes life to be a blight and continuously raises armies of undead and vampires to cleanse the lands. It is rumoured that as Virigoth moved into the path of Cycle the Nameless conjured up Rathe to bring a more militant side to the religion of Death. He is an extremely harsh perfectionist with regards to his undead Horde and it has been known for even the most powerful Vampires to be crumbled to dust for breaking any of his rules. The favourite god for sadists, murderers, and pure evil his following will always be guaranteed. ~ #896 -1 Jemnath~ It is rumored that Jemnath Aermus once was a hermit eons ago, though no valid proof was found in the scrolls of the past. Giving food and shelter to wanderers and merchants, it is said that by time he became well known to travellers of all kinds as a peaceful and wise man. By preaching the ways of tranquility and peace, the old man soon became target for those not sharing his believes. Not even the oldest storytellers know an answer to what happened to him - one day he was not there anymore, his memories fading in the blurry vision of times past. Apparently, his body failed him, and by means yet to be comprehended by mortal imagination, his mind and spirit escaped the dieing shell, ascending to the higher planes of existence, leaving behind the boundaries of mortality, preaching the only true way of existence: peaceful coexistence of all beings. ~ #897 -1 'CABAL RANKS' 'CABAL RANK'~ CABAL RANKS The cabals follow a rank system where a member slowly moves up within the cabal hierarchy as he or she is promoted by their peers. The cabals have various titles to denoted their member's status, which can be seen on "whois" command. The default cabal ranks are as follows: (I)nductee, (M)ember, (V)eteran, (T)rusted, (E)lder, (L)eader In order to be promoted or demoted, someone in the cabal must create a promotion or demotion vote for you. If the passes you will ascend to your new rank. See also: HELP CABAL VOTES ~ #898 -1 kalug~ Sent into the pantheon by Gaia herself, Kalug is the voice, arm, and vengeance of nature itself. He is as known for his unwavering dedication to his cause as he is for his quick temper. Very little is known of his past, though it is said that he was not born mortal. He is a champion to all creatures of the woods and forests, serving as both defender and protector, and expects those that serve Her to do the same. While he knows and understands the importance of the balance of nature, and its role in the wheel of life, any violation of one of Her creatures or lands is a violation of his Lady, and swift retribution from him and his followers is not only be expected, but demanded. Only the foolish enter his domain with malicious intent. ~ #899 -1 BUILD~ BUILD Syntax: build create <room skeleton> build replace <new room skeleton> build <clear/edit/sell/send> build <name/show/outdoor/description/nightdesc/exits> The room builder allows a cabal member capable of construction of rooms to create, edit, replace and describe the rooms that will be built in the cabal. Before a "send" command is issued and a vote for the room is created, the builder must first choose one of the pre-created rooms. Once the room "skeleton" is chosen, the NAME, DESC, NIGHT, OUTDOOR, AND EXIT commands may be used to change various parts of the room to suit the taste of the builder. At any time the current status of the room you are editing may be displayed with SHOW command. An existing cabal room may be SOLD for half its value, or you may SEND your building request to be voted on. See also: BUILD CREATE, BUILD EDIT, BUILD REPLACE, BUILD EXITS ~ #900 -1 'BUILD SEND'~ BUILD SEND Syntax: build send Deducts the cost of the room from the cabal coffers, and the cost of the build vote from the senders. A vote for the room is created, and when it is accepted the room is built. If the vote is rejected the cost of the room is refunded in full. See also: BUILD ~ #901 -1 'BUILD EDIT'~ BUILD EDIT Syntax: build edit This command will copy the information of the room you are in, and prepare it for editing using various builder commands. You then may change various properties of the room you chose to edit. Once ready you may SEND the changes to be voted on or SELL the edited room. It costs 50% of original value to update the room with new changes. See also: BUILD SEND, BUILD SELL ~ #902 -1 'BUILD REPLACE'~ BUILD REPLACE Syntax: build replace <room skeleton> The replace command prepares the room you are in to be replaced with a new room of your choice. The new room may be edited and prepared as normal, but when it is sent using SEND command and accepted in the vote, it will be built in the spot where the original room was. Cost of the original room is not returned. See also: BUIL SEND ~ #903 -1 'BUILD EXITS'~ BUILD EXITS Syntax: build exits <direction> : New path FROM CURRENT TO EDITED build exits <dir> delete : Delete a particular exit build exits <dir> desc : Enter exit description build exits <dir> name : Enter door name. build exits <dir> closed : Toggle initial state of the door build exits <dir> door : Create a door build exits <dir> nopass : Toggle unpassable door build exits <dir> secret : Set door as invisible when closed These commands allow you to change various properties of an exit leading in or out of a cabal room. When entering direction keep in mind the following simple rule: When CREATING a NEW exit, you specify direction from the room you are IN to the room you hope to build. For all other commands, you specify the direction as if you were inside the room you are editing. Example: To create an exit from the room you are in, leading north to the room you are building: "build exits north" To build a door in the passage we just created: "build exits south door" To make the door in the north/south passage be closed initialy: "build exit south closed" See also: BUILD ~ #904 -1 worth~ WORTH Syntax: worth Displays various information about your gold, experience and cabal points. See also: HELP SCORE ~ #905 -1 'DETECT TRAPS'~ Syntax: commune 'detect traps' This powerful albeit very short prayer will allow the priest to detect dangerous traps and devices in nearby area. The strength of this inner sight is strongly affected by the priest's power in comparison to quality of the trap. See also: HELP TRAPS ~ #906 -1 Mircea~ Woven from the fabric of magic, swirled with endless knowledge, Mircea was forged by the Gods as a tribute to their magical powers. Created with the ideas of magical dominance and a lust for knowledge, Mircea was a testament to all that encompasses the magical arts, a monument to knowledge, and a display for the cohesiveness of both. Mircea was not created with the ability to separate good from evil, nor does he possess the logic to see outside of his own neutrality. Magic knows know bounds or boundries, nor does he. His creators placed their hands to his flesh, and it began to glow. Mircea's flesh began to distort and a mark took form. A tattoo of a sorcerer encased in a ring of magic appeared on his arm where his distorted flesh was Mircea welcomes all those of true knowledge and magic, of anyway logic of thought, to become one with the Vortex of Magic. ~ #907 -1 Eitreach~ Many eons past the dark wants of mortals grew in such energy and force that they manifested into a creature unto itself. This covetous creature, Eitreach, waited in the shadows for ages, feeding upon the greed and bitter thoughts. His power grew and he became known to man, gathering worshippers, and finally ascending into the heavens themselves. Eitreach is desire manifest and since he feed on the wants of mortals, he has been known to tempt them to further their covetousness along. Those who greedily seek wealth and power above all else, seek his favor, for his blessings are both great indeed. But wary be those who want too much, for the Dark Covetor desires much in return. ~ #908 -1 Halruuan~ Once a scheming mindflayer that cared for nothing save his own personal power. Halruuan scrambled his way into the heavens using the corpses of those who fell to his minions. A master of Necromancy as a mortal, and now in the heavens, the Lord of Corpses. It is he who guides those with a fascination for the dead. Those of you whome have an uncanny interest in all things lifeless, and decayed, rotting and putrid, seek out his guidance and place your faith in Death and Necropsy. ~ #909 -1 Yeralon~ Born into a poor family that lived in the small village of Shasarazade Yeralon spent most of her life tending to others. Becoming the apprentice to the town healer she learned many ways to care and help people. After serving many years for the town healer he eventually became old and passed his robes onto her. Many years later it is said that a weird plague passed through her village and she worked day and night to cure as many as she could, eventually falling to a greater disease, exhaustion. Being over 150 years old she never recovered and it was said her corpse disappeared never to be found. Many moons later the town of Shasarazade was once again under attack and some people say her spirit came to save the town once again but this time never left. Now she resides in the heavens above showing compassion to all she meets. It is said sometimes she can be found dressed as a simple healer wondering the road helping adventurers. Now as she wonders the heavens above she searches for students to learn and follow in her ways. Showing compassion to others, being kind and gently, acknowledging thy elders, and showing proper respect are just a few of the qualities of her students. She strives for the healing and mercy of the people she tends so they do not have to endure the hard life she once had. ~ #910 -1 Mhalador~ Even before Mhalador's accession into the heavens, few combatants could ever wield an axe without knowing of Mhalador and his sacrifice. Once a WARMASTER himself, Mhalador threw himself upon an invoker preparing to cast a firestorm that would demolish the entire WARMASTER horde. Near death, Mhalador rouse to once again lead the horde into the crystal tower of the SAVANTS. There in the tower, Mhalador died upon the altar of magic tainting it with his blood. Soon after his death, news of Mhalador's sacrifice reached the heavens where an unknown God granted him eternal life and the Throne of Blades. Not everyone can become a legend, but Mhalador encourages his followers to take pride in their combat skills and strive to become a warrior of legendary proportions. To worship Mhalador is to worship the blade itself. ~ #911 -1 nefar~ The origins of the being known as Nefar are not documented in any commonly available document. However, the mad sage Gomfradir, in his infamous and highly unreliable "Early history of Aabahran", first mentions a man named Nefar in his ramblings on the origins of Conclave. According to Gomfradir, Nefar was a high-ranking spymaster and covert operative in this organisation of Death-worshipping fanatics. During a raid on a monastery inhabited by a diffuse sect of Sirant-worshippers calling themselves "The Order of Sanguine Light" Nefar was betrayed and murdered by his own men for reasons Gomfradir does not mention in his text. Nefar's name surfaces later in Gomfradir's manuscript however, but sadly in one ofthe parts which are nearly uncomprehensible. In a rambling poem detailing the Gods and their portfolios Nefar is mentioned as "one of the Shadelords three, the Duke of Lies, a King to be" in a section detailing the servants of Virigoth. Nothing more is written, and very few, if any, know how he rose to the position he now holds. Nefar now rules the coalition of crime-families known as "Syndicate", but reports have it that he rarely interferes in day-to-day business, leaving such matters in the hands of his capable mortal leaders. Unlike some of the other Gods, Nefar's agenda is not known by mortal man but will perhaps be revealed at some future point in time. ~ #912 -1 OOC~ OOC As a general rule, words, expressions, and actions that are not compatible with a fantasy-based world are unacceptable. Examples of words that do not exist are below followed by a common acceptable replacement used: Exp - Learning Hp - Health AC - Defenses Str 12 - Weak Str 24 - Very strong Eq - Wares, Gear PK - Murder, Slay Level - Rank, Title In general, using numbers to reference anything is a grey area, instead, if possible, type out the number in question. The 'report' command will also give those around you a basic assessment of your current physical and mental status, and typing "group" will show you the current status of you entire group. In relation to cohesive roleplaying, using OOC (Out Of Character) knowledge to motivate your characters actions is also unacceptable. Using other characters to kill enemies of different characters, or saying things such as "My other character is ____" is frowned upon. Logging off with one character and performing an action with another that was swayed by a previous event is using OOC knowledge to motivate action. For example, a member of your group is killed, and you log on a healer to resurrect him. SEE ALSO: ROLEPLAYING, MULTI ~ #913 -1 Trob~ Not much is known about the shadowy deity Trob. Many say he was once a great mortal who was skilled enough to steal and drink from the Chalice of Souls, others say he was spawned from the very deceit of every person, but none truly know. A strange creature indeed, often appearing as a little halfling, he seems to greatly enjoy his own mischievous actions. Reports say that Trob, when manifested as in his mortal visage, mostly enjoys knocking people unconscious, only to dress them up like life-size dolls. Those who engage the deity in banter often find themselves incredibly confused at his use of nonsense and often times completely original words. Though he speaks riddles, it is told that when he becomes serious none can match him in a test of wit, and if so those that do surely never lived to tell about it. ~ #914 -1 Gaia~ GAIA Gaia. Nature itself. Gaia is the lifeforce that bonds all things in nature. From the smallest plant, to the largest animal, Gaia is a part of the collective concious of everything in nature. Gaia has never been seen by mortal eyes, instead staying concerned with matters of her own. There have been rare occassions mentioned where she has come before the Immortals of Aabahran, seeking their aid, but these events are unusual indeed. Legend speaks of a court of councilors that oversee all in Her realm, ensuring the safety and bounty of her 'children', and if need be, ascending a mortal soul to immortality to be Her voice in the lands. Those who serve Her know the importance of the balance between all life and nature, and stand as protectors of her and all that she watches over. SEE ALSO: RANGER, DRUID ~ #915 -1 NOBLE NOBILITY~ Aabahran is a place of intrigue and danger, yet not too far from the caverns and fields of chaos rests the many cities and establishments that serve as bastions of protection. These towns and cities are ruled by the royal houses, and under them the noble houses. Those of the noble house are above regular citizens, in that they help assist the royalty in their day to day tasks of ruling and protecting the towns and cities. Each of the three city-states, Rheydin, Val Miran, and Miruvhor, may have up to 5 noble citizens to help rule. The rest of the cities may have up to 3 noble citizens. Nobles rule with diplomacy, reserved patience, and impeccable writing and speech skills. You will be held in a higher light then the average citizen, and you shall be expected to uphold these exceptional virtues. Know that at any time you fail in your duties, you can, and shall be striped of your title. If you feel you are above the average citizen in every way, you should first seek the noble clan hall, and pay the fees required to enter. There, you shall be groomed by others above you in becoming a noble. The goal of the clan hall is to provide a hub for all of Royalty and Nobility alike to gather, and prepare those new into the noble blood. However, it is the decision of immortality to ascend you into the house of your choice. Once you feel you are prepared, scribe an APPLICATION to immortal, with the words "Noble application" in the subject line. Within the scroll, include which town's house you wish to step into, and all qualifications you feel you have. You will be watched, tested, and judged, after-wards you will be notified of what else is required of you. All mortals should realize that disrespecting a member of either the Royal or Noble house is not only unwise on a mortal level, but you run the risk of invoking the anger of the gods them-self. See also: HELP ROYAL, HELP DIPLOMACY ~ #916 -1 'BUILD CREATE'~ BUILD CREATE Syntax: build create: list rooms available build create <number> : build specific room The first step in building a room for your cabal, is too choose what room will be used as the "skeleton" for your construction. Each cabal has a preset collection of rooms that you may choose from, some serving specific functions or granting special abilities to your cabal. Each cabal is also given at least one "dummy" room that has no specific function, can be completely edited and built in great numbers. This room will usually have a name such as "En Empty Hallway" or "Empty Garden" etc. Continued in: "HELP BUILD CREATE2" ~ #917 -1 'BUILD CREATE2'~ BUILD CREATE2 The list of rooms shown to you has following headings: 1 . The Keep Bld: 1500 Cp 100 Sup 15 Pwr: chat ^ ^ ^ ^ ^ ^ | | | | | | | Room Name | Rent Cost | Cabal Ability Number Build Cost Support Cost Build Cost: CP's needed to create the room Rent Cost : CP's added or subtracted to cabal's income / rent cycle. Support : Bonus or penalty to cabal's support rating Ability : Some rooms have a specific function that unlocks a cabal ability. Use the help command to learn more about each one. See also: HELP BUILD, RENT, SUPPORT ~ #918 -1 RENT~ HELP RENT Syntax: cabal info As cabals grow and expand, the cabal Elders and Leaders begin to issue orders for constructions of rooms that will shape the cabal to their tastes. These rooms can either generate, or cost CP's depending on their nature. Positive values are income, negative are costs. Each cabal has what is called a "rent cycle" that takes full 24 real time hours to complete. Every cabal statistic dealing with cabal points, is per rent cycle. Hence a cabal with income of 500 CPs and rent of -400 CPs would generate 100CPs per cycle (24h) into its coffers. If at the end of rent cycle you are significantly short of CP's to cover your costs, your rooms will be sold for profit at 50% build cost until the costs are covered. NOTE: The actual gain of cps by your cabal happends continously, the passign of the rent cycle is merely a marker when your cabal coffers are checked. If you are significantly short of cps at this time, rooms and or armies might be sold. See also: HELP CABAL COMMANDS, SUPPORT, CABAL ~ #919 -1 SUPPORT~ HELP SUPPORT Syntax: cabal info Each cabal has a support rating which is based mainly on the amount of areas it has under control, and reflects its economic strength much like the raw supply of minerals, man power, logistics etc. This value is not accumulated like gold or CPs, rather it reflects the cabal's ability to support its room, and troops RIGHT NOW. As the cabal expands and rooms are built, and troops hired the support value may be boosted (positive support from areas and raids) or lowered (negative support from rooms, armies or raids). The CP gain for a cabal is always equal to 1/10th of the surplus support. Example: 1000 support gain = 100 cp gain per rent cycle. Example: -500 support gain = -50 cp gain per rent cycle. As a cabal takes over areas (if able) it will begin to experience loss of support to corruption, to reflect the sprawling empire. The only cure to this is a Non-Aggression Pacts with the [JUSTICE] cabal. If your cabal's coffers dip below -1000cps your rooms will be sold until positive suppport is achieved. See also: HELP CABAL COMMANDS, RENT, CABAL, ARMIES ~ #920 -1 REVERT~ REVERT Syntax: revert This command is used to revert from any shape-shifting spells or abilities. ~ #921 -1 Bank Banker Balance Withdraw Deposit~ BANK BANKER WITHDRAW DEPOSIT BALANCE Syntax: balance Syntax: deposit <amount> Syntax: Withdraw <amount> BALANCE shows you your current balance. This must be done at one of the banks with the lands. DEPOSIT <amount> will deposit the specified amount of gold into your account, making it available for withdraw. Do not give your gold to the banker, as it will not be deposited. WITHDRAW <amount> will deduct the specified amount of gold from your account. The bank will assess a fee of 10% of the requested amount and deduct that from your withdrawl. You will recieve 90% of the amount that you requested. The amount of gold you carry can be determined by using the 'score' command or by modifying your prompt. SEE ALSO: SCORE, PROMPT ~ #922 -1 SPONSOR SPONSORED SPONSORSHIP~ SPONSOR Syntax: cabal sponsor <character> The members of cabal may opt to use this type of induction system in order to focus on quality rather then quantity of their members. When in use, the system requires any applicant to first seek out a present member and ask them to "sponsor" them for entrance. Only then will they be able to send an application for induction. When you sponsor a hopeful member four things occur: 1) You cannot sponsor any more people until your pupil's application is rejected, or they reach the Veteran status. 2) You have veto powers over all promotion votes regarding the pupil. 3) Any CP penalty applied to your pupil will also be applied to you. 4) When the sponsored person is allowed into the cabal they will being at rank 1 instead of 0 thus speeding up their progress. See also: HELP CABAL, CABAL COMMANDS ~ #923 -1 SURRENDER~ SURRENDER Syntax: surrender Those criminals that wish to submit willingly to the forces of Law, may surrender to common guards, and thus be brought to justice. Simply use the surrender command to notify the nearest guards of your wish. See also: HELP LAW, WANTED ~ #924 -1 'AVATAR REQUIREMENTS'~ AVATAR REQUIREMENTS Classes: All Races : All Level : 15-50 - MUST INCLUDE WORDS "avatar application" in application subject - Must be good aligned - Must be follower of the way of Purity and powers of Life You must send a scroll of application to Immortal, scribing of your history, goals, and any deeds you think may help your chances to be approved. The scroll must bear the title which includes words avatar and application or it will not be considered. If your scroll is approved you shall be made to know what else is required of you. See also: HELP AVATAR ~ #925 -1 'DEMON REQUIREMENTS'~ DEMON REQUIREMENTS Classes: Warrior, Berserker, Cleric, Shaman, Battlemage, Necromancer, Dark Knight Races : Human Level : 15-30 - MUST INCLUDE WORDS "demon application" in application subject - Must be evil aligned - Must be follower of the way of Dischord and powers of Chance You must send a scroll of application to Immortal, scribing of your history, goals, and any deeds you think may help your chances to be approved. The scroll must bear the title which includes words demon and application or it will not be considered. If your scroll is approved you shall be made to know what else is required of you. See also: HELP DEMON ~ #926 -1 'UNDEAD REQUIREMENTS'~ UNDEAD REQUIREMENTS Classes: All Races : Human Level : 15-30 - MUST INCLUDE WORDS "undead application" in application subject - Must be evil aligned - Must be follower of powers of Death You must send a scroll of application to Immortal, scribing of your history, goals, and any deeds you think may help your chances to be approved. The scroll must bear the title which includes words Undead and application or it will not be considered. If your scroll is approved you shall be made to know what else is required of you. See Also: HELP UNDEAD ~ #927 -1 'VAMPIRE REQUIREMENTS'~ VAMPIRE REQUIREMENTS Classes: Dark-Knight Races : Human Level : 15-30 - MUST INCLUDE WORDS "vampire application" in application subject - Must be evil aligned - Must be follower of powers of Death You must send a scroll of application to Immortal, scribing of your history, goals, and any deeds you think may help your chances to be approved. The scroll must bear the title which includes words Vampire and application or it will not be considered. If your scroll is approved you shall be made to know what else is required of you. See also: HELP VAMPIRE ~ #928 -1 TRANSFORM~ TRANSFORM Syntax: transform Werebeasts may use this command to transform into their hidden beastly form. The wait between consecutive transformation is dependant on how long the werebeast stays transformed. See Also: HELP REVERT ~ #929 -1 'CABAL ABILITIES' 'CABAL ROOMS' CHAT COFFERS HIGHGAIN HEARGUARD GATE GUARD ALLOW2 ALLOW3 ALLOW4 ALLOW5 ALLOW~ CABAL ABILITIES Following are brief explanation of various abilities granted by rooms: CHAT : cabal chat ("help cabal commands") COFFERS : allows cabal to store more then 500cps HIGHGAIN : increased rate of cp gain per game hour (tick) HEARGUARD : allows to hear reports from jail and city guards GATE : locks a cabal when no members present GUARD : cabal guard is maintained at the entrance ALLOW2 : allows (V)eteran level cabal powers ALLOW3 : allows (T)rusted level cabal powers ALLOW4 : allows (E)lder level cabal powers ALLOW5 : allows (L)eader level cabal powers Various rooms also come with their own abilities, for example a smithy might contain a weapon shop, or object related services. See also: HELP BUILD, CABAL ~ #930 -1 WEREPOWER~ WEREPOWER Syntax: werepower As they grow in ranks and power werebeasts may call upon an ability specific to their hidden beast. This can only be attempted while transformed. See Also: HELP TRANSFORM ~ #931 -1 SYNDICATE~ SYNDICATE There was such time in the history of Aabahran when the crime families of various city states warred and bickered between each other in their conquest of the underworld. Blood of thieves, assassins, and various shady characters flowed back then as much as of those whom they preyed upon. Then with the imminent threat from the undead and the demonic rising upon the horizon the royal families of ValMiran arose as one in their city and soon gave a royal order for the first chapter of Justice cabal to be formed in nearby Ofcol. Much like a single mote of dust may start off a chain reaction, the shadowy crime world of Aabahran was transformed overnight. The great crime families joined together seeking stability and power to face this new threat of organized Law. And so Syndicate was born. Composed of every shade of criminal from whores to deadly assassins, the Syndicate cabal has established itself as a business enterprise like no other. If there is profit to be head, and blood to be spilled their intricate network of spies, killers and henchmen can be found. From espionage to assassinations, from extortion to kidnapping, from drug deals to legitimate trades their influence may be found in every facet of common life. Yet those whom wish to enter their ranks beware: Though promotion in Syndicate is as close as exposed back of your superior, those whom take the quick way through their ranks oft find themselves washed away by the tides of Dragon Sea. See also: HELP BOUNTY, COLLECT, COUP, RAID ~ #932 -4 cabal~ SYNDICATE~ Following powers are available to Syndicate: Initiate: none Cugine/Comare: bribe, abduct Stalker: fade, throat cut Collector: secret arts, asphyxiate, spy The Hand: shadowmaster Rat King/Rat Queen: bloodmark Use help command for further information on each of these powers. See also: HELP BOUNTY, COLLECT, COUP, RAID ~ #933 -4 cabal~ BRIBE~ BRIBE Syntax: bribe The more enterprising members of Syndicate soon realized that while the higher ranked members of JUSTICE were all but immune to their influence, the mere guards and common civil servants were far more susceptible to the allure of monetary rewards. And so the Forgemasters of Syndicate toil day and night to fill the demand for falsified documents, passes and various bribes that allow the members of the greatest crime family in Aabahran to pass unharmed trough scrutiny of all but the most loyal of Justice servants. See also: HELP SYNDICATE ~ #934 -4 cabal~ secret arts~ SECRET ARTS Syntax: secretarts Knowing that its members will have to perform under various circumstance The Hands of Syndicate pass their extensive knowledge of unarmed combat to every member of the family. When used, these secret arts allow the user to strike with great speed and accuracy and cripple their targets. See also: HELP SYNDICATE ~ #935 -4 cabal~ THROATCUT 'THROAT CUT'~ THROAT CUT Syntax: throatcut <victim> A brutally effective skill employed by members of Syndicate, it's deadly in its simplicity and effectiveness. Though the victim suffers little damage initially, the clear traces of blood which wells up from the wound have often been the proverbial nail in the coffin of those whom would escape Syndicate's grasp. See also: HELP SYNDICATE ~ #936 -4 cabal~ ABDUCT ABDUCTION~ ABDUCT Syntax: abduct set : future abductions to current area abduct set <groupmate> : future abductions to groupmate's area abduct <victim> : abduct victim Knowing that at times even the best mind may not overcome the opposition and defenses of their targets, The Hands of Syndicate guided by word of their Rat King set their dark mages to the task of developing suitable countermeasure. Fueled by dark magics the powers of abduction spell are capable of instantly transporting the user, and the caster to another locale. While initially an unskilled user has no control over their destination, as their skill improves they become capable of abducting to the general area of their choice, or even another person. NOTE: Abduction will ignore the diplomatic immunity, and will remove it on success. However it can ONLY be used to targets who presently have bounties set upon their heads. See Also: HELP SYNDICATE ~ #937 -4 cabal~ ASPHYXIATE ASPHYXIATION~ ASPHYXIATE Syntax: cast 'asphyxiate' <target> Not stopping after development of the magics required for Abduction, the dark mages of Syndicate created this cruel spell in their greed for graces of the Rat Queen. When successfully cast the spell greatly dilutes the air around the victim causing severe choking and eventually suffocation. Though the spell is not powerful enough to completely remove air from around the victim, its power is quite sufficient to cause severe discomfort and eventual lack of consciousness. See also: HELP SYNDICATE ~ #938 -4 cabal~ SHADOWMASTER SHADOWMASTERY~ SHADOWMASTER (Min. 500 cps) Syntax: automatic The Hands of Syndicate hold as much power as the Rat King or Queen Itself, yet it is them that are often first in line when an aspiring leader of Syndicate rising in ranks. Thus honed by years of use, their senses and skills survival in the underworld are unmatched by any other save the Rat King and Queens. To assume them vulnerable to common rouge tricks, is to feel the cold kiss of steal in your own back. See also: HELP SYNDICATE ~ #939 -4 cabal~ BLOODMARK~ BLOODMARK (Min. 600 cps) Syntax: cast 'bloodmark' <victim> Though many would believe it otherwise, the power of the underworld of Aaabahran united under the banner of Syndicate is force to be reckoned with. Not only because their silent fingers can each almost anyone anywhere, but because it is the common men and women, the peasants and countless masses of poor that fear their mere name and hearken to their wishes. The bearer of the Syndicate bloodmark will be as if exiled from every land in the Aaabahran. Death has no effect on this penalty. See also: HELP EXILE, SYNDICATE ~ #940 -1 EXILE~ EXILE Syntax: exile <victim> The Royals and Nobles of Aabahran hold the right and power to exile any single person from within their City State. The person thus exiled will not be served in any of the city stores, guilds or temples. If the city is the victim's hometown, they will not be able to recall to it as well. See also: HELP ROYAL ~ #941 -1 'BOUNTY COMMANDS'~ BOUNTY COMMANDS Syntax: bounty cp <amount> : adds cps to the bid bounty gold <amount> : adds gold to the bid bounty add <object> : adds the item to the bid bounty rem <obj> : removes item from the bid bounty place <victim> : place the bid onto the victim bounty : show the bid you are working on bounty clear : clears the bid bounty <name> : views bids on the name These commands allow you to adjust your bid for the victim's death. You may place any amount of gold, cabal points, or up to five limited items as the reward for their death. Once you are satisfied with your bid, use "bounty place <victim>" to add this bid onto the bounty for the victim's death. If you have previous bounties for that victim, the new bid will be added on. You must be in an appropriate locale to place a bounty. See also: HELP BOUNTY, CONTRACT, COLLECT, TOP10 ~ #942 -1 BOUNTY~ BOUNTY Syntax: bounty <cp/gold/add/rem/clear/place> bounty place <victim> bounty buyout The Syndicate cabal continues to maintain that its primary income is from its various trades and shops. However even the youngest thief knows that it is the bounties given out for various individuals in the lands, usualy in the not so secret locales in the major cities. A bounty may be placed upon anyone's head using gold, cabal points or limited items as the price of their death. A single target may have many individual "bids" from various parties interested in their death, with the bounty hunter being able to see each bid, and its contents but not who placed it. Members of cabals allied to Syndicate are allowed to buy out a bounty set upon their head. The price of this transaction is dependant on the actual bounty and will be quoted when the "bounty buyout" command is used before the actual transaction. NOTE: Bounties marked with (`!$!`3``) symbol have been paid for by an allied cabal and will grant higher payment, and a larger share of the bounty. Continued in HELP BOUNTY2 See also: HELP BOUNTY COMMANDS, CONTRACT, COLLECT, TOP10 ~ #943 -1 BOUNTY2~ BOUNTY2 When the victim is killed, the bounty hunter then selects the bid that seems most lucrative to them. All the contents of that bid are then transferred to the bounty hunter who will receive gold, cabal points and equipment contented in that bid as well as the best three limited items from the victim based on item level. At the same time, the person who placed the "winning" bid chosen by the bounty hunter, receives the remaining limited items from the victim, and the satisfaction of knowing that their target has been justly done in. The following rules apply to bounties and limited items. - Only up to 5 limited items may be placed in bids - The victim must be higher in rank the 40 OR in a cabal - You will only receive victim's limited items if you are of rank 40 or higher. See also: HELP BOUNTY COMMANDS, CONTRACT, BOUNTY, COLLECT, TOP10 ~ #944 -1 CONTRACT~ CONTRACT Syntax: contract : lists available contracts contract <victim>: contract out the given bounty Being skilled traders as much as killers, the Rat King and Queens of Syndicate quickly realized that it will not be possible for their forces to cover all the possible bounties. Thus any contract not capable of being covered at the given moment by the forces of Syndicate is available to be contracted out by anyone willing to do it. See also: HELP BOUNTY, COLLECT, TOP10 ~ #945 -1 COLLECT~ COLLECT Syntax: collect <victim> : collects first available bid collect <victim> <bid #>: collects using the given bid collect list <victim> : lists bids by cp collect gold <victim> : lists bids by gold collect obj <victim> : lists bids by avg. object level collect list <name> <bid #>: shows bid in detail In order to collect a bounty for death of a victim, the hunter must use the collect command while the victim is stunned before them. When using the collect command you may select the bid you chose to receive for their death. All the contents of that bid will be transferred to you along with three best limited items from the victim. Rest of the limited items are given to the creator of the bid you have chosen. See also: HELP BOUNTY, CONTRACT, TOP10 ~ #946 -1 TOP10 'TOP 10'~ TOP10 Syntax: top10 Shows the highest 10 bounties according to gold, cp and object level. See also: HELP BOUNTY, CONTRACT, COLLECT ~ #947 -1 COUP~ COUP Syntax: coup <victim> The more 'ambition' driven organizations in Aabahran allow their members to attempt a power coup as a means of promotion rather then the standard slower means of advancement. A coup may only be attempted upon a victim who belongs to your cabal, and is within two cabal ranks from your own rank. If you manage to kill them during the duration of the coup, you will automatically ascend to their rank, while they will descend to yours. If you die to them in your attempt however you will be demoted TWO ranks and the victim will remain unchanged. NOTE: If you fail a coup (get killed) and you are of cabal rank lower then Veteran (2), you will be removed from the cabal. ~ #948 -1 'VOTE LIST' BUILD 'CABAL TAX' DEMOTION ELDERSHIP EXPEL LEADERSHIP PROMOTION POLL TITHE~ VOTE TYPES Syntax: vote create: lists avaliable votes vote create <votename>: create the vote Depending on your cabal rank various types of votes may be avaliable for you to create. Below is a list of various vote types, and short explanation of each. - BUILD: target: none This vote is never created by a player directly, but rather generated by the "build" command. - CABAL TAX: target: tax level in percent This vote decides the tax level for all income based on actions of cabal members. The tax portion of the income is placed in cabal coffers. - DEMOTION: target: cabal member Demotes the target cabal member one rank - ELDERSHIP: target: cabal member Promotes a target member of cabal to the rank of Elder. The member must be of rank Trusted. - EXPEL: target: cabal member Expels the target member from cabal, the member must be of rank lower then Elder. - LEADERSHIP: target: cabal member Promotes a target member to the rank of Leader. The member must be an Elder. - LAW: target: <crime> <maximum penalty> Sets the maximum penalty that the Justice may place for a given crime. Requires a Trade Pact with Justice Cabal. - PROMOTION: target: cabal member Promotes the target character one rank up to rank of Trusted. - POLL: target: none Creates a general opinion poll for the cabal members. - PACT: target: <pact> <cabal> See HELP PACT - TITHE: target: cabal to tithe to Gives a gift of cabal points to another cabal, improving the relations between the cabals based on the amount tithed. See also: HELP CABAL VOTES, PACT ~ #949 -1 diplomacy 'diplomatic immunity'~ DIPLOMACY Syntax: diplomacy The Royal Houses of Aabahran have long perfected the art of politics and diplomacy. Those members skilled in the arts of negotiation may declare themselves envoys and employing armed entourage for protection remain safe from any danger. The diplomatic immunity will cause you to be removed from PlayerKilling range of all players in the game, and will cause the <`8PK``> symbol to appear by your name. The diplomatic immunity will continue to protect you as long as one of the following holds true: - You are in a city - You are in a cabal - You have not been recently involved in combat If none of these conditions are valid, you are abducted, or you become "bloody" through combat or otherwise, your diplomatic status will be lost. See also: HELP ROYAL ~ #950 -1 GUILD~ GUILD Syntax: guild: shows all available guilds. guild <#>: chooses particular guild This command allows an Adventurer to join a particular guild. When you join a guild you will transfer any common skills and spells but you will be reduced back to the 1st rank of that guild. Your statistics (health, mana, movement) will be reset to the starting levels of the particular race-class combination. See also: HELP ADVENTURER ~ #951 -1 nagscreen~ . Please take this time to hit the vote links available on our homepage (www.forsakenlands.org) and the forum. Doing so will cancel reminder of this wait, and prevent this screen from slowing you down in the rush to death and glory the next time you log in. We thank you for your support. Staff of Forsaken Lands. ~ #952 -4 cabal~ REGENERATE~ REGENERATE (Min 300 cps) Syntax: cast 'regenerate' Imbued with the forces of nature, the caster of this spell experiences true regeneration of wounds without any further effort. The regeneration will stop when its force is expanded or the duration of the spell runs out. See also: HELP WARDER ~ #953 -1 KNIGHT KNIGHTS 'KNIGHTS OF THE CROWN'~ KNIGHTS Though few believe it these days, there has been such time in annals of Aabahran when the lands were free of the taint of Undead and Demonic and the people of the land led their lives free of the corruption visited upon them by the powers of Nexus. Yet as all good things come to an end, so did this grand age of happiness and in the time when the JUSTICE was weak, and the Royal Houses young the shadowy powers of darkness were first spotted upon the horizon by the Royal House of ValMiran. Wasting no time the ValMiran royals gathered with the Houses of Rheydin and Miruvhor and quickly formed an elite force of men and women to counter this threat. Called the Knights of the Crown, and guided by the Royal Houses, they were Aabahran's last defense against the tides of darkness. Yet seeing the House of Rheydin fickle in their loyalty and pursuit of riches, and the House of Miruvhor often allied with the dark powers the newly formed Knights of the Crown knew that only by remaining independent of these squabbling royals, will their victory be assured. And thus the Knights of the Crown were formed, and upon their shoulders rested the safety of Aabahran as they searched for the True King to once again unite the Royal Houses and bring harmony and peace upon the land once more. SPECIAL TRAITS: Experts in fortifications, Knights construct better bastions. Any area owned by them, will grant moderate health recovery bonus to any good or neutral aligned creature. See Also: HELP SIGIL, PRAETORIAN, ARMIES ~ #954 -1 PRAETORIAN~ PRAETORIAN Formed from the fighting core of the elite warriors of the Royal Guard, the Praetorians originally composed all of the Knights of the Crown forces. Fiercely honorable and known to fight against all odds with reckless courage, it is said that the souls of their fallen are reincarnated as the Holy Vanguards to forever battle the evils upon Aabahran. The Praetorians draft only the best into their ranks, and require their recruits to serve as squires before passing grueling tests to become a member of their ranks. Those whom aspire to join them in service to Aabahran should hold Honor and Courage in the highest regard. The Praetorian faction believes that only through military campaigns against those whom seek to taint Aabahran will peace be brought to the land once more. To this end they travel the land forever on the lookout against forces of Nexus. See also: HELP SIGIL, KNIGHT ~ #955 -1 SIGIL~ SIGIL Soon after the first major campaign against the forces of Undead and Demonic was won, a great unrest developed amongst the forces of Knights of the Crown. Many thought that only by continuing the battle and completely eradicating the unorganized forces of darkness will a full victory be achieved. Yet there were also those whom seeing the bloody price of the recent victory, preached that to follow such path would be to suffer a pyrric victory. Their forces weakening due to internal strife, the Knights of the Crown sought compromise, and so the faction of SIGIL was born. Composed of the those whom would forgo the blind aggression of Praetorian and temper it with wisdom and foresight, their members watch over the lands of Aabahran for signs of corruption and evil. Rarely found far from battle, the Sigils as they are called are renown for their wisdom and knowledge as well as uncanny ability to ferret out all evil no matter how well disguised. Often serving as scouts and watchers of the Knights, no servant of darkness has been able to fool their sight. See also HELP PRAETORIAN, KNIGHT ~ #956 -4 cabal~ knight~ Following powers are available to Knight: Initiate : none Squire : Inquisitor Use help command for further information on each of these powers. ~ #957 -4 cabal~ INQUISITOR 'DEMON HUNTER' AVATAR~ INQUISITOR Syntax: cast inquisitor: Summon or upgrade an Inquisitor servant <sentinel/watch/return/coward> Soon after the first victories of Knights against the forces of evil, the faction of Sigil first encountered the shadowy members of Nexus whom unlike all previous beings of Undead and Demonic kind cloaked themselves in illusions, and darkness rather then challenge the Knights openly. Seeing these new deceptions the Sigils recruited and trained special servants who's only purpose was to aid the Knights of the Crown in fighting these new foes. NOTE: While the initially the Inquisitor is quite weak, with higher Cabal Ranks you will be able to upgrade them into more formidable forms by recasting the spell. ~ #958 -4 cabal~ 'ward of the crown' 'ward of crown'~ WARD OF THE CROWN Syntax:cast 'ward of the crown' A simple ward used by early Sigil recruits, it not only protects the user against evil but also helps in focusing the mind towards regeneration of divine powers. See also: HELP SIGIL ~ #959 -4 cabal~ 'SENSE EVIL'~ SENSE EVIL Syntax: cast 'sense evil' Knowing that not all that seems to be benign is, the Sigils through their focus upon the mystic and spiritual world soon developed an inner sight that allowed them to glimpse all forms of evil around them. This spell will allow the user to see any evil creature, though with no specific detail. See also: HELP SIGIL ~ #960 -4 cabal~ 'GOLDEN AURA'~ GOLDEN AURA Syntax: cast 'golden aura' This simple yet powerful prayer can grant long lasting protection against all evil, as well as any harmful magic towards anyone who stands in the group with the caster. See also: HELP SIGIL ~ #961 -4 cabal~ VANGUARD~ VANGUARD Those who's virtue has been tested in mettle of combat, and whom have achived high rank within the Knights of the Crown may be occasionly blessed with one of these immortal servants of Sirant in their battle against the dark tides. The Vanguard may be called upon by upgrading the Inquisitor. See also: HELP INQUISITOR ~ #962 -4 cabal~ sigil~ Following powers are available to Sigil: Watcher : Ward of the Crown, Sense Evil Sigil : Golden Aura, Vengeance Seer : Vanguard King/Queen : Diplomacy Use help command for further information on each of these powers. ~ #963 -4 cabal~ VENGEANCE~ VENGEANCE Syntax:cast vengeance Knowing that purge defense is a futile measure in the fight against the darkness that assails the land, they begun to use this mighty prayer to turn the force of shadow upon itself. When used, it will cause a portion of every force used against the caster to be stored and released against their enemy in form of a brilliant burst of magical force. See also: HELP SIGIL ~ #964 -4 cabal~ GUARD~ GUARD Syntax: guard <target>: guard a chosen person guard <self>: stop guarding It is said that besides a full parade of Order of Crusades few sights are so awe inspiring as a column of Knight Praetorians marching with their shield and arms guarding each other's flanks presenting an unbreakable front of flesh clad in metal. This valuable skill has proven its worth in many a battle where outnumbered and doomed the Praetorians have only survived by the strength of their loyalty to each other. See also: HELP PRAETORIAN ~ #965 -4 cabal~ CHAOSBANE~ CHAOSBANE Syntax: cast chaosbane <dagger/mace/flail/sword/axe/staff/spear/glaive/beads> Focusing their devotion and purity the Praetorians are able to craft these wondrous weapons in their cause against the shadow. Light and extremely sharp they deal swift retribution against the powers of Nexus and the Undead. See also: HELP PRAETORIAN ~ #966 -4 cabal~ 'MINOR BANISHMENT'~ MINOR BANISHMENT Syntax: cast 'minor banishment' <target> cast 'minor banishment' After years of fighting the demonic allies of Nexus, the Knight Sigils have finally glimpsed a weakness in the seemingly invulnerable Demons and crafted this potent spell to help the Praetorians in their battles. When used it attempts to banish the powers sustaining the Demon in the Prime Material plane causing it great hardship and suffering in the process. See also: HELP PRAETORIAN ~ #967 -4 cabal~ 'HOLY ARMOR'~ HOLY ARMOR Syntax: cast 'holy armor' Those in the ranks of Praetorians whom have proven their worth are blessed by the powers of Light with this powerful supplication. When used it imbues the caster's armor with the very essence of light improving its quality and imbuing it with most wondrous properties. See also: HELP PRAETORIAN ~ #968 -4 cabal~ PRAETORIAN~ Following powers are available to Praetorian: Recruit : Guard, Chaosbane Praetorian : Minor Banishment, Holy Armor Lady/Lord of Battle : Vanguard King/Queen : Diplomacy Use help command for further information on each of these powers. ~ #969 -1 PACT PACTS~ PACT Syntax: vote target <pact> <cabal> Forsaken Lands uses a system of diplomatic pacts to simulate the relations and trade between its cabals. Any cabal may choose to form following pacts between itself and another cabal: TRADE: See HELP TRADE VENDETTA: See HELP VENDETTA PEACE: When agreed upon, it ends a Vendetta against the given cabal. EMBARGO: Halts and cancels all trade treaties with the given cabal. NEGOTIATE: When agreed upon, allows a fully developed Trade pact to progress to Non-Agression pact, and NA Pact to Alliance. See also: HELP TRADE, HELP VENDETTA ~ #970 -1 TRADE NA-PACT ALLIANCE~ TRADE [SYNDICATE ] [===|==-|---|---] Trade : -1cp ^ ^ ^ ^ | Relation Rating | Costs/Benefits Cabal being traded with Pact Type (Trade, NA-Pact, Alliance) When formed this pact allows for trade to flow between the two cabals, adding additional gain of cabal points and support based on the raw income of each cabal. The initial trade gain starts as negative to reflect the investment of resources required to forge new trade routes, then with increasing relations grows upwards. The "rating" of the pact, reflects the relations between the two cabals. It will grow better in time, and can be further boosted by tithes and specific actions of cabal members. When the pact reaches high enough rating, a NEGOTIATE pact may be created by either one of cabals, which if voted and agreed upon will allow the trade pact to progress to NA-Pact, and NA-Pact to Alliance carrying further benefits such as no sudden Vendettas, unrestricted entry to Allied cabal grounds, and sharing of military resources. The relations with various cabals are very dynamic and can be impacted by actions directed against other cabals. If you hold relations with cabal A and cabal B whom are also allied with eachother, any harmful action against A will result in suffering relations with B etc. This means that decisions that have a potent impact on your cabal politics should be weighted carefuly as to not leave your cabal weakned due to lack of trade or numerous Vendettas. Any negative actions such as killing a member of your allied cabal (bounties do not affect relations) will hamper the relations between your cabal, as will failure to fulfill services listed in HELP TRADE2 A trade pact with one of the cabals offering services will usualy offer specific advantages listed in HELP TRADE2 See also: HELP TRADE2, PACT, VENDETTA ~ #971 -1 TRADE2~ TRADE2 The following service cabals will offer specific advantages to its trading partner, in exchange for cost in trade. JUSTICE: Any Royal cabal forming trade with Justice will have their city become Lawful, and will gain ability to set laws within their city. While their home city remains lawful the Royal House and all its members will enjoy a large boost to the gain of cabal points over time. Justice NA-Pacts and higher also help to curb corruption for cabals with large support ratings. Correct marking of criminals, capture and judgment will all improve relations. Failure to recognize crimes will hamper them. SYNDICATE: Alliance: Allows you to use your cps to buy out any bounties set on you. See HELP BOUNTY for more details. NA-Pact: You gain access to the network of spies that will allow you to gain information on other cabals using "cabal info", and "cabal armies" command. You will also be informed when a bounty is set on your head, by whom, and will be able to glimpse who is bountied. Collection of allied bounties will increase relations. NOTICE: Collection of a bounty on an allied cabal member has no impact on relations, unlike normal attack and death. See also: HELP TRADE ~ #972 -1 VENDETTA~ VENDETTA An official declaration of armed action against another cabal. It boosts the time gain of cabal points for members, as well as allows attacks of the enemy cabal by your armies. Unlike other cabal pacts, the "rating" of Vendetta will start out as "good" and with armed action grow worse to reflect the suffering relations. If no armed action is taken for extended time, the relations will improved to the point where Vendetta will break off automatically. The same may be achieved with a PEACE pact. Cabals whom you have Vendetta against will have their armies automaticly attacked by your patrols, and their members will be attacked on sight by your cabal guards. See also: HELP TRADE ~ #973 -1 army armies conquest conquer conquered~ ARMY Syntax: army : enters command mode zoomed in on last room army : leaves the command mode army last : enters command mode zoomed in on last army report An army is the basic unit used by cabals to wage armed conflict. The cabal members act as generals of their troops and from any place in the land may direct their armies to wage war upon their enemies. For details on each army command use "help army <command>" Ex: "help army ?" (list of all army commands) See also: HELP ARMY PROMPT, ARMY COMMANDS, BASTION, REINFORCE, SUPPORT, CABAL COMMANDS ~ #974 -1 BASTION BASTIONS TOWER TOWERS FORTRESS FORTRESSES CASTLE CASTLES~ BASTION A bastion is any static defense built by a cabal's army to defend and secure an area. When in an area that has reinforcement (see HELP REINFORCE) an army can be ordered to build a bastion through garrison order. Once built, the bastion can be garrisoned with troops increasign their armor value to that of the bastion. TAKING OVER AN AREA: Each area has a maximum number of bastions it can support. If a cabal builds more then half that maximum's bastions they conquer it. An area that has no bastions will eventualy rebel against the cabal that holds it, and turn neutral. You can find out how many bastions your cabal has in an area and its maximum using "[M]ap" army command. See also: HELP ARMY, REINFORCE, ARMY GARRISON ~ #975 -1 REINFORCE REINFORCEMENT~ REINFORCEMENT A key idea required for successful warmongering is the concept of reinforcement. An area is reinforced if your armies can get to it by traveling through allied territory. Armies in areas that are reinforced will gain +10% defense per hour as long as they are out of combat. Bastions require more effort to rebuilt and will gain +5% of their defense. Since armies cannot heal or move into an unreinforced area it is crucial to protect your supply routes. Example: Cabal-A-B | C-D "A" belongs to KNIGHT, KNIGHT can reinforce "A", "B" and "C" but not "D" See also: HELP BASTION, ARMY, ARMY GARRISON ~ #976 -1 'ARMY CONSCRIPT' 'ARMY TRAIN' 'ARMY RELEASE'~ ARMY CONSCRIPT TRAIN RELEASE Syntax: conscript <armies> train <armies> release <armies> CONSCRIPT: Drafts specified number of armies. Use 0 to halt conscription. TRAIN: Upgrades specified number of regular units to elite. Use 0 to halt training. RELEASE: Disbands given number of units from barracks. Regular units are disbanded before elites. See also: HELP ARMIES ~ #977 -1 'ARMY GARRISON' 'ARMY FORTIFY' 'ARMY eGARRISON' 'ARMY eFORTIFY'~ ARMY GARRISON FORTIFY Syntax: garrison <army ID> egarrison <army ID> fortify <army ID> efortify <army ID> GARRISON: When given, this order will cause an army to leave barracks and garrison the room you are zoomed in on. Completed bastions start at 1% defense, 50% if built by elite unit. You may give army ID to use for garrison instead of barracked army. FORTIFY: Used to upgrade bastion currently zommed in on, to its fortified version. Fortified bastions have stronger defense and higher armor rating. Fortifications are completed twice as fast by elite units. You may give army ID to use for garrison instead of barracked army. See also: ARMY COMMANDS ~ #978 -1 'ARMY ZOOM' 'ARMY ORDERS' 'ARMY QUEUE'~ ARMY ZOOM MAP ORDERS QUEUE Syntax: queue orders zoom <army ID> QUEUE: Displays the army report queue containing important past reports from armies. You can use the army IDs in reports to quickly zoom in on the action. ORDERS: Displays all armies under your command and their current orders, state and area. ZOOM: Zooms in on the room with the given army. All army orders such as attack, hold, and garrison require a room to be zoomed in on as destination. Use "zzoom" to flip back to last zoom target. See also: ARMY COMMANDS ~ #979 -1 'ARMY ATTACK' 'ARMY PATROL' 'ARMY HOLD' 'ARMY BARRACKS' 'ARMY AATTACK' 'ARMY PPATROL' 'ARMY HHOLD' 'ARMY BBARRACKS'~ ARMY ATTACK PATROL HOLD BARRACKS Syntax: attack <army ID> patrol <army ID> hold <army ID> barracks <army ID> ** Attack, Patrol, and Hold all target the currently zoomed on room *** ** eAttack, ePatrol, eHold all result in elite army leaving baracks *** ATTACK: Sends an army from barracks to attack and destroy all unfriendly units in target room. You can choose an army to send instead of a barracked one. PATROL: Sends an army to patrol currently zoomed on room. The patrol will intercept and attack any armies moving past it. You can select a specific army to patrol. HOLD: Sends an army to currently zoomed on room, with orders to defend any friendly units and hold the room against any attackers. BARRACKS: Orders the target army to return to barracks. See also: HELP ARMY COMMANDS, ARMY COMBAT ~ #980 -1 'ARMY COMBAT'~ ARMY COMBAT Army combat occurs when two hostile armies occupy the same room. The armies which have just arrived become the attackers, while the armies previously present become defenders. Armies battle untill either all the attackers or all the defenders are destroyed. When an army is defeated, the remining forces always target the army with the lowest defense. Bastions do not take part in battles untill all of the defending patrols and garrisons are destroyed. FLYING ARMIES: Flying armies are capable of partially attacking all of their opponents in the area. However the damage caused is weakened for each additional opponent. (Full damage to first, 1/3rd to second 1/9th to third and so on.) See Also: HELP ARMY COMMANDS ~ #981 -1 'ARMY MAP'~ Syntax: map map <map ID/cabal_name/world> The map command shows all the units stationed in the area. You can display map of area in which you are zoomed in ("map"), specific area map ("map #"), listing of all the areas you have units in ("map world"), and list of all areas a particular cabal has units in ("map <cabal>"). MAP SCREEN: --------------------------------------------------------- Focus Bas Gar Pat Attackers Room [#13 ] [V] [v ] [V ] [Nn ] The Central Square [R]ValMiran B:1/8 G:1 P:1 S:281(90%) --------------------------------------------------------- - We can use army ID 13 to zoom on the room - The room has a fortified val miran bastion, 1 normal garrison and 1 elite patrol - There are two Nexus armies, one normal and one elite attacking - The area (ValMiran) can be reinforced ([R]) by our cabal - Our cabal has 1 out of 8 bastions, 1 patrol and 1 garrison in the area - We are collecting 281 support from this area - We are collecting 90% of maximum support possible due to support spent on garrisons See also: ARMY COMMANDS ~ #982 -1 'ARMY ?' 'ARMY COMMANDS'~ ARMY COMMANDS Army units orders: [A]tack, [P]atrol, [H]old, [G]arrison, [B]arracks Elite units orders: [aA]tack, [pP]atrol, [hH]old, [gG]arrison, [bB]arracks Barracks related commands: [C]onscript, [T]rain, [R]elease Informational commands: [Z]oom-in, [M]ap, [O]rders, [Q]ueue ** Use "help army <order>" to get detailed info on each order. See also: HELP ARMY ~ #983 -1 WARDER~ WARDER Since people began gathering like cattle into a pen, they have built structures to house themselves and to protect each other from their neighbors. As they grew the names changed with the size of the structure, village, town, city. They hold many names, and have many uses for those that live there, but they are a cancer upon the lands and nature. They are lands stolen, taken from the creatures that called them home to serve those that intruded and claimed them for their own. With these structures firmly built, the intruders then proclaimed themselves rulers of the lands, Royalty, and declared their words the laws of the land. These thieves believed that by killing and razing the sacred glades of nature, it gave them the right to govern all. How wrong they were, for nature rebelled, and the spirit of nature cried out to its followers, seeking those that would restore its lands, and drive out the thieves that stole them from its grasp. And so they came to answer the call, and were given the name Warder. Their purpose was simple and direct: Drive out the false rulers of the cities, those that uphold their laws, and to tear down and reclaim what they had caused to be. See Also: HELP WATCHER, STALKER ~ #984 -1 'ROYAL CALL' 'ESCORT' 'ROYAL ESCORT'~ ROYAL CALL Syntax: escort With only a simple order the nobility of Aabahran may summon their loyal subjects to guard their persona against the hardships of the lands. The type of followers summoned and their strength varies with the cabal rank of the royal member. See Also: HELP ROYAL GUARDS ~ #985 -1 Nexus~ NEXUS The struggle for good and ill has been waged since time began. And upon Aabahran's soil, it still wages on. But there has been no war so epic and grand in scale as the war between the Knight of the Crown and Nexus. Hundreds of years ago, when the world was still young, there spawned a legion of undead fighting alongside demonkind. Their numbers, while small had a tremendous impact upon the world and it's residents. In response to this unholy threat, the city-states of Val Miran, Rheydin, and Miruvhor created a vast army to battle the legion, and send them back from whence they came. And for many decades the cities fought together, and the end of the Legion seemed unavoidable. However, the ruler of the Miruvhorian Throne, soon fell in league with the armies of death, and succumbed to their wishes, granting them warriors to secretly battle the cities to the west. They watched from the shadows as the legion spared their city, and moved on. The City of Rheydin, more intent on money and power, withdrew their troops and bolstered their own defenses, hoping to fight off the infernal army if they dared attack their gates. They watched from their counting rooms as the legion spared their city, and moved on. Though many of their number had fallen, the remaining forces of evil were far from defeated. They hid, reorganized, and became what is now known as Nexus. Bent on the eradication of Light, and the enslavement of Aabahran, they have made unholy pacts with the denizens of the underworld and the planes of Chaos to better strike down their ancient enemies, The Knights of the Crown. SPECIAL TRAITS: The hordes of Nexus enter Aabahran through unholy gates. This cabal can recruit more armies and do it faster then normal. Nexus areas cause slightly more damage with weapons and spells then normal. See Also: REAVER, PANDEMONIUM, ARMIES, COUP ~ #986 -1 pandemonium~ PANDEMONIUM Shortly after the first battle was lost against the newly formed Knights of the Crown, the forces of death drew into seclusion and began their dealings with the divine forces of evil. Though the mass of the troops were warriors, dealing death by blade and fist, there remained a small contingent of unholy clerics and magi. Reasonably more intelligent and cunning, these spell-users withdrew from the front ranks, and parlied with the otherworldy represntatives of evil. Seeing more power in foresight, and manipulation, the faction now called Pandemonium sat in the rear lines, destroying hope and their enemies will through deal-making and propoganda. Through intense study of demon-summoning and the like, they augment the warriors of Nexus with infernal magics, and summoned fiends to do their bidding. See Also: NEXUS, REAVER ~ #987 -1 reaver~ REAVER With the first defeat by the Knights of the Crown, humiliation washed over the front ranks of the unliving, demonic horde. In their retreat, the front rank fighters of the battle swore never to be defeated again. With the aid of the faction of unholy seers, Pandemonium, they summoned and bound infernal servants to their cause. From the seeping pits of the Nexus came forth demons like those the world has never seen, and from these masses formed a core of soldiers that along with the legions of darkness that joined them were to be known as Reavers upon the world. The Reavers has been said to wield the very energy of the Nexus as blades in their conquest of the lands. See Also: NEXUS, PANDEMONIUM ~ #988 -1 'ROYAL GUARDS'~ ROYAL GUARDS Syntax: royal <guard name> Members of royalty or nobility may choose what sort of guards are summoned by their escort order. When choosing use the royal command followed by the singular version of your guard's name. For example "royal elite assasin". NOTE: You can set your guard only ONCE in your lifetime. You will be shown the results before confirming your choice, so choose carefuly. See Also: HELP ROYAL CALL ~ #989 -4 cabal~ NEXUS~ Following powers are available to Nexus: Initiate : none Slave : Serpent Call Use help command for further information on each of these powers. See also: HELP COUP ~ #990 -4 cabal~ 'SERPENT CALL'~ SERPENT CALL Syntax: cast 'serpent call' Bred within the bowels of Nexus Fortress, and fed scraps of slaves and captured prisoners the dark serpents often reach sizes which dwarf a large horse. Trained as flying mounts for the warriors of Nexus they carry their masters to battle against all that oppose them. Many an army has been reduced to rout upon a mere sight of these flying beasts with their masters saddled upon their back with the demonic hordes at their beck and call. See also: HELP MOUNT ~ #991 -1 BARD BARDS~ BARD Bards are the jacks of all trades in Aabahran. Dabbling in every profession but excelling in none, they are daring swordsman with a flashy style of combat, capable thieves and rudimentary spell casters, making their living as rouges, adventurers, minstrels, and storytellers. They also possess the ability to weave powerful magical enchantments using their songs and instrumental music. Their melodies can quicken one's feet for battle, provide nourishment and drink for entire gatherings, or strike down their enemies with crippling weakness and powerful magic. Although they lack the specialized abilities of other professions, the Bard's diversity and flexibility makes them an easy class to survive with and perfect for those whom have just begun to get their feet wet in the PK environment. See also: HELP REHEARSE, REFRAIN, DUET, SONG ~ #992 -4 cabal~ PANDEMONIUM~ Following powers are available to Pandemonium: Possessed : Conjuration, Shroud of Discord Pandemonius : Eye of Moloch, Maze Forsaken : Simulacra Archfiend : Nemesis Use help command for further information on each of these powers. ~ #993 -4 cabal~ CONJURATION CONJURE~ CONJURATION Syntax: conjure <demonic ally> Long have the members of Pandemonium trafficked with the evil forces inhabiting the Nexus, before the constant sacrifices of bodies and souls gained them meaningful allies. Those skilled in this ritual may attempt to conjure these powers and battle them for mental domination to gain some powers inherent to each of the ally. Beware however for those whom fail against the demonic powers, or are disturbed during this ritual often pay the ultimate price to the treacherous powers they traffic with. ~ #994 -4 cabal~ 'SHROUD OF DISCORD'~ SHROUD OF DISCORD Syntax: cast 'shroud of discord' : create or toggle the shroud. Extending their skills into control of the negative forces of Chaos, members of Pandemonium have learned to bend it towards their own uses. A shield fashioned out of its power around the user can either protect him or enhance any pain dealt to an enemy. However only the Elders of Pandemonium can hope to control the exact nature of Discord. ~ #995 -4 cabal~ 'EYE OF MOLOCH'~ EYE OF MOLOCH Syntax: cast 'eye of moloch' : draw the eye or release its charge. Moloch the great demon of pain, misery and sacrifice has oft been known to be appeased by shows of agony exacted upon unfortunate victims. Using this conduit the caster calls upon themselves the attention of the vile demigod only to let loose its fury at later time. When first cast Moloch blesses you with a weakest of gifts, as it observes you fight with others its blessing will increase in duration and occasionally in power. When you wish to release its effects upon the one whom you are in combat with, simply cast the spell the second time. ~ #996 -4 cabal~ MAZE~ MAZE Syntax: cast 'maze' Calling upon the raw powers of chaos and discord the caster of this enchantment may create a maze born of various realities stitched together in such fashion as to be completely inescapable. The victim is thrust in its middle without any hope of exit or escape until the powers holding it together weaken sufficiently to return them to their old reality. ~ #997 -4 cabal~ SIMULACRA~ SIMULACRA (Min 250 cps) Syntax: cast 'simulacra' <target> Enveloping themselves in illusion and enchantment the elders of Pandemonium are capable of fashioning a perfect simulacra of another person in vicinity. The illusion is perfect in every form and will last its duration or until the user uses the "revert" command. ~ #998 -4 cabal~ NEMESIS FACELESS~ NEMESIS (Min 500 cps) Syntax: nemesis <target> There is an ancient legend told in lands of Aabahran to the younglings, a tale of a proud and noble Knight in another country perhaps even another world. The Knight knew no defeat and no weakness of character. Yet he fell madly in love with a beautiful princess, for whom he left his blade, kingdom and lands behind to travel to her own homeland. They lived there for sometime and the Knight knew true happiness with his new wife. Yet one day as he returned to his home to find his beloved in lover's embrace with a dark man he did not know. In fit of terrible rage born of anguish and betrayal the Knight slew his lover and pursued the other in vain. Days went by as the Knight searched in his quest of revenge. They turned into weeks then months then years, the thirst of elusive revenge driving the Knight's mind deeper and deeper into the dark recesses of madness. No one knows how long this Knight searched, nor how long he lived before his flesh finally gave out under the unyielding yoke of a broken mind. Yet it is said that his corrupted and twisted spirit still rides through the Limbo and Nexus, its blank featureless face madly seeking any living thing which it may become to take yet another soul in its mad quest for vengeance. ~ #999 -1 Savant~ SAVANT Aabahran was scarred and burnt when the final battles of the War of the Legions had been won. The broken forces of the darkness that would be NEXUS and the rebellious ranks of KNIGHT had each taken refuge in the far corners of the world. But unbeknownst to them both, another force lay in waiting. Nearly a year to the day after the Great War, a tall featureless tower appeared unexplainably upon the horizon. It's walls were devoid of life, but the multitude of rooms were filled with scores of ancient tomes, moth-eaten and time-worn. The massive doors of the tower remain closed for eons, turning away those who sought entrance within. But then, without explanation, they opened. Within the next few decades, magi from across the lands entered the tower and partook of it's knowledge. Armed with their new-found knowledge, they emerged from the Tower on a quest to drive ignorance from the lands, and educate the world in the ways of magic. For their hermetic ways, and vast pools of knowledge, the populace of Aabahran dubbed these scholars SAVANTS. Special traits: Savant armies are summoned or created. Their armies cost extra to recruit and train, but are more powerfull and always fly. Any mage or half-mage present in Savant owned area will recieve their aid in regeneration of mental powers. See Also: MYSTERUM, TEMPORUM, ARMIES ~ #1000 -1 Mysterum~ MYSTERUM Beyond the limits of mortal vision, lay planes of energies that defy explanation. It is rumored that these are the planes of the Immortals, or the borders of worlds other than our own, but only a select few know for sure. Steeped in long-forgotten knowledge, the ranks of MYSTERUM see beyond, immersing their minds in these energies and learning from them. The contact with these powers take their toll, however, and often, these sages show evidence of delving too deep. Eccentric and unpredictable, MYSTERUM are the eyes and ears of SAVANT, casting their gaze beyond, in efforts to garner what will aid their quest to bring knowledge to the masses. See Also: SAVANT, TEMPORUM ~ #1001 -1 Temporum~ TEMPORUM The river of time runs swiftly, and it's course has brought magi from all the corners of Aabahran to guard it's flow. With the appearance of the Tower those who studied within it's walls learned how to manipulate and even change the course of time. With time comes wisdom, and with wisdom, comes power. The members of TEMPORUM, rather then spend time towards aimless divination and gazing into the beyond seek to unlock the secrets of time itself through application of their knowledge. Their minds are like knifes, and their whispers are words with power to cut open the curtains of universe and reveal the treasures beyond. With the flow of time at their beck and call few are those whom would dare to oppose them. See Also: SAVANT, MYSTERUM ~ #1002 -1 Warmaster~ WARMASTER From the settling mist of the War of the Legions stood many battle- hardened warriors of enormous experience and strength. Attempting to return to their normal lives, they found that they only thirsted for the rush of battle, the warcries of friend and foe alike. Unable to return to their normal societies, these warriors joined together, secretly at first, to continue sharpening their battle tactics. After some time of this secret sparring the Warriors decided they could no longer conform to their own lives and removed themselves from civilization, out to where they could feel the rush of near-death whenever the need arose. Naturally through their dedication these great war veterans learned and traded battle tactics, creating an art of physical combat with no mortal equivilant. From these warriors a great society has risen based on three major values: Honor, Physical Strength, and Self Reliance. Combining these three strengths the Warmasters of the land have managed to grow to a world power, rivaling the most powerful armies with their own strengths. Commoners often report seeing these behemoths standing on street corners evangelistically preaching the arts of self- reliance. It is also said that those who dare heckle their ministries often find themselves hanging from a pike, used as a sparring dummy for new recruits Special traits: Due to their experience and charisma each Warmaster general can command and field two armies more then usual. Any warrior class traveling through Warmaster owned area will use less movement and regain it faster then usual. SEE ALSO: HELP GLADIATOR, BARBARIAN ~ #1003 -1 Gladiator~ GLADIATOR From within the secluded civilization formed by veterans of the War of the Legions a sect branched consisting of those warriors who sought absolutely natural means styles of combat, and total honor in battle. These noble blademasters have discovered ancient forms and stances to aid them in battle, bringing themselves far greater strength than most magics can grant. Reports from those watching these masters at work have told great tales of immeasurable accuracy and precision with their weapon masteries. The Gladiators have taken the goals of the Warmasters to an extreme, relying solely on their own power and becoming models of their own preachings. A sheer statue of physical prowess, few who battle Gladiator in natural form have survived to share the tale. SEE ALSO: HELP WARMASTER, BARBARIAN ~ #1004 -4 cabal~ 'CHAOS BLADE'~ CHAOS BLADE Syntax: cast 'chaos blade' Drawing on the very forces of evil and chaos itself, a Reaver can temporarily call into being a weapon of darkness. It extends from the wielders hands as a weapon of random elemental material to strike down any foes foolish enough to stand against them. Using the powers of spawn blade for manipulation, and by binding torments to the chaos blade, the Reaver can increase the potency of the weapon. Elders can manipulate and focus the energy to form weapons of specific materials. ~ #1005 -1 BARBARIAN~ BARBARIAN Shunned by their fellow warriors, the BARBARIANS secluded themselves even more from their society and the rest of the world to further develop a fighting style all their own. Often imploring what may be considered thuggish tactics to some, it is not uncommon to see these seemingly rough cut men use every aspect of the battlefield to their advantage from the dirt on the ground to trampling their opponent while they are down. While those that call themselves the BARBARIANS are every bit as skilled in combat as the GLADIATORS, these brutish men have chosen to rely on more than just their skill with a blade. While the principles and ideals of the warrior lifestyle still hold true to these men of combat, it is their belief that having the upper hand on their opponent is the key to victory whether it is by their skill alone or accepting arcane forces. See also: WARMASTER, GLADIATOR ~ #1006 -4 cabal~ CALL VOID~ CALL VOID Syntax: cast 'call void' Creating a void to the heart of the Nexus, the caster unleashes the forces of pure chaos into the area. These forces tear at and unravel the very fabric of reality bringing harm to all in the proximity of the caster, and may cancel all magic surrounding his foes. ~ #1007 -4 cabal~ SPAWN BLADE~ SPAWN BLADE Syntax: spawn <elongate/fortify/fragment> After a Reaver has created a Chaos Blade to wield, they have the ability to spawn it to further serve them. There are three ways a Chaos Blade can be modified: Elongate: This changes the blade into a two-handed weapon. Fortify: Extends the life of the blade. Fragment: Splits the blade allowing the user to wield a blade in the off hand. Once the weapon has been spawned it cannot be spawned again. See also: HELP CHAOS BLADE ~ #1008 -4 cabal~ TORMENT BIND~ TORMENT BIND Syntax: cast 'torment bind' <Moloch/Bael> When a Reaver casts this spell upon a chaos blade, he calls upon one of two Nexus demigods to imbue his blade with a portion of their power. The demigod called upon determines the powers granted. Moloch: Allows the blade to ignore any resistance and vulnerability that the foe may have. It also boots the strength of afflictive spells cast. Bael: Increases the accuracy of the wielder and causes protective shield spells to last until the power has dissapated. See also: HELP CHAOS BLADE ~ #1009 -4 cabal~ REAVER~ Following powers are available to Reaver: Sadist : Chaos Blade, Call Void Reaver : Spawn Blade, Torment Bind Fiend/Fury : Mold Chaos Archfiend : Nemesis Use help command for further information on each of these powers. ~ #1010 -4 cabal~ 'MOLD CHAOS'~ MOLD CHAOS (Min 250 cps) Syntax: mold Schooled and used to working with the raw powers of Nexus, the wielders of this terrible power may use their powers to directly control and shape the very essence of discord and chaos. Calling upon these powers they may form the Chaos Spawn, and bind its services from within the Nexus to their cause. While the link to the spawn is initially short, its duration will never shorten while in combat, and may even grow as its master allows the vile being to toy with its victims. ~ #1011 -4 cabal~ SAVANT~ Following powers are available to Savant: Initiate : none Apprentice : Vortex Tap Magi : Reverse Time Use help command for further information on each of these powers. ~ #1012 -4 cabal~ 'STAND GROUND'~ STAND GROUND Syntax: cast 'stand ground' Long renown for their ability to defend ground against a numerically superior foe, the Preatorians have developed special chants and prayers used to focus their mind in these situations. Once thus focused upon standing their ground they begin to take special note of any local advantage that may be used to gain a defensive advantage. The effects of this ability will fade after first successful flee from any combat. ~ #1013 -4 cabal~ 'VORTEX TAP'~ VORTEX TAP Syntax: automatic Using their link and knowledge of the Vortex of Magic, the members of Savant are taught early on the skill of attuning their minds to the energies and presence of the Vortex. As the strength of attunement grows the caster becomes capable of drawing a portion of a spell's power from the Vortex itself, lowering the mental fatigue required to cast a spell. ~ #1014 -4 cabal~ 'REVERSE TIME'~ REVERSE TIME Syntax: cast 'reverse time' Harnessing the most basic of the powers available to them, the Savants are capable of warping the flow of time about themselves and reversing it at a faster pace. For duration of this enchantment all spells and effects affecting the caster will rapidly grow in length with each hour. NOTE that the caster can protect themselves against the negative effects of reversed timestream only in the room the spell was cast. ~ #1015 -4 cabal~ 'CHRONO SHIELD'~ CHRONO SHIELD Syntax: cast 'chrono shield' A simple yet powerful application of Savant's ability to warp the fabric of time lies in this spell. When used, a conduit is created to the caster's near future. From this point on, until the spell itself expires, a portion of all damage done will be redirected through time itself to the caster's own self in not far future. The spell has a built in safety and will not absorb more then the caster's own maximum health will allow. ~ #1016 -4 cabal~ 'TEMPORAL STORM'~ TEMPORAL STORM Syntax: cast 'temporal storm' Unleashing wild forces of time upon an unfortunate victims, the Temporal Storm though short in duration can bring about devastating results. For as long as the vortex of time rages the very flow of time taken as granted and unchangeable will play havoc with the victim's body and mind. ~ #1017 -4 cabal~ WEBBING~ WEBBING Syntax: cast 'webbing' This simple spell will cause the caster's hands to emit strands of webbing much like those of the large arachnids of Aabahran. The webs will not only make it impossible to fly, but even once broken will hamper movement of the victim. See also: HELP WARDER ~ #1018 -1 Chakera~ CHAKERA Syntax: automatic Due to their extensive training of anatomies, monks are able to strike points in the bodies of their opponents quite hard, capitalizing on any potential weaknesses, and exploiting them. This strike has the potential of disrupting the protective shield of a spellcaster, thus making them succeptable to bashes and bodyslams. This brutal attack is highly damaging, and leaves one's apponent stunned for a moment as he or she recuperates from the strike. Unliving opponents and immune to this attack and ogres have been told to often shrug off it's effects. ~ #1019 -4 cabal~ TEMPORUM~ Following powers are available to Temporum: Channeler : Reverse Time, Age Temporum : Temporal Storm, Temporal Avenger Chron Master : Ripple Time Lord/Matron of Time : Contingency Use help command for further information on each of these powers. ~ #1020 -4 cabal~ MYSTERUM~ Following powers are available to Mysterum: Acoylte : Reverse Time, Chronoshield, Paradox Mysterum : Faith Ward, Vocalize, Curse Ward, Town Gate Augur/Sybil : Ocularis Arcanum Time Lord/Matron of Time : Contingency Use help command for further information on each of these powers. ~ #1021 -4 cabal~ PARADOX~ PARADOX Syntax: cast 'paradox' Substituting an inner instinct for the logical understanding practiced by members of Temporum, a fully initiated Mysterum is capable of creating an extremely localized Paradox within the time stream. Though its effects take hours to be felt when it occurs the rapid adjustment of the timeline can be easly taken advantage of by a trained Mysterum. See also: HELP MYSTERUM ~ #1022 -4 cabal~ 'VOCALIZE' 'CURSE WARD' 'FAITH WARD'~ VOCALIZE, CURSE WARD, FAITH WARD Syntax: cast 'vocalize' cast 'curse ward' cast 'faith ward' These three abilities have been gleaned by the Sybils of Mysterum and then fashioned to fit their vision from various futures and pasts. When used each one will create a ward around the caster protecting them from spells of silence or curse or blasphemy. When the ward detects an active malady upon its owner it will use its stored powers to negate the effect, and begin to recharge for half days time. Only one ward may be placed at any given time. See also: HELP MYSTERUM ~ #1023 -4 cabal~ AGE~ AGE Sytnax: cast 'age' <victim> One of the most dreadful abilities called forth by the Temporums causes the victim to age instantly. The weight of years brings with it a penalty not only to the offensive abilities of the victim, but may also cause them to forget how to use particular skills. See also: TEMPORUM ~ #1024 -4 cabal~ 'TEMPORAL AVENGER'~ TEMPORAL AVENGER Syntax: cast 'temporal avenger' <victim> Using their knowledge of the temporal mechanics, the Temporums have developed this spell to aid them in their more offensive pursuits. When cast upon a target the spell creates a temporal conduit to the victim in near future. See also: HELP TEMPORUM ~ #1025 -4 cabal~ 'TOWN GATE'~ TOWN GATE Syntax: cast 'town gate' <city> After the Mysterum masters the powers of the Paradox, they are slowly exposed to far greater mysteries and powers of Time. With time, they can focus upon the myriad of futures that unfold with each second, and choose to exists in a particular future. Using the great cities of Aabahran as focus for this ability, the Mysterum can will itself and any of its allies to a new location. See also: HELP MYSTERUM ~ #1026 -4 cabal~ 'OCULARIS ARCANUM'~ OCULARIS ARCANUM Syntax: cast 'ocularis arcanum' <victim> The powers of this spell are not clearly understood yet, as the Sigil which divined it through the Eye of Time disintegrated moments after from what seemed to be an enormous mana flare. From the careful research conducted upon the spell it is clear however that its effects have something to do with channeling magical power. See also: HELP MYSTERUM ~ #1027 -4 cabal~ RIPPLE~ RIPPLE Syntax: cast 'ripple' <victim> By directing precisely formed blasts of temporal energy at a victim, a weakness in the fabric of time can be created. The weakness in turn may cause the space-time continuum to ripple around the victim, often causing them to walk in straight circles enter the exact same place they have left. See also: HELP TEMPORUM ~ #1028 -4 cabal~ CONTINGENCY~ CONTINGENCY Syntax: contingency <condition> <spell> Using their skills and control over time, the Savants are capable of creating a static spell which is only activated when a proper condition is fulfilled. When this condition is met, the spell is instantaneously incaned by the caster and takes effect regardless of caster's position or previous actions. Following are the details of each conditions: ATTACK: Released when the caster begins combat. DEFENSE: Released when caster is attacked. SUMMON: Released when caster is summoned. DISPEL: Released when caster is fails save against dispel magic spell. HEALTH: Released when caster is below 30% hp MIND: Released when caster is below 30% mana Limitations: You may only store defensive spells, and must be capable of casting the spell when the condition is met or it will fail. See also: HELP SAVANT ~ #1029 -4 cabal~ 'RAISE MORALE'~ RAISE MORALE Syntax: cast 'raise morale' Using their leadership skills, the Justice may raise the morale of their Guard Captains or Wolfhounds and inspire themselves and their troops to better pursue and deal with the criminal element. The large boost to morale will cause the Captains to choose their weapons according to the criminal's weakness. The wolfhounds in turn will fight with greater ferocity and attempt to blind their opponents with dirt whenever possible. See also: HELP JUSTICE ~ #1030 -1 QRACE~ QRACE Many different races of people call Aabahran home, but many more still have yet to emerge from the hidden parts of the world. The Implementors of the Forsaken Lands have given you the oppurtunity to apply to have a custom race, limited only by your imagination. Before you apply how- ever, please consider these criteria: 1) You must have exceptional RP. From the second you entered Aabahran, you have exemplified everything that your desired race is. At no point in time should you break RP and 2) Your desired race needs to be somewhat compatible with your original (ie, no elves applying to be giants, or vice versa.) This is not a tool to bypass racial vulnerabilities, etc. Your desired race must also be within mortal bounds, and not 'immortal' races, such as angels, devils or the like. 3) An extremely well-written description is required. If you do not have this completed, do not even apply. Your description will be checked by more than one immortal, and it will be good to pay special attention to it. 4) Send a note in APPLICATION form to 'Immortal', detailing your character's history and it will be reviewed. A well-written application is required. The application should be no more than 70 characters per line, and be thought out and formatted. The above criteria are merely a guideline, and there are more things that are considered when a custom race is approved/declined. ~ #1031 -1 HITROLL DAMROLL SAVES~ HITROLL DAMROLL SAVES HITROLL: You will find that many items add or subtract from your 'hitroll'. This is a measure of your accuracy in combat. A high hitroll will aid you in bypassing an opponents armor, defenses and hit more frequently. In addition to items, your strength will effect hitroll as well. DAMROLL: In addition to hitroll, some items often effect damroll as well. This is a measure of how much damage your attacks inflict. Your hitroll will be added to your weapon's damage to determine your total damage. Things such as certain spells, abilities, and armor class will increase or decrease the amount of damage that you will deal. SAVES: Sort of an AC against spells, saves will prevent or reduce the effects of spell cast upon you by an opponent. Saves begins in the positive and go down as they improve so it is beneficial for your saves to be as far into the negatives as possible in each of the four categories. See Also: SPELLS, AFFLICITIVE, MALEDICTIVE, MENTAL ~ #1032 -1 Roleplay Roleplaying RP~ ROLEPLAY ROLEPLAYING RP Roleplaying is not merely required here at The Forsaken Lands, it is enforced. You are all expected to develop a personality for each of your characters and act accordingly. Roleplaying is something that can only be bettered with a lot of practice and here are but a few keywords that will aid you in defining your character(s) personality: Family: Was your character an only child? Did he/she have siblings? If so, how many? What did your parents do? How did they act? Are they still living? Early Childhood: What was your character's youth like? What did he/she do for fun? Did he/she have many friends, or was he/she a loner? Likes: What sort of things/activities does your character enjoy doing? Maybe your character enjoys whittling wood, and is known to pull out a chunk of wood and carve away. Perhaps your character enjoys nothing as much as a nice cigar. It may be a hobby, a particular food, or even a group of people. Dislikes: What sort of things does he/she dislike? Maybe he/she isn't fond of onions, or maybe the smell of leather drives him/her to anger. Long/Short Term Goals: What does your character want to accomplish in the near future? This could be such things as being accepted into a particular clan or cabal, or even defeating an enemy. What about in the long run? Does he/she want to destroy every gnome in Aabahran, or save them all? This is but a short list of examples. Expand a bit and your character will no longer seem to be a string of numbers and letters, but a living and breathing person all its own. See Also: OOC, ALIGNMENT, ETHOS, RELIGION ~ #1033 -1 Damnation~ DAMNATION Among Aabahran's citizens, none are more dedicated to their own than those of good align. And as such, none are more pained by conflict within their own. In the rare event that a lightwalker destroys their own, they suffer a loss of memory and confidence, as the Gods of light visit their sorrow upon them. It's effects last quite some time, as the God's favor is difficult to regain once it has been lost. See Also: ALIGN, GOOD ~ #1034 -1 'ALIAS ADVANCED'~ ALIAS ADVANCED COMMANDS ARGUMENTS SPECIAL CHARACTERS: There are three special characters used inside the alias: ";"- seperates commands within an alias "$" - inserts the alias argument "%" - quotes the next character explicitly (if you want to use ; or $ as text) Example 1 (multiple commands): alias cw cast 'word of recall';where pk cw Would execute: cast 'word of recall' where pk Example 2 (multiple commands with arguments): alias cas cast 'armor' $;cast 'shield' $ cas bob Would execute: cast 'armor' bob cast 'shield' bob Example 3 (quoting special characters): alias ca %;casting armor on $.;cast 'armor' $; ca bob Would execute: ;casting armor on $. //group talk 'casting armor on $' cast 'armor' bob USING ALIASES IN ALIAS You can use an alias in another alias for added functionality. Example: alias cw cast 'word of recall' alias wh where pk alias escape cw;wh escape Would execute: cast 'word of recall' where pk See Also: HELP ALIAS ~ #1035 -4 cabal~ RETREAT~ RETREAT (Min 100 cps) Syntax: flee : retreat in random direction flee <direction> : retreat in specific direction A Battle is a dangerous dance they say. Take the wrong step at the wrong time and it might cost you far more then your toes. Turn your back upon your partner and you may never see the light of day again. Those skilled in retreat, are capable of calmly fleeing from battle taking the most tactically advantageous route. When retreating, you are safe from any abilities that capitalize on haphazard fleeing. See also: HELP WARMASTER ~ #1036 -4 cabal~ 'ROC CALL' ROCCALL~ ROC CALL Syntax: roccall Though the exact nature of the pact between the great Rocs and the mortal forefathers of Warmasters has long been forgotten. It is a well known fact that these great birds will respond when called upon by a Warmaster to carry them to safety and away from danger. See also: HELP WARMASTER ~ #1037 -4 cabal~ TRUESIGHT 'TRUE SIGHT'~ TRUE SIGHT Syntax: truesight After years of combat against Reavers of Nexus the Gladiators called a gathering of all their own to find a solution to the spells of invisibility which the Reaver's used so well to their advantage. Two weeks the wisest and most experienced warriors in Aabahran spent within the wooden fortress of Warmaster sharing their experiences and tricks. Yet when they emerged this pool of knowledge was scribed and spread to every member of the sect so that all may know how to recognize the telltale signs of an invisible danger in the area. See also: HELP GLADIATOR ~ #1038 -4 cabal~ STANCE~ STANCE Syntax: stance The most basic skill of Gladiator yet most important. This basic combat stance allows the user to not only escape major portion of all damage directed at him, but also to enhance their ability to hit and cause damage. This skill has no cp cost, but will negate any time based gain of cabal points. See also: HELP GLADIATOR ~ #1039 -4 cabal~ MELEE~ MELEE Syntax: melee The Gladiator's focus upon single combat has given them unique insight into the mechanics of battle. Using their great experience they can judge their opponents future moves and spot lucrative openings for a decisive strike or action. NOTE: This skill requires great freedom of movement. Any friendly groupmates in area will greatly hamper it. See also: HELP GLADIATOR ~ #1040 -4 cabal~ 'CLOSE COMBAT' CLOSECOMEBAT~ CLOSE COMBAT (Min. 400 cps) Syntax: automatic The hallmark of Gladiators is their training in the arts of close combat. Those trained in these skills are capable of seizing any opportunity two hurt or maim their opponents at any time they get close enough. It is active automatically when ever the minimum amount of cps is satisfied. NOTE: This skill requires great freedom of movement. Any friendly groupmates in area will render it useless. See also: HELP GLADIATOR ~ #1041 -4 cabal~ FORMS~ FORMS Syntax: execute In their pursuit of martial perfection the Warmaster Gladiators have long ago pulled their collective weapon experience, and developed specific maneuvers used for each weapon type. These forms as they are called can be used in combat to achive various effects useful in many different situations. See also: HELP GLADIATOR ~ #1042 -4 cabal~ WARMASTER~ Following powers are available to Warmaster: Initiate : none Grunt : Retreat, Pathfinding, Roc Call Use help command for further information on each of these powers. ~ #1043 -4 cabal~ GLADIATOR~ Following powers are available to Gladiator: Grunt : Stance, Truesight Challenger : Close Combat Gladiator : Melee, Forms Blademaster : Sharpen Warlord/Amazon: Form Mastery Use help command for further information on each of these powers. ~ #1044 -4 cabal~ BARBARIAN~ Following powers are available to Barbarian: Savage : Trample, Cyclone, Trophy Barbarian : Maelstrom, Deathblow Juggernaut : Anger Warlord/Amazon: Adrenaline Rush Use help command for further information on each of these powers. ~ #1045 -4 cabal~ TRAMPLE~ TRAMPLE Syntax: automatic Never letting an opportunity for a few more blows pass, the Barbarians are well known for trampling opponents whom have been tripped and remain on the ground. This vicious attack is employed only when it would benefit the Barbarian, and results in a victim stunned according to the size of the trampler. See also: HELP BARBARIAN ~ #1046 -4 cabal~ CYCLONE~ CYCLONE Syntax: cyclone <victim> By sweeping their weapons in great circular arcs with strength bordering on immortal, the Babarians are capable of hurling massive amounts of dirt and debris into their opponents. When followed with a sweeping cut, only few of cyclone's victims know what really hit them. Cyclone may be chained into Ground Splitter with deathblow. See also: HELP BARBARIAN, DEATHBLOW ~ #1047 -4 cabal~ MAELSTROM~ MAELSTROM Syntax: maelstrom <victim> Named after the multiple uncontroled attacks of those whom employ this form, its blows focus not only on damage but delivering sheer kinetic strength. Its victims are often left bare handed as weapons are flung out of their hands by the mighty impacts of the blows. Maelstrom may be chained into Flesh Stripper with deathblow. See also: HELP BARBARIAN, DEATHBLOW ~ #1048 -4 cabal~ deathblow 'death blow'~ DEATHBLOW Syntax: deathblow The hallmark skill of Barbarians allows the user to control their movement, breathing and weapon in such way as to execute manouvers at speed and strength not normaly possible to mere mortals. What particular attack is executed is dependant on previous actions of the user: None + Deathblow = Powerstrike Cyclone + Deathblow = Ground Splitter Maelstrom + Deathblow = Flesh Stripper Cyclone + Maelstrom = Deathblow (automatic) See also: HELP BARBARIAN, CYCLONE, MAELSTROM ~ #1049 -4 cabal~ trophy~ TROPHY Syntax: trophy <character> trophy <source trophy> <trophy> Those whom are named Barbarians are not called so without a reason. It is a custom of these warriors to use a portion of their defeated opponent's anatomy as a trophy to be worn upon their person. When this command is give with a character as an argument it will allow you to create a trophy. When you use the trophy command with two objects as an argument, the first object will be destroyed to strengthen the second object. See also: HELP BARBARIAN, OWNER ONLY ~ #1050 -1 CHALLENGE~ CHALLENGE Syntax: challenge <character> challenge accept challenge decline The challenge command allows a Warmaster to challenge a player of their choice, or a player to challenge a Warmaster of their choice. Once a challenge is given, the challenged party may accept or refuse it. If accepted the challenging party may not begin combat for 5 hours, and the combat between these two players will not be carried through to a killing blow. (Much like using "mercy" command) Challenge in case of a Warmaster is unique as it is the primary means of judging their ability to progress through Warmaster's ranks. Any challenge which is carried through to the end (win or loss) counts towards the Warmaster's promotion in the cabal. Any decline of a challenge counts against it. Quitting or otherwise avoiding an accepted challenge also counts against promotion. See also: HELP WARMASTER, RECORD, DEATHMARK ~ #1051 -1 DMARK DEATHMARK 'DEATH MARK'~ DEATHMARK Syntax: dmark <character> Deathmark's effects are exactly as those of a challenge, however it can only be used by Warmasters and cannot be declined. See also: HELP WARMASTER, RECORD, CHALLENGE ~ #1052 -1 RECORD~ RECORD Syntax: record <character> This command will allow you to view a particular Warmaster's combat records. Particulary famous Warmasters will have their records kept past their eventual demise for all eternity. See also: HELP WARMASTER, CHALLENGE, DEATH MARK ~ #1053 -4 cabal~ SPY~ SPY Syntax: spy <character> Using their underground networks, the Syndicate (for a price) are privy to every piece of information that flows between any significant organization. Using these networks to your advantage can have catastrophic results for anyone whom you choose to disadvantage. See also: HELP SYNDICATE ~ #1054 -4 cabal~ GREENHEART~ GREENHEART Syntaxcast 'greenheart' Those whom would serve nature in turn serve themselves. This ability calls on the natural forces of Aabahran to aid the Stalker in their battles against the Undead, Demonic or Avatar opponents. While under effects of this spell the user will take less and cause more damage to non neutral targets. See Also: HELP STALKER ~ #1055 -4 cabal~ SHARPEN~ SHARPEN Syntax:sharpen <weapon> Using their battle exprience, the Gladiators have been known to apply modify their weapons to further sharpen and balance them for better use in battle. Thus modified blades have often been known to match in their quality their magical counterparts. See also: HELP GLADIATOR ~ #1056 -4 cabal~ ANGER~ ANGER Syntax: Anger Harnessing the power of fury and bloodlust has been the objective of countless warriors of Aabahran. However few of them outside the guild of Berserkers have ever come close. Those whom unleash the torrents of fury through anger, come close to a rage like state attacking anyone and everyone whom the spot entering into the area. However unlike raged berserkers, they do not deal any extra damage nor are they blocked from fleeing the combat. See also: HELP BARBARIAN ~ #1057 -4 cabal~ 'FORM MASTERY' 'FORMS MASTERY'~ FORM MASTERY Syntax: execute: execute primary weapon form execute sec: execute secondary weapon form Those Gladiators whom ascend to the rank of Leader of Warmaster are known to hold such mastery of combat that they are capable of executing their forms from either primary of dual wielded weapon. See also: HELP GLADIATOR, FORMS ~ #1058 -4 cabal~ 'ADRENALINE RUSH'~ ADRENALINE RUSH (Min 500 cps) Syntax:automatic Those Barbarians whom ascend to the rank of Leader of Warmaster are known to simply refuse to be cut down in combat. Tales exist of these beastly warriors killing their would be victors in a vicious fits of rage before collapsing from their no longer fatal wounds. See also: HELP BARBARIAN ~ #1059 -1 'CONTINUAL LIGHT'~ CONTINUAL LIGHT A conjuration known only to a select few classes, this basic enchantment will conjure a ball of shimmering light, inextinguishable by any means known save desctruction. This ball of light will illuminate the wearer's surroundings much as a torch would, while emitting no heat, and never burning out. ~ #1060 -1 Hero Heroes~ HERO HEROES Every so often a mortal man or woman ascends to the next inevitable level proceeding their mortal life. Usually selected as the mortal leader of their guild, they are often considered Immortals. But in truth, they retain much of their original mortality. Though they are strong indeed, they are still able to be slain. Because of their legendary status, these HEROES are forbidden to slay lesser denizens of Aabahran, but may aid them in ranking, gathering equipment, and the like. In their wisdom, the True Gods of Aabahran have also decreed that no HERO may wear any rare or unique item, leaving them for mortals who need their power. Only one potential mortal from each guild will be selected. If you feel you have surpassed your peers, and have achieved the 50th level of your guild, scribe an application to immortal detailing your desire. SEE ALSO: IMMORTAL, RARE, UNIQUE ~ #1061 -4 cabal~ herald~ Following powers are available to Herald: Initiate : Diplomacy Squire : Scrolls/Staves/Wands Scholar : Recharge/Overload Herald : Create Artifact/Invoke Artifact Use help command for further information on each of these powers. ~ #1062 -4 cabal~ recharge~ RECHARGE Syntax: cast 'recharge' <item> Through extensive training and practice, Heralds are able to focus magical energies into objects such as wands and staves, and recharge items that would have otherwise been depleted of charges. This ability fully recharges such items, but at a cost. Each time an item is recharged, the maximum number of charges the item can possess is reduced by one. This ability will also function upon artifacts, improving their condition and lengthening their life. ~ #1063 -4 cabal~ Overload~ OVERLOAD Syntax: cast 'overload' <item> As being the case with most portable items of power, wands and staves can only function a limited amount of time before becoming useless. Heralds, with their knowledge of such things have learned to manipulate such items and unleash their true potential. Through the use of this ability, Heralds may increase the maximum amount of charges an item is capable of possessing. When this is used upon an object the maximum charges of that object are increased by 50%. However due to the extreme stress placed upon the item, this ability can only be used once upon any given object. ~ #1064 -4 cabal~ 'create artifact'~ CREATE ARTIFACT Syntax: cast 'create artifact' <item> Being masters of history, Heralds are able to discover items that have long held hidden powers. Through careful manipulation and study, Heralds are able to unleash those powers. By casting this enchantment upon an a relic, a Herald can cause the relic to 'remember' it's past and create a powerful artifact brimming with the power of the ancients. ~ #1065 -4 cabal~ 'invoke artifact'~ INVOKE ARTIFACT Syntax: invoke <item> Once a relic has been transformed into an artifact, a Herald can brandish said relic and unleash it's power. The type of relic comes into play in determining the nature of the artifact's magic, and each artifact can only be invoked a certain number of times before the item crumbles and becomes nothing but inert dust. ~ #1066 -1 sing~ SING Syntax: sing <song> <target> Before you can sing a song, you have to rehearse it. The more you practice, the higher chance you have of success when casting. Singing a song costs mana. The mana cost decreases as your level increases. The <target> is optional. Many songs which need targets will use an appropriate default target, especially during combat. If the song name is more than one word, then you must quote the song name. Example: sing 'Rest Thy Feet' Quoting is optional for single-word songs. You can abbreviate the song name. When you sing an offensive song, the victim usually gets a saving throw. The effect of the song is reduced or eliminated if the victim makes the saving throw successfully. Singing an offensive spell on yourself will result in memory impairment for you to sing that song in the future lowering your skill in the song. You are also able to freeverse your own songs. Singing freeverse allows you to make up your own songs, and 'sing' them free of a mana charge. Syntax: sing freeverse <lyrics> For example; if you input, 'sing freeverse Days of summer are long and hot.' You will see this: You sing '`6Days of summer are long and hot.``' Now keep in mind that this command, like any other can and will be taken away if used in an inappropriate manner. See also the help sections for individual songs. ~ #1067 -1 none~ ~ #1068 -1 none~ ~ #1069 -1 Taunt~ TAUNT Syntax: taunt Bards are able to use their skill with words to taunt their opponent in while fighting. Such taunts can intimidate their opponents, causing them to fight less effectively. However, the taunts have been known to backfire, angering the opponent into a frenzy. ~ #1070 -2 ninja~ 'DEATH KISS'~ Death Kiss Syntax:Automatic Those ninjas skilled in this art, take a more logical and precise approach when freeing their chosen targets of the mortal coil. As a result, when faced with an inert sleeping victim they are able to verify their studies and abort an unsuccessful assassination if required. See also: NINJITSU, STUDY, ASSASSINATE ~ #1071 -2 ninja~ 'FALCON EYE'~ Falcon Eye Syntax: Automatic There are those within the guild of ninjas that after years of studying every sort of creature about them have honed this art to such degree that they even become capable of discovering weaknesses in a perfect crystal. Those whom posses this skill will find they learn more about their victims in each study session and do it faster. See also: NINJITSU, STUDY, ASSASSINATE ~ #1072 -4 cabal~ SCRIBE~ SCRIBE Syntax:scribe <new/clear/title/text/subject> The ability of scribe will allow you to create written works to be included in Library of Aabahran for others to read an enjoy. New: Used to begin a new tome Clear: Used to destroy all work on current tome Title: Used to title the Tome Text: Used to enter text editor ("HELP EDITOR") Send <subject>: Creates a tome under given subject Send <subject#>:Creates a tome under given subject number See Also: HELP HERALD, TOME, PRINT ~ #1073 51 SCRIBE~ Immortals have access to additional SCRIBE commands: scribe edit <#> <#> : Edit a give tome scribe del <#> <#> : Remove a given tome ~ #1074 -1 TOME LIBRARY~ TOME LIBRARY Syntax: tome Show index of all work in library tome <subject #> Show index of works under given subject tome <subj#> <tome#> Read a given tome The Libraries Of Aabahran house literary works of mortals and Immortals alike and make them available for reading and printing. To see the index of subjects currently available simply use "tome". To see the listings of works under a given subject use "tome <subject #>" You may read a specific Tome while in the library or Herald cabal by using "tome <subject #> <tome #>. NOTE: Heralds may read any tome at any given time. See also: HELP PRINT ~ #1075 -1 PRINT~ PRINT Syntax: print <subject #> <tome #> While present in one of the Aabahran Libraries one may request for a Tome to be copied and printed for personal use. For a small sum of gold, the work may be then enjoyed at ones leisure. See also: HELP TOME ~ #1076 -4 cabal~ ACT~ ACT Syntax:act <message> This simple skill allows you to echo any text to those present in the room with you. See also: HELP HERALD ~ #1077 -1 Endrios~ Not much is known of this winged man clad in the purest of golden armors. What is known, is that he was rescued from the crimson depths of the Nexus Realm by the giant Ghorn, and entered the World of Aabahran as another Immortal. He has claimed that he was born of another World, unknown to this one, where he looked over his people as a High Guardian. This distant World eventually surrendered to the terrors of the Demon race, its entire mortal population meeting extinction. Endrios was not killed, but was instead taken prisoner inside the Demon Rift and was held there for over a century. His handsome features and typically calm demeanor are not to be misinterpreted for signs of weakness. It is widely rumored that on top of Endrios' Immortal strength, his blinding speed is unequalled even among the other Gods of Aabahran. He is very often characterized as a friendly and talkative man, but quick to anger at times with those that would seek to ridicule or disrespect him or other followers of the Light. It is now believed that Endrios lives only for Purity, and the closest of circles often whisper that he seeks to avenge the loss of the family that he failed to protect in the past. Despite his warm nature, many of the more cynical quarters argue that this man is not truly what he claims to be. ~ #1078 -1 'boulder throw'~ BOULDER THROW Syntax: boulder <name> Due to their size and natural habitat, stone giants are naturally skilled at using boulders and stones as improvised missile weapons. Useable only in certain types of terrain, these attacks, if successful, disorient the target for a short period of time, rendering him unable to accurately discern direction as well as taking a substantial amount of damage. See Also: GIANT, STONE ~ #1079 -1 'reuse me'~ ~ #1080 -1 'reuse me'~ ~ #1081 -5 ~ 'reuse me'~ ~ #1082 -1 'Battle Royale'~ BATTLE ROYALE General Rules: 1) You will NOT kill anyone. 2) You will NOT steal from anyone. 3) You will NOT take anyones disarmed weapon. 4) You will NOT take anything that was not yours upon entrance 5) You will NOT use any ability that may destroy anothers equipment. 6) Bards may NOT sing Lust Seduction Desire. Once placed in a room of the Arena, you will STAY PUT until the God announces the battle to begin. The battle ends when only ONE mortal remains in the Arena. You may only use abilities that a group member can provide. Hence, if no one in your team is able to cast/commune sanctuary, you may not use vials. Similarly, gyvel/red potions may not be used. See also HELP: ONE ON ONE DUELS, TEAM BATTLES ~ #1083 -1 'one on one duels'~ ONE ON ONE DUELS One on One Duels: One person will be chosen by the God in charge (usually Mhalador). This person will be allowed to challenge someone else of his choosing. Other than their light, weapon, and cursed items, all other pieces of equipment must be removed. Sanctuary shall be given to both participants at the start of the duel. No abilities that affect more than one person may be used. This includes iceball, fireball, firestorm, icestorm, hurricane, and earthquake. See also HELP: BATTLE ROYALE, TEAM BATTLES ~ #1084 -1 'team battles'~ TEAM BATTLES Teams will be picked by the God in charge (usually Mhalador). Your desires to be partnered with someone else may be expressed in a polite manner whether or not the God wishes to hear go through with your wishes is his/her choice. Teams may NOT work with other teams to defeat a third party. See also HELP: BATTLE ROYALE, ONE ON ONE DUELS ~ #1085 -1 Arithis~ Once long ago there was a duergar boy born into the normal world of many duergar boys. As he grew he came to know that he had a talent for death and how he longed for the yearning of it. He went on in life to study these ways with many, many corpses and was mainly shunned by his community. He was finally exiled from his hometown of Gal'Rhanidon after he took the corpses of his own parents and tore them to pieces trying to figure out how to make the perfect human. After many long years of solitude and lonliness Arithis emerged again and was welcomed back into the world as a normal person since many of the elders of the community had died and forgot him. When he returned to Gal'Rhanidon he noticed much had changed and decided to make his way to the surface, since of course he had found a way to adapt his body to the sunlight. When Arithis arrived on the surface he found that much was different from what he thought. Arithis, after many years of wondering the surface, then came upon a gigantic black fortress that was twisted and crippled by time. The sheer size of this tower is unexplainable and it seemed to phase from realm to realm, never being truly whole. Inside this fortress he found a great demon that took him as his apprentice and taught him all that he knows today. As his final act to his master Arithis took his life and drained the blood of the demon heart into a mixture he had concocted from his knowledge in hopes of gaining Immortality. With one final gasp after drinking the cup mixed with solution he fell dead upon the floor. Not long after this Arithis awoke to find himself in a spectral sort of world where he could travel and do as he pleased and so he stayed on Aabahran and began his studies anew. ~ #1086 -1 peikloz~ His parents were forced away from the avian race, so Peikloz Troy was born in Rheydin where he would live for the rest of his mortal life. His blood, both avian and human, was unacceptable to many. He swore not to become like those that hated him, and to instead live with as much tolerance for others as possible. As a child he found himself to have strong connection with books. As he couldn't bear to leave any unread, he would stay up late every night, simply reading.. Eventually he became a scholar where he was constantly tormented by those who could not understand this obsession, but he never let their words get to him. Instead he became stronger in his beliefs. His dedication for studying increased and days did not go by when he didn't visit the library. Once he graduated from the school he joined the invoker guild. There, he quickly ascended within the ranks of his guild and it didn't take long until he had reached his pinnacle. He made connections with many that held the same interests and beliefs that he did. Even though he wished to join the Savants, the time never came. Instead, his dedication was focused towards the Academy which he joined soon after its construction. There, he was recognized for his dedication to the education of others and eventually was named the Dean. Soon, the time came when his knowledge had reached a point beyond the potential of most mortals and was named Hero of the Invoker Guild. Yet, his curiosity still grew, and allowed him to solve many mysteries. He eventually came across rumours that spoke of granting a worthy Mortal the gift of Immortality. The rumours spoke of a well that only he could find thanks to the supreme knowledge that he had acquired in his lifetime. Some say that Peikloz took a sample of this precious water for his own quest for knowledge and, using his hightened arcane powers, destroyed the well itself, preventing all others from claiming his prize. ~ #1087 -1 'reuse me'~ ~ #1088 -1 Sylvantis~ The origin of the Colossus Sylvantis is a mystery. Even, they say to the heavens themselves. His history is that of lore originated by a means all the more mysterious. Ancient tablets from a time long forgotten were said to have been chiseled by a non-descript beggar overcome by a trance. On the vernal equinox when night and day held equal sway the illiterate beggar had finished his work and stood at central square. He recited that which he wrote. Its said that when finished he snapped from his trance, dropped the stones and wandered off without a word. Most ignored the rantings and the shattered stones dropped by a mad man, but some had listened. The story today has many versions, some more outrageous than others. Its said the Colossus was a mandate from a higher power to elucidate the bickering masses of both mortal and immortal disagreements; An objective arbitrator and divine judge of all things. Its said that neither the nature of the disagreement nor the severity of it sways his judgment. For the Colossus to achieve such objectivity the powers that wrought his existence made his essence mortal. He was reborn under many names over thousands of years. Each time, he worshiped a different religion. Each time, he embraced a different philosophy of life. Its rumored that both the benevolent and evil Gods searched relentlessly for this eventual divine judge of the heavens; Some to influence him others who claimed to protect him from the former. In the end, In his last mortal form Sylvantis, the Colossus had a revelation. Its said all of his lifetimes flooded back to his consciousness, his fate became known to him and he rose to his destined place in the heavens. To this day Sylvantis holds favor to his last mortal life and stands besides the forces of benevolence and good. However, when asked to judge the Colossus holds no favor and is the essence of objectivity. His decisions are final and to question his judgement is to invite his anger. Anger thats fed by the darkest and most vile experiences lived over a thousand lifetimes. ~ #1089 -1 Luqin~ Born a mortal, raised a disciple of the virtues, ascended as a mystery. Thus describes the one known today as Luqin of the Enigmatic Light. Luqin displays the very ideals of compassion even through the many mysteries that shroud his past, and future. Soon after his ascension, Luqin awoke in a shroud of pure energy, without memory, without identity. All that was known was that he was different, in many ways. The voices of Aabahran were heard, the thoughts, the prayers, the hopes, and the dreams. Time was lost, and space was obsolete. All that remained was existence. As his existence progressed, new powers and old memories alike were discovered, though never to this day has the entire truth been uncovered. However, through the help of many mortal men and women, Luqin found the compassion of his previous life, and using his new powers, Luqin was able to exemplify this very virtue of compassion to the mortal world, in hopes of one day calming the ever present tide of darkness on Aabahran's surface. Was this the meaning of his ascension? Or was it merely another plot of darkness that has gone awry? Perhaps one day these mysteries will be discovered, until then, the only truth that needs to remain is that of compassion and hope for all living mortal beings, and the existence of Luqin shall be ever living, projected into the minds of those willing. ~ #1090 -1 vuurk~ In the time following Sirant's fall, the universe was in turmoil. Most went unnoticed by mortal eye, but the balance in the heaven was gone. A mortal warrior, Vuurk, sat in meditation near a waterfall in the Orc Mountains as the energy swept through him. Perhaps he was in the right place at the right time. Perhaps this was the reason for his birth. In any case, the energy lingered within the storm giant changing him. With the strength of his arm, his will, and his faith, Vuurk became the patron saint of the Knights. And he guides them and any who would seek he guidance into battle against the demons and any who would harm an innocent. ~ #1091 -1 arther~ There was a day not long ago that the energy from every scream and cry from a lawful citizen was channeled to the same place, a pocket in the heavens that consumed and grew with each passing day. With the building of the energy and the room finaly reaching its capacity everything within began to merge and form into a single entity, the entity named itself Arther. With a single tear crawling down his left cheek he placed a vow to all the lawful citizens within Aabahran, the room in which Arther was formed will not gather thier cries anymore. The energies will be channeled into Arther himself as he is the one who only grows stronger to fight the cause in which is his very existance. As long as there is crime within Aabahran, Lord Arther will exist to fight and destroy it, even at this very moment Arther is recruiting the mighty blades of the lands, they will watch over the cities in his name and the way of Law. ~ #1092 -1 thoclya~ Of vague and mysterious origins, Thoclya rose to her current position of power. Rumored to have once been mortal, her physical form most resembles the Duergar. Regardless of her origins, it is widely accepted that Thoclya rose to her station through pure force of will. That will, born through her own mental and spiritual powers, drives her influence throughout the realms. She has the unique ability to commune power from her spiritual self to amplify her physical self. It is known that Thoclya is widely versed in almost any topic, logical or philosophical. Although Thoclya constantly seeks to spread her influence throughout the mortal world, it is not known whether she is an independent power, or if she serves some greater force. She is extremely expansionistic, although she is also determined to keep herself shadowed in mystery and deception. These virtues have made her widely known as an ironic and inherently chaotic Goddess. Her tendancy to dabble in illusion and demonology have also made her widely distrusted throughout the mortal realms. ~ #1093 -2 psionicist~ 'MIND BLAST'~ MIND BLAST AMPLIFICATION: MEDIUM Syntax: cast 'mind blast' <victim> The most powerful damage spell in common Psionicist arsenal, mind blast directs a stream of destructive mental energies into the victim's mind. The resulting mental anguish is equally damaging to flesh and mind regardless of save against this spell. See Also: Help MIND THRUST, PSIONIC BLAST, MIND DISRUPTON ~ #1094 -2 psionicist~ 'MIND DISRUPTION'~ MIND DISRUPTION AMPLIFICATION: WEAK Syntax: cast 'mind disruption' <victim> A staple damage spell which not only causes powerful anguish to any mind it is directed at, but also makes concentration and spell casting progressively more difficult with each unsuccessful save against this spell. See Also: Help MIND THRUST, PSIONIC BLAST, MIND BLAST ~ #1095 -2 psionicist~ 'FLESH ARMOR'~ FLESH ARMOR Syntax: cast 'flesh armor' By adjusting their epidermal cells, psionicists can harden their skin allowing them to deflect away more damage. ~ #1096 -2 psionicist~ 'DETECT AURA'~ DETECT AURA Syntax: cast 'detect aura' The already sensitive mind of a psionicst can be further tuned to detect various properties of the world about them. Using this simple spell the caster can detect good, evil, invisible and magical auras. ~ #1097 -2 psionicist~ 'METABOLIC BRAKE'~ METABOLIC BRAKE Syntax: cast 'metabolic brake' Using their mental powers the psionicsts are able to slow down their natural metabolic rate. Though this results in slower and more difficult movement. The body and mind in this state are capable of much faster regeneration and can partially ignore effects of toxins. See Also: HELP METABOLIC BOOST ~ #1098 -2 psionicist~ 'REMOVE MAGIC'~ REMOVE MAGIC AMPLIFICATION: WEAK Syntax: cast 'remove magic' <victim> This spell is a super charged version of the normal dispel magic and affects anyone grouped with the victim of the spell. Once cast the remove magic spell will attempt to dispel spells on the victim and any of his group mates. See also: HELP DISPEL MAGIC ~ #1099 -2 psionicist~ 'MAGIC EYE'~ MAGIC EYE Syntax: cast 'magic eye' The spell summons a large floating eye with ability to flawlessly camouflage itself into the environment. This magical eye will then report any activity in its immediate area, as well as any threats to the cast that are present nearby. ~ #1100 -2 psionicist~ WISH~ WISH Syntax: cast 'wish' By reaching out with their minds out into the higher realms of consciousness, a psioncist may make contact with a benign force and wish for limited aid in his or her cause. Beware however, though a slightest slip in control can twist the wish into a conduit of suffering and harm. ~ #1101 -2 psionicist~ 'METABOLIC BOOST'~ METABOLIC BOOST Syntax: cast 'metabolic boost' Using their mental powers the psionicsts are able to speed up their natural metabolic rate. Thus accellerated they are able to fight and travel much faster then usual. See Also: HELP METABOLIC BRAKE ~ #1102 -2 psionicist~ 'GRAFT WEAPON'~ GRAFT WEAPON Syntax: cast 'graft weapon' With slight manipulation of their hands and the weapon they wield, the caster of this spell can physically join the weapon and his hands into a single shape. Once cast the weapon cannot be removed by any means until the spell expires or is cancelled. ~ #1103 -2 psionicist~ 'PSI AMP'~ PSI AMP Syntax: Automatic When under effect of the amplifier the psionicst's offensive spells have the ability to totally ignore their victim's magical resistance and thus prevent any save versus spell roll. Each offensive spell which is affected by the psi amp contains a power rating in its help scrolls. The spell may be rated at one of three levels: WEAK, MEDIUM, STRONG. WEAK : Save vs Spell denied if saves are weak or non-existent MEDIUM: Save vs Spell denied even if saves are of average amount STRONG: Save vs Spell denied against all but most protected opponents NOTE: Magical or Mental resistance will decrease the amplification power by one level. Hence STRONG amplification against a resistant opponent will be treated as MEDIUM. Mental vulnerability has an opposite effect. ~ #1104 -2 psionicist~ SUBVOCALIZE~ SUBVOCALIZE Syntax: cast 'subvocalize' Though psionic spells are mental in nature and draw their power from the formidable minds of their casters, a psionicst under normal condition still requires specific incarnations to focus and control the powers of his or her mind. This spell once cast aids this ritual of concentration and focus and allows the caster to complete their spells without any vocal component. ~ #1105 -2 psionicist~ 'PSI FOCUS'~ PSI FOCUS A member of Psionicist guild once experienced must make a crucial choice in his or her studies and focus on a particular area in which the growing powers of his mind will be applied. Kinesis : Creation of various elemental and physical effects Telepathy: Study of mind, mental communication and dreams Illusion : Creation of false perceptions and deadly illusions See also: HELP PSI LORE ~ #1106 -2 psionicist~ 'PSI LORE'~ PSI LORE An experienced Psionicist draws on the choice of his focus and further develops his or her powers by prolonged study of one of the following disciplines: Kinesis ->Destruction Telepathy->Domination Illusion ->Alteration See also: HELP PSI FOCUS ~ #1107 -2 psionicist~ KINESIS~ KINESIS Syntax: automatic Those Psioncists whom wish to dwell on more destructive and flashy uses of their minds may focus their studies on mysteries of this skill. The following spells depend on arts of Kinesis: Pyro Kinesis Cryo Kinesis Hydro Kinesis Electro Kinesis Tele Kinesis Photon Blast Psionic Blast Psychic Purge Mindsurge See also: HELP PSI FOCUS, DESTRUCTION ~ #1108 -2 psionicist~ DESTRUCTION~ DESTRUCTION The culmination the path first begun by focusing on Kinesis, the Psionist Lore of Destruction allows the pupil to call forth powers of unimaginable destruction. The following spells depend on arts of Destruction: Singularity Amorphous Infection Entropic Touch Breach Disintegrate See also: HELP PSI LORE, KINESIS ~ #1109 -2 psionicist~ 'PYRO KINESIS' 'CRYO KINESIS' 'HYDRO KINESIS' 'ELECTRO KINESIS' 'TELE KINESIS' PYRO CRYO HYDRO ELECTRO TELE~ PRYO KINESIS, CRYO KINESIS, HYDRO KINESIS, ELECTRO KINESIS, TELE KINESIS AMPLIFICATION: WEAK Syntax: cast 'pyro kinesis' <victim> cast 'cryo kinesis' <victim> cast 'hydro kinesis' <victim> cast 'electro kinesis' <victim> cast 'tele kinesis' <victim> These spells use the mental powers of kinesis to generate basic elemental energies and bind them around the victim. Once cast the effect will continue to damage its victim as long as the caster is present in near proximity.. The initial duration of the kinesis field is quite short, however it can be further charged by re-casting the spell on the victim. Each of the kinesis spells uses its element as is damage agent with telekinesis using mental forces to control air in offensive fashion. See also: KINESIS ~ #1110 -2 psionicist~ 'PHOTON BLAST'~ PHOTON BLAST AMPLIFICATION: WEAK Syntax: cast 'photon blast' <victim> By concentrating a stream of photons in a directed beam the caster can create a powerful blast of light based energy. This photon blast is not only powerful enough to pierce through full plate of armor, but due to its nature is particularly deadly to undead and can leave them drained of all vitality. See also: HELP KINESIS ~ #1111 -2 psionicist~ 'PSYCHIC PURGE'~ PSYCHIC PURGE AMPLIFICATION: STRONG Syntax: cast 'psychic purge' <victim> A skilled Psionicist may take advantage of a momentary weakness in his opponents mental defenses, and with a sudden strike of mental power partially purge them. The affected victim for the duration of the spell will be partially vulnerable to any mental damage. See Also: HELP KINESIS ~ #1112 -2 psionicist~ 'MINDSURGE'~ MINDSURGE Syntax: cast 'mindsurge' By short-circuiting the pain centers of their psyche and tapping hidden reservoirs of power inside their minds, psionicists are capable of temporarily boosting the raw power of their spells. While under the effects of mindsurge, all Psionic damage spells will do maximum possible damage (subject to save vs spell). See also: HELP KINESIS ~ #1113 -2 psionicist~ 'PSIONIC BLAST'~ PSIONIC BLAST AMPLIFICATION: MEDIUM Syntax: cast 'Psionic blast' Unlike most of the psionic mental damage spells which relay on delicate and skilful manipulation of victim's brain. This spell is the epitome of brute mental force. By storing mental forces in his own mind until they burst like a dam, the caster releases a fearsome blast of psionic energy all around him. Anyone unlucky to be hit by this tidal wave of pain may become paralyzed for extended amount of time. See also: HELP KINESIS ~ #1114 -2 psionicist~ SINGULARITY~ SINGULARITY AMPLIFICATION: STRONG Syntax: cast 'singularity' In demonstration of the finality of mind's power, a Psionicist may use this spell to temporarily bend the fabric of space unto itself and create a miniature singularity: A wormhole. Those failing a saving throw against this spell are affected by the vicious effects this has on gravity, and will find themselves contemplating the true meaning of the phrase 'gravity sucks'. See also: HELP DESTRUCTION ~ #1115 -2 psionicist~ 'ENTROPIC TOUCH'~ ENTROPIC TOUCH AMPLIFICATION: STRONG Syntax: cast 'Entropic touch' <victim> When this spell is cast a field of pure entropy surrounds the caster's palm. If the caster manages to make contact against the victim's armor the field will instantaneously surround it. The affected armors are then rendered totally useless until the entropic field dissipates. See also: HELP DESTRUCTION ~ #1116 -2 psionicist~ 'AMORPHOUS INFECTION'~ AMORPHOUS INFECTION AMPLIFICATION: SPECIAL Syntax: cast 'amorphous infection' victim Psionicists can pull amorphous creatures from other planes into our own, with only a tiny adjustment to the atoms in the air. In this case, an amorphous form of perhaps one centimeter by one centimeter will be pulled through, and it will instantly attack the victim. Each hour it remains on its host it will become more powerful, and deal a small bit more damage to them. When its host becomes close to death, it will attach itself to the nearest healthiest creature around. The only way for these shapeless beings to be extinguished is for someone to weaken with no-one near them. *NOTE: This spell normaly counts as WEAK amplification except against unnatural or summoned begins including undead, demons and avatars. Against such beings the spell counts as STRONG. See also: HELP DESTRUCTION ~ #1117 -2 psionicist~ BREACH~ BREACH Syntax: cast 'breach' <victim> When cast, this spell creates and contains a small fission reaction in a tunnel of about hair's width directed at the victim. The force resulting from this directed containment is of such magnitude that it will overpower and without chance to save remove all PROTECTIVE enchantments on the victim. See also: HELP DESTRUCTION ~ #1118 -2 psionicist~ DISINTEGRATE~ DISINTEGRATE Syntax: cast 'disintegrate' <victim> Though many beneficial psionic spells depend on directed re-organization of molecular structure, only this dreaded spell has ever been constructed with the precise goal of using this ability against living things. When cast the Psionicsts for the shortest of instants removes cohesion between molecules of its target lowering its hit points by 25% without a chance to save. If the victim lacks the fortitude to further resist the disintegration they will potentially suffer massive damage to their constitution for an extended amount of time. See also: HELP DESTRUCTION ~ #1119 -1 MEMORIZE FORGET~ MEMORIZE FORGET Syntax: memorize memorize <spell> memorize <spell set> forget <spell> forget <all> In order for a spell to be cast you must first choose to store it in your memory so it may be memorized upon meditation. Similarly if you decided that a particular spell serves no more use to you, or another spell is more important. You may forget it in order for it to be replaced. You are provided with number of spell sets to switch between at will. Use "memorize <number>" to select a given set. From there on all other memorize and forget commands will apply to that particular spell set. See also: MEMORY SPELLS, PSI CIRCLES ~ #1120 -1 'MEMORY SPELLS'~ MEMORY SPELLS Though majority of classes in Forsaken Lands require no memorization of spells (they can cast any number of spells as long as mana is available), there are certain classes which use this system of spell casting. In this system, a spell must be first meditated upon before it can be cast by its user. The commands "memorize" and "forget" are used to select which spells of various power you wish to memorize during your meditation. Once you are satisfied with your choice, meditate until all of the spells are memorized. See also: HELP MEMORIZE, FORGET, PSI CIRCLES ~ #1121 -1 PSIONICIST PSIONICISTS PSI PSIONICS~ PSIONICIST PSIONICISTS PSI PSIONICS The history of the Psi can be traced to one diminutive Gnome by the name of Snivelis Bentgear. Blessed with a remarkable intellect he quickly ascended to the highest ranks of Invokers. He was renowned for his work on Mana charge theory and his lectures as Dean of the Academy on the finer aspects of dispelling. Life for professor Bentgear was going as he had precisely planned, until the jealousy of colleagues lined the pockets of Syndicate. Snivelis was captured and delivered to the deepest bowels of the Underdark. His Illithid captors exploited his open mind to enslave him into a simple verbal interpreter to the slave pens of the Hive and the army of Duergar they favored. After a time Snivelis began to dissect the manner in which he was manipulated. He could sense, if not see the waves of telepathy as they manipulated various areas of his brain. The nuance of a simple caress to the frontal lobe to invoke movement, the pin prick to the back for blinding pain. Soon he realized how much potential there was for greater manipulation of not just others, but of the inanimate as well; the elements, the molecular structure of flesh and more. In a procedure only known to the great masters of the Psionicist guild, Snivelis sacrificed that part of him that held Mystic energy and in so doing strengthened his mind to heights no other in Aabaharn have ever known. Thus was Snivelis freed, and thus was the guild of Psionicist born. To be accepted into the secret society of the Psionist one must be of superior intellect and unquestioned masters of their current magical craft. The Psi manipulates mana by drawing their power from their own mind rather than magical incantations from the Mystic energy around them. By doing so they are capable of the most powerful feats of magic ever seen. However, when performed such abilities are lost until properly meditated into memory once more. Meditation is the lifeblood of the Psi and their most coveted of rituals, a time when the mind is at peace and released from all existing spell maintenance. The particular abilities of the Psi are secretive and mysterious. Yet it is rumored that the Psi can specialize their focus on melee, mental or destructive circles of study. See also: HELP PSIONICIST REQUIREMENTS ~ #1122 -2 psionicist~ PSIONICIST PSIONICISTS PSI PSIONICS~ See also: HELP MEMORIZE, PSI CIRCLE, MEDITATE ~ #1123 -1 watcher~ WATCHER For eons people of all races joined together in a common cause, a common need, to form great cities to protect themselves from their neighbors and to allow them to share the burden of lifes toils. As more sprang and spread the scars left by their building tore through the lands, making them uninhabitable. It was then that the god of nature appeared and told of what was being done, and instructed those that dwelt in the cities to stop what they had begun, and to restore what had been torn asunder. But the people were a vain and pompous lot, and had taken crowns and titles and made laws that they felt justified their actions, even in the face of the words of a god. They did not heed his words, and so he left them with anger burning inside him. Then did the gods of death conspire against nature. With the rebirth of the god Virigoth legions of undead rose from the tombs and crypts to feed on the people of the lands, from a rift in time and space came the Chaos Demons, reveling in the terror and suffering they brought with them. Then did the gods of death put their taint upon the living, making them twisted, a perverted shadow of their former self. They were given eternal life, but at a price. Called Vampires, they would forever feed upon the blood of the people in the lands. And then the gods of light twisted their own. They called their greatest followers to them and changed them, made them a part of the Light itself, forsaking their spirits and bodies, they became the nemesis of darkness, but they had paid a price in doing so, for they were no longer what nature had made them to be. With each touch of their tainted forms the lands themselves cried out in pain, deafening and torturing the god of nature. And so it was that he called to him his most loyal and hardy followers to combat those that would tear down, those that would destroy, and those that are a taint upon the lands, and in doing so created the Watchers. Now they stalk the lands, seeking those that rule and guard the cities, and those twisted by the gods of light and darkness. See Also: HELP STALKER, WARDER, ARMIES, RAID ~ #1124 -2 psionicist~ DEATHMARE~ DEATHMARE Syntax: dreamwalk deathmare Though normally the waking and dream world have no effect upon each other, once a dreamwalk is started the illusion of dreaming is so perfect and the mind to attuned that whatever harm a dreamer suffers begins to be reflected in the waking world. Those whom posses this ability may use this fact to create vicious nightmares that leave their victims scarred for life or just plain dead. See Also: HELP DREAMWALK, TELEPATHY ~ #1125 -2 psionicist~ MINDMELT~ MINDMELT Syntax: dreamwalk mindmelt A dreaming person's mind can be explored and studied during a dreamwalk. Once the key weak points are mapped a full assault upon its defenses will quickly reduce the victim's resistance to mental spells. See Also: HELP DREAMWALK, TELEPATHY ~ #1126 -2 psionicist~ DREAMPROBE~ DREAMPROBE Syntax: dreamwalk dreamprobe Though most of the dreamwalk abilities focus on aggressive alteration of victim's dreams, the dreamprobe's focus is on passive study and observations. Using this dreamwalk the Psionicsts may find out exact strength and abilities of its victim and create a special dreamlink. This special link will not only allow the Psionicist to sense whenever its victim enters the dreaming and waking state, but also to dreamwalk the person's dreams regardless of the distance between them. See Also: HELP DREAMWALK, TELEPATHY ~ #1127 -2 psionicist~ 'SPELL VISE'~ SPELL VISE AMPLIFICATION: MEDIUM Syntax: cast 'spell vise' <victim> By applying techniques similar to that of dreamwalk the user of this spell can create a powerful field of mental pressure aimed at its victim's subconscious psyche. The steady mental assault this field creates, guided by the Psionicsts will quickly remove any beneficial enchantments the victim might be sustaining. The duration of this spell is halved on successful save. See also: HELP TELEPATHY ~ #1128 -2 psionicist~ 'MANA TRAP'~ MANA TRAP Syntax: cast 'mana trap' By tuning into the magical and mental processes in their immediate vicinity, the Psionicsts under the effects of this spell can harness the raw magical energy expanded by anyone who directs a harmful spell in their direction. The mana expanded to cast the spell is trapped and stored by the caster of this enchantment. See also: HELP TELEPATHY ~ #1129 -2 psionicist~ 'SPELL TRAP'~ SPELL TRAP Syntax: cast 'spell trap' Using a process similar to the one utilized by mana trap spell the user of this spell can trap the mental essence of a harmful spell being cast in their direction and use it to replenish their own spells. As a result the owner of this enchantment will gain a spell in the Circle equivalent to the spell trapped. Example: A level 38 (4th circle) spell Hellstream has been cast at the Psionicst. The Psionicist would the gain a single 4th Circle spell on his memory as if it was meditated upon normally. See also: HELP TELEPATHY, PSI CIRCLES ~ #1130 -2 psionicist~ DOMINATION~ DOMINATION The culmination of the path first begun by focusing on telepathy, the Psionist Lore of Domination gives the pupil the power to control and destroy minds as he or she sees fit. The following spells depend on arts of Destruction: Soul Pump Total Recall Masochism Unminding Brain Death See also: HELP PSI LORE, KINESIS ~ #1131 -2 psionicist~ 'SOUL PUMP'~ SOUL PUMP AMPLIFICATION: STRONG Syntax: cast 'soul pump' <victim> A vicious and cruel spell which takes over the victim's mind and body and forces it to unwillingly share some of its health, mindpower and vitality to the caster. The force of the transfer is strongly affected by the difference between the state of victim and state of the caster's health, mindpower and vitality. See also: HELP DOMINATION ~ #1132 -2 psionicist~ 'SPELL BLAST'~ SPELL BLAST AMPLIFICATION: WEAK Syntax: cast 'spell blast' cast 'spell blast' <amount of mana> A somewhat unique and semi-sentient spell, this enchantment will automatically attempt to interrupt casting of any spell directed towards the Psionicsts while its being formed in a caster's mind. The cost to destroy the spell is three times higher then amount of mana required to cast it and deducted only if the spell blast is successful (failed save vs mental spells). The caster can specify the amount of mana to use for spell blast, and further add mana as long as the spell is in effect. See also: HELP TELEPATHY ~ #1133 -2 psionicist~ MASOCHISM~ MASOCHISM AMPLIFICATION: STRONG Syntax: cast 'masochism' <victim> By controlling the victim's mind in a most basic yet subtle way the Psionicst is capable of turning their own mind against them. The victim of this spell might turn on themselves each time an opportunity to exact physical damage on their flesh arises. See also: HELP DOMINATION ~ #1134 -2 psionicist~ 'TOTAL RECALL'~ TOTAL RECALL Syntax: cast 'total recall' At their peak of power and training those of Psionicst guild whom have achieved total control of their own minds may attempt to instantaneously remember the details of all the spells they are planning to meditate upon. Once cast, this spell will restore ALL the spells in current memory set with exception of total recall. See also: HELP DOMINATION, MEMORIZE ~ #1135 -2 psionicist~ 'BRAIN DEATH'~ BRAIN DEATH Syntax: cast 'brain death' <victim> This dreadful and deadly spell focuses the full power of Psionicist's skills of domination and telepathy and turns them towards a single purpose: Elimination of every trace of intelligence in the victim. There is no saving throw against this magical abomination. See also: HELP DOMINATION ~ #1136 -1 stalker~ STALKER While it is said that nature is peaceful and nurturing, there are those dedicated to its cause that are quite the opposite. Deep in the heart of the forests they gather, forever on guard against those that would intrude, those that would harm, those that would destroy. They are the sword, the shield, and the fury of nature itself. They are called Stalkers. They travel the lands searching for those tainted by gods and magic, seeking to destroy them and rid the lands of their pestilence. Since the gods changed and twisted mortals with their power, nature has recoiled and rebelled at their touch, as it causes the lands to decay and die. The spirit of nature cries out in pain at their passing, sharing that pain with those that are in tune with it. Stalkers are dedicated to eliminating all that is unnatural in the lands, and healing the scars caused by their touch. Be the creature of the Light or Darkness, it matters not, Stalkers will hunt them relentlessly. Due to this, only the bravest, most dedicated followers will be allowed into their ranks, as they know no fear, and will hunt even the most feared creatures in the lands. See Also: HELP WATCHER, WARDER ~ #1137 -4 cabal~ warder~ Following powers are available to Warder: Protector : Webbing, Awaken Life Warder : Whirlwind, Dragon Blood Tree Lord/Lady: Regenerate High Guardian : Eye of Nature Use help command for further information on each of these powers. See Also: HELP WATCHER ~ #1138 -2 psionicist~ UNMINDING~ UNMINDING Syntax: cast 'unminding' <victim> This fearsome and barbaric spell once unleashed upon its victim begins to shred and twist the very fabric of the being's memories and experiences. The greater the sum of accumulated experience the greater the damage resulting from this terrible spell. As a side effect of this terrible unminding the victim loses all racial defenses against any sort of mental attack be it damage or a spell. See also: HELP DOMINATION ~ #1139 -1 'LAWFUL GOOD'~ Lawful Good: Peace and cooperation are to be preserved for the good of all, according to the believes of these individuals. Pacifist are of this path almost without exception, although most lawful goods believe that certain situations warrant action. They also believe in preserving the peace within protected areas for the safety of the entire citizenry, so they uphold the laws whether Justices are present or not. See Also: HELP GOOD ~ #1140 -1 'NEUTRAL GOOD'~ Neutral Good: Those of this path are strong followers of the Light, above all else. The weak must be defended, and lawful neutrals act to ensure that right triumphs over wrong, whether by assisting the law in a time of chaos, or acting against an unjust government. Even if their actions will sometimes bring about consequences to themselves, they are willing to accept this in order to do what is good and right. See Also: HELP GOOD ~ #1141 -1 'CHAOTIC GOOD'~ Chaotic Good: Rebels and revolutionaries, these idealists strive to improve society through upheaval. They are the over throwers of tyranny and the fighters for freedom. They are not afraid to attack the law if they believe that the establishment is corrupt, or if the system is protecting wrongdoers. They believe in change for the betterment of all, even by violence if necessary. See Also: HELP GOOD ~ #1142 -1 'LAWFUL NEUTRAL'~ Lawful Neutral: Those who are lawful neutral preserve the existing order above all else. Chaos and unpredictability can be dangerous, hence they seek to protect the current system of laws and other forms of organization. Laws are obeyed not out necessarily because one agrees with its ideology, but because this is the way things must be done. Breaking the law goes against everything that a lawful neutral stands for, whether they are caught or not. See Also: HELP NEUTRAL ~ #1143 -1 'NEUTRAL NEUTRAL'~ True Neutral: Whether through careful observation of the surrounding world or through blatant indifference regarding the forces around them, true neutrals live neither in laws or chaos, and their actions are neither good nor evil. Those who are unconcerned with the struggles around them will not ally themselves with any particular side in these conflicts, while the more contentious followers of the Balance will impartially judge which side is weaker and help them so that the natural Balance of Aabahran is not disrupted. See Also: HELP NEUTRAL ~ #1144 -1 'CHAOTIC NEUTRAL'~ Chaotic Neutral: The alignment of gamblers and rogues, chaotic neutrals serve only their whims and strive to live life to its fullest. Random chance and Lady Luck are what guide their lives, as they realize that they have little control over the world outside of their own selves. Existing systems which tell them what they can and cannot do are their natural enemies, and they are often branded troublemakers by authorities. Although they lead relatively carefree lives, they are watched closely by the Dark Gods, for should their whims grow cruel or their professions grow overly bloodthirsty, their hearts will be turned to evil. See Also: HELP NEUTRAL ~ #1145 -1 'LAWFUL EVIL'~ Lawful Evil: Deceptive and manipulative, lawful evils augment their own power through their use of laws and circumstances. Direct confrontation is seldom necessary when there are more efficient and clandestine ways to solve one's problems. When pressed, however, lawful evils are prone to violently shedding their guise of unwillingness, in sudden and unexpected displays of force. They will not break laws even when it appears safe to do so, both out of the possibility of the abrupt arrival of Justices and to avoid the appearance of being blasphemous to the gods of order. See Also: HELP EVIL ~ #1146 -1 'NEUTRAL EVIL'~ Neutral Evil: Living by the phrase "by any means necessary", neutral evils use any and all methods at their disposal to achieve what they want. Honor and scruples exist only as weaknesses to exploit, and cruelty is but another means of coercion. Whether through taking advantage of laws or breaking them while their prey is lulled by its false security, neutral evils are bound only by the power they have and their lust for more. See Also: HELP EVIL ~ #1147 -1 'CHAOTIC EVIL'~ Chaotic Evil: From the common bandit to powerful warrior-lords, many choose to follow the path of chaotic evil. These are the ones prone to violence, the scoundrels and murderers, the curse and bane of society. Their only law is the belief that might makes right. Power in its rawest, purest form is the only order among this type, as they only obey those capable of crushing them. Yet true chaotic evils will not be content to serve their master for long, as it is their nature to fight and overthrow, to compete in the eternal struggle to become the most powerful. See Also: HELP EVIL ~ #1148 -1 'CHARGEN ALIGN NOTE'~ ALIGNMENT One's alignment is the path that one has chosen to follow: good, neutral, or evil. It reflects one's nature, and describes how he reacts to situations and how he interacts with others. Alignment is chosen at birth, and the gods expect mortals to follow their chosen paths for their entire lives. ~ #1149 -1 'CHARGEN ETHOS NOTE'~ ETHOS Ethos farther refines how one upholds his or hers alignment. It reflects the particular way the character acts within his or her's alignment. Ethos are chosen at birth, and the gods expect mortals to follow their chosen paths for their entire lives. ~ #1150 -1 'CHARGEN RELIGION NOTE'~ RELIGION In life, you shall devote yourself to a particular god. You will not select a patron deity directly, instead choosing a Path best representing your belief. Based upon your choices, a deity that best suits your desires and beliefs will be assigned to you. This is something taken very seriously, and one should do their best to represent the God they devote to with the greatest of respect. ~ #1151 -1 'GAL-RANIDON CITY'~ In the deepest recesses of the Underdark, a race of evil dwarves make their home. Being an enviroment ill-suited for most creatures, few, besides the duergar themselves, are able to survive in Gal Ranidon. Even for those that live there, it is a harsh and rugged life. ~ #1152 -1 'VALMIRAN CITY'~ A haven for all those good of heart, Val Miran is the bastion of the West. The lush enviroment and placement upon a major trade route has encouraged not only great growth, but also great morality. Prospective heroes of the Light commonly hail from this righteous city. ~ #1153 -1 'XYMERRIA CITY'~ The drow make their home in the eastern Underdark. The drow living there, being fanatic xenophopes, allow very few outsiders in. Far from other civilization and influence, Xymerria is an extremely dangerous city in which to live. ~ #1154 -1 'SHASARAZADE CITY'~ Beautiful spires and towers are the trademarks of the elven city of Shasarazade. Located past the rolling hills to the northeast of Rheydin, it is a beautiful, if somewhat isolated city. Populated and protected by the elves, it is a safe and peaceful city. ~ #1155 -1 'MIRUVHOR CITY'~ The dark port of the East. Miruvhor is a heavily populated and harsh city located on the shores of the Dragon Sea. Miruvhor is home to a wide variety of scoundrels, evil mercenaries, and a host of darker beings. It is a major trade city, and as such, has a widely varied racial population. ~ #1156 -1 'ILLITHID-HIVE CITY'~ Hidden deep below the sewers of Miruvhor is a small community of illithid. Being an extremely harsh and dangerous race, few outsiders journey to the Hive. Difficult to get to and from, it is a place suited only for the illithid and their slaves. ~ #1157 -1 'FALEN_DARA CITY' 'FALEN DARA'~ The sunny city of Falen Dara hosts a great population of Slith. Located to the north of Val Miran, it is among the oldest cities in all of Aabahran. A major trade port long ago, it is now home only to the Slith. ~ #1158 -1 'KHORANDAIN CITY'~ There is a city, named Khorandain, which is cut directly into the largest mountain of Aabahran, Mt. Khorand. Although physically isolated, it is nonetheless an important trade hub. Lying to the south of the Dwarf Forest, and to the west of Tarandue, it is the ancestral home of the dwarves. ~ #1159 -1 'RHEYDIN CITY'~ Nestled within the mountain ranges of central Aabahran, Rheydin is a nexus of trade routes. The largest and most prosperous city of Aabahran, it is reknowned for its racial and religious tolerance. The majority of all adventurers hail from Rheydin, due to its central location and its widely varied population. ~ #1160 -1 'MARAK CITY'~ Isolated from most of the world, the village of Marak lies deep in the northern reaches of Aabahran. It is here that many ogres of Aabahran make their home. The enviroment, being generally harsh and isolated, has produced a similar people. ~ #1161 -1 'SHIRE CITY'~ Upon the western outskirts of Val Miran there is a humble community of halflings. Enjoying the wealth and safety of Val Miran, they have been able to maintain a traditional lifestyle. Although the home of many halfling adventurers, these people generally tend to keep to themselves. ~ #1162 -1 'TARANDUE CITY'~ Within the rich grasslands south of Rheydin, the gnomes of Aabahran have made their home. Tending to their pastures and village, they are a peaceful people. With such close proximity to Rheydin, they enjoy an influx of people seeking the wonders of gnomish technology. ~ #1163 -1 'CHARGEN DETAIL NOTE'~ . DETAILED CREATION Forsaken Lands allows you to choose detailed characterists such as build, hair color, starting weapon and character perks. This is not required but may help you flesh out your character further. ~ #1164 -1 DRUGS DRUG HERBS HERB LEAVES~ DRUGS DRUG HERBS HERB LEAVES Rolling dried leaves and herbs into a long tube, lighting it with a small flame, and then breathing in the smoke was first developed by the Druidic Order. The rangers soon took up this hobby, and from them the rest of the world came to recognize the value of drugs. Known as both a luxury and an aid in certain circumstances, there are nevertheless disadvantages in pursuing this activity. SEE ALSO: SMOKE, PRESERVE ~ #1165 -1 SMOKE~ SMOKE Syntax: smoke <herbs/leaves> The act of inhaling the fumes given off by burning herbs and/or leaves, this is required for one to receive the benefits from a drug. SEE ALSO: DRUGS, PRESERVE ~ #1166 -1 PRESERVE~ PRESERVE Syntax: preserve <herbs/leaves> While those living in the forest could gather the plants as was needed, city-dwellers were not so lucky. They found that the herbs collected from only a few days ago would quickly rot away into useless dirt. A solution was quickly found by the Thief and Ninja Guilds. Today, they are the only ones who know how to preserve drugs. SEE ALSO: DRUGS, SMOKE ~ #1167 -1 EXOTIC~ EXOTIC Syntax: automatic These weapons are those which do not easily fall into any other category. Often they are magical or strange items, or weapons specific to some culture or profession. Exotics are more offensive then polearms, and easier to defend with then flails. They disarm better then flails, shield-disarm better then whips, and are easier to disarm then whips. See also: HELP WEAPONS ~ #1168 -1 SWORD~ SWORD Syntax: automatic These weapons encompass all manner of blades which are more then 10 inches in length including cutting or pointed blades. They are the most common type of weapon found in the lands. Swords are more offensive then spears, and easier to defend with then daggers. They disarm better then daggers, shield- disarm better then spears and are easier to disarm then spears. See also: HELP WEAPONS ~ #1169 -1 DAGGER~ DAGGER Syntax: automatic These weapons include all types of blades under 10 inches in length such as knifes dirks, stilettos and daggers. Blades may be single or double edged or pointed. Daggers are more offensive then staffs, and easier to defend with then maces. They disarm better then polearms, shield-disarm worse then spears and are easier to disarm then polearms. See also: HELP WEAPONS ~ #1170 -1 MACE~ MACE Syntax: automatic These weapons relay on brute kinetic force to cause the damage and are more effective against armored foes then edged weapons. Maces, hammers and war-hammers belong to this category. Maces are identical to exotics in terms of offense and defense. They disarm better then spears, shield-disarm better then staffs and are easier to disarm then exotics. See also: HELP WEAPONS ~ #1171 -1 AXE~ AXE Syntax: automatic These weapons are usually composed of a chopping, weighted blade affixed to a haft, with a balanced weight or secondary blade opposite to the primary blade. Axes are more offensive then flails, and easier to defend with then whips. They disarm better then staffs, shield-disarm better then polearms and are easier to disarm then daggers. See also: HELP WEAPONS ~ #1172 -1 FLAIL~ FLAIL Syntax: automatic These weapons originate from the simple grain-thrashing farmer flail composed of two wooden parts bound by rope. Military flails and morning stars usually include a round head chained to a haft or handle. Flails are more offensive then maces or exotics, and easier to defend with then axes. They disarm better then swords, shield- disarm better then exotics and are easier to disarm then maces. See also: HELP WEAPONS ~ #1173 -1 WHIP~ WHIP Syntax: automatic These weapons maybe as simple as a length of leather or as devious as barbed cato'nine tail. In proper hands their blow can easily shred hardened leather and be practically impossible to avoid. Whips are more offensive and harder to defend with then axes. They disarm better then exotics, shield-disarm better then axes and are harder to disarm then exotics. See also: HELP WEAPONS ~ #1174 -1 POLEARM GLAIVE~ POLEARM Syntax: automatic Polearms include lances, scythes, halberds and glaives. In case of the latter two they are composed of an axe like blade attached to a long 6-8 foot haft and usually adorned with various hooks and barbs. Polearms are more offensive then swords, and easier to defend with then spears. They disarm better then staffs, shield-disarm better then maces and are easier to disarm then flails. See also: HELP WEAPONS ~ #1175 -1 STAFF~ STAFFS Syntax: automatic These simple weapons are often nothing then a length of wood cut to height of 3 to 6 feet. More intricate variations with iron shod or bladed ends have also seen use. Staffs are less offensive then daggers, and easier to defend with then polearms. They disarm better then mace, shield- disarm better then swords, and are easier to disarm then swords. Staffs are the only two handed weapons which DO NOT require two handed skill to use effectivly. See also: HELP WEAPONS, PUGIL ~ #1176 -1 SPEAR~ SPEAR Syntax: automatic These ancient weapons require only a long haft and a sharpened tip. The length of the haft varies from short one handed spears to 21 feet pikes meant to halt cavalry charges. Variations include awl-pikes and barbed spears. Spears are more offensive and easier to defend with then daggers. They disarm worse then maces, shield-disarm better then daggers and are easier to disarm then axes. See also: HELP WEAPONS ~ #1177 -1 FERAL FERALS~ FERAL In the year 368, a group of Miruvhorian refugees were forced to flee into the Forsaken Lands. These men and women, driven by the instinct of survival, managed to make their home within those lands for some time. However, as time went on, their minds were tainted and their bodies ravaged by the influence of Chaos in the corrupted land on which they lived. They began to crouch low as their bodies attuned to the wild and some grew claws with which to defend themselves. Their senses were empowered tremendously even as fur covered their skin and their features grew more beastly then human. Fire, being once a tool necessary for survival, became their greatest fear. The feral, as they have become known, emerged from the Forsaken Lands a rugged and forever changed people. They are extremely fast, strong and tough, and their need of survival has attuned their natural reflexes to the extreme. Being the product of corruption and tainted means, the natural world rejected them. They in turn rejected the civilized world and the rules imposed upon it. Living in an extremely harsh environment, their outlook on life is much the same. Kindness and goodness are a foreign concept to their necessities of life. The feral are truly the forsaken people of Aabahran. Feral can be the following classes: Warrior, Ranger, Thief, Ninja, Blademaster, Cleric, and Shaman See Also: HELP FURY, SENSE MOTION ~ #1178 -4 cabal~ STALKER~ Following powers are available to Stalker: Hunter : Greenheart, Fasting Stalker : Witchcompass, Planar Seal Slayer : Forestmeld High Guardian : Eye of Nature Use help command for further information on each of these powers. ~ #1179 -1 FURY~ FURY Syntax: fury <target> The feral, with their need for survival, have developed a way to utilize their emotion in combat. Combining their great fury with their blazing speed, they have been known to execute a blazing flurry of blows unto their opponent. These blows, typically targeted at the face, have the intent to terrify and confuse their opponents. Those affected by the strike have a difficult time concentrating on their spells and faith, as they must cope with the excruciating pain. A complex technique to execute, only those feral of moderately high rank are able to utilize this maneuver. See also: HELP FERAL ~ #1180 -1 'ralardia city'~ A once peaceful sanctuary, to those who call the forests their home. After years of war, the beautiful forest was destroyed, but decades later, rebuilt by an unknown man. The creatures who once lived there can now call it home once more. ~ #1181 -1 none~ ~ #1182 -2 psionicist~ ILLUSION~ ILLUSION Syntax: automatic Being a more subtle focus, the path of Illusion is concentrated on the manipulation of the senses and the indirect exploitation of the mind. The following spells depend on arts of Illusion: False Weapon Shadow Door Mirror Cloak Numbness Nerve Amp Mirage Blink Duplicate Spook See also: HELP PSI FOCUS, ALTERATION ~ #1183 -2 psionicist~ Alteration~ ALTERATION Syntax: automatic Those psionicists who focus upon altering the state of matter and other people delve into thsi path of study. The following spells depend on arts of Alteration: Time Compression Planar Rift Molecular Leash Petrify Paralyze See also: HELP PSI FOCUS, ILLUSION ~ #1184 -2 psionicist~ 'Time Compression'~ TIME COMPRESSION Syntax: cast 'time compression' Manipulating the threads of temporal energies that surround this world, psionicists are able to speed up time as it relates to themselves. Upon invoking this power, the psionicist will be granted superhuman speed, and every attack he is normally capable of dealing will instead be dealt twice. See also: HELP ALTERATION ~ #1185 -2 psionicist~ 'Planar Rift'~ PLANAR RIFT Syntax: cast 'planar rift' By unceremoniously rending a tear in the fabrics of reality, the psionicist is able to create a blade-shaped plane of force with which he is able to use as if it were a weapon. This blade is infinitely sharp, technically being composed of nothing but pure force, and is known to be particularly effective against undead opponents. See also: HELP ALTERATION ~ #1186 -2 psionicist~ 'FALSE WEAPON'~ FALSE WEAPON Syntax: cast 'false weapon' <type> In this simple trick, the Psionicist uses their mind to cloak their weapon. The weapon, thus cloaked, appears to be of a different type. The sight of a Psionicist's measly stick suddenly being transformed into a bristling double-bladed waraxe has persuaded many opponents to choose other targets. See also: HELP ILLUSION ~ #1187 -2 psionicist~ 'SHADOW DOOR'~ SHADOW DOOR Syntax: cast 'shadow door' A staple of the Illusionist's arsenal, the shadow door spell allows the Psionicst to trick their opponents while fleeing. The Psionicist appears to step through a black door, thus evading their opponent entirely whenever they choose to retreat. A skilled Psionicist also been known to flee right through any physical barriers. Upon fleeing, they immediately cloak themselves in an invisibility spell to make the illusion complete. See also: HELP ILLUSION ~ #1188 -2 psionicist~ 'Molecular Leash'~ MOLECULAR LEASH AMPLIFICATION: MEDIUM Syntax: cast 'molecular leash' This potent spell possesses the ability to stop it's victim dead in their tracks, literaly. When invoked upon someone, that person is bound to the caster by a line of super-dense air molecules lashed around their neck. If the victim attempts to flee, the leash draws itself tighter around their neck, and prevents the attempted flight. While short-lasted, this spell can be used to great effect when properly utilized. See also: HELP ALTERATION ~ #1189 -2 psionicist~ petrify~ PETRIFY Syntax: cast 'petrify' Known by only the most powerful of psionicists, this viscous spell turns the victim into a lifeless statue in all aspects. While under the effects of this alteration, the individual is completely and utterly helpless, unable to move, think, or perform any other action. However, like the stone they are composed of, they are totally immune to all physical attacks. This spell has never been known to fail, and once begun, this enchantment spells doom for almost everyone. See also: HELP ALTERATION ~ #1190 -2 psionicist~ paralyze~ PARALYZE Syntax: cast 'paralyze' Those who possess this deadly power are thankfully rare in existance. Upon casting, the fluids within the victim's body are frozen nearly solid, and normal movement becomes very difficult. The effects of stunning attacks are increased upon a paralyzed victim, and unfortunately, this alteration lasts for a substantial amount of time. As with other powers of it's circle, this spell possesses the ability to bypass any resistance or other protections the victim may have. See also: HELP ALTERATION ~ #1191 -2 psionicist~ 'MIRROR CLOAK'~ MIRROR CLOAK Syntax: cast 'mirror cloak' By focusing the powers of their mind, the Psionicist is capable of shrouding themselves in a reflective field. This field causes any who choose to view the caster to see themselves instead. This includes all physical properities and magical auras surrounding the person being reflected. See also: HELP ILLUSION ~ #1192 -2 psionicist~ 'NERVE AMP'~ NERVE AMP AMPLIFICATION: STRONG Syntax: cast 'nerve amp' <target> By strengthening certain signals sent throughout the body, a skilled Psionicist is capable of altering their opponent's perception of pain. While thus affected, the opponent will start to feel the wounds of battle earlier, and will typically be panicked into a hasty retreat. This is the reverse of the numbness illusion. See also: HELP ILLUSION ~ #1193 -2 psionicist~ 'NUMBNESS'~ NUMBNESS AMPLIFICATION: STRONG Syntax: cast 'numbness' <target> This illusion causes the target's nervous system to slow down. The thus affected will be slow to feel any pain received in battle, and an insidious Psionicist will be capable of making them commit longer than their bodies can handle. This is the reverse of the nerve amp illusion. See also: HELP ILLUSION ~ #1194 -2 psionicist~ 'MIRAGE'~ MIRAGE AMPLIFICATION: WEAK Syntax: cast 'mirage' By creating multiple illusions around them, a Psionicist is capable of fooling their opponents in combat. Even the most skilled warriors are overwhelmed as a multitude of weapons strike at them, never knowing which one is real. This allows the Illusionist to easily slip in and hit the confused opponent. See also: HELP ILLUSION ~ #1195 -4 cabal~ 'PLANAR SEAL'~ PLANAR SEAL Syntax cast 'planar seal' <target> Knowing that the enemies they face draw their strength and power from planes other then Aabahran. The Stalkers of Watcher have developed this powerful spell to seal them off from their sources of power. When cast the Planar Seal will instantly prevent all magical travel with exception of time based spells, and further cripple unnatural creatures as follows: - Undead: The absence of link to the Limbo results in slower regeneration. - Demonic: Unable to channel Chaos and hence not capable of corrupting. - Avatars: Unable to call upon their Deity. See Also: HELP STALKER ~ #1196 -2 psionicist~ 'DUPLICATE'~ DUPLICATE Syntax: cast 'duplicate' A very complex spell, the Duplicate illusion is used to create a perfect replica of another being. Once formed, the being will aid the caster in combat. The replica is so perfect that the illusion is fully capable of harming real objects. See also: HELP ILLUSION ~ #1197 -2 psionicist~ 'SPOOK'~ SPOOK AMPLIFICATION: MEDIUM Syntax: cast 'spook' <target> A powerful Psionicist is capable probing the inter reaches of the mind and extracting the greatest fears of a person. By melding these fears together, they are capable of creating an apparition to torment their foe. This foe, only visible by the affected, is so disturbing that even hardened soldiers have been known to panic and drop whatever they were holding in an attempt to retreat. See also: HELP ILLUSION ~ #1198 -1 'ARMY PROMPT'~ ARMY PROMPT Syntax: army [last] The army command toggles your army command mode on and off. Using the last keyword will automaticly zoom in on the room of the last army report. Recruits in cabal: decreased as members conscript, increased with time | Regular units in your barracks: [C]onscripted | | Elite units in your barracks: [T]rained from normal units | | | Barrack Orders Current Map Number V V V | | < 9: 2.3 >[APHGFB]-[CTR]-[ZMOQ]-[?] Map#68 : The Great Chasm | | | Unit orders Info Commands Current map name See Also: HELP ARMY, ARMY COMMANDS ~ #1199 -4 cabal~ WATCHER~ Following powers are available to Watcher: Initiate : none Forager : Elemental Call Use help command for further information on each of these powers. ~ #1200 -4 cabal~ 'ELEMENTAL CALL'~ ELEMENTAL CALL Syntax: cast 'elemental call' With the forces of nature willing to aid their cause, the members of Watcher may call upon the elements of air, water and earth to protect them in their quests. The particular element summoned depends on the caster's immediate area. See Also: HELP WATCHER ~ #1201 -1 perk perks~ PERK PERKS Forsaken Lands allows you to choose detailed characterists such as build, hair color, starting weapon and character perks. This is not required but may help you flesh out your character further. Most of the selectable perks below will provide your character benefits, albeit with a sacrifice in others. Below lists the selectable perks groups in which the perks will be listed with a summarized explanation of their effects. Be careful when choosing, however. Once you have decided on which perk, if any, you will select, your choice is irrevocable. See Also: ADDICTION PERKS, PHYSICAL PERKS, SIZE PERKS, SOCIAL PERKS, SPIRITUAL PERKS, TRAINING PERKS ~ #1202 -1 'size perks'~ SIZE PERKS These perks are categorized as perks that indicate your height, weight, and maybe even your build. Possible effects could be increased carrying capacity, reduced food intake, and the like. Overweight: You are used to carrying more weight, but are less agile. Underweight: You can count your ribs with closed eyes and feast on a small snack. Tall: You've sprouted taller then most. Your long legs allow for extra movement. Short: Your smaller figure is easier to conceal in shadows or foliage. See Also: PERKS ~ #1203 -1 'physical perks'~ PHYSICAL PERKS While similar to size perks, this category focuses on perks that effect not your size, but your physical characteristics. Healing capacity, mental capacity and even physical health are possible choice you can make. Healthy: You're an example of perfect health. You heal faster then normal. Sickly: You cough, weeze, and learn faster then your peers. Stout: You're healthier then normal, but your mana reserves are smaller. Nimble: You can carry more items then normal, but you're weaker then normal. See Also: PERKS ~ #1204 -1 'training perks'~ TRAINING PERKS Whether it was in a stuffy library or in the great outdoors, this branch of perks reflects changes made by years of dilligent study. The studious mage and the keen-eyed scout are possible choices here. Bookworm: Your love of books has paid off. You are a master at reading scrolls. Athletic: Your athletic build make you stronger and more accurate then others. Artificer: Your knowledge about magical artifacts, orbs and staves knowns no equal. Tinkerer: You own Brambusworks VIP scroll. Your skill with wands is unmatched. Eagle-eye: Your perfect eyesight alows you to scan and scout over longer distance. See Also: PERKS ~ #1205 -1 'social perks'~ SOCIAL PERKS Everyone loves a healthy smile. Everyone loathes a bully. This group of perks indicates a certain talent, be it for good or ill, that tends to get people to do what you want them to do. Charismatic: You are a natural charmer and a master at haggling. Fearsome: Your fearsome appearance makes creatures less aggressive. Greedy: Avarice is your middle name. You avoid paying bank transaction fees. See Also: PERKS ~ #1206 -1 'addiction perks'~ ADDICTION PERKS Face it, mortals have their weaknesses, and noone knows that better than you. Whether it is in a bottle or a pipe, you lose yourself in your substance of choice, and have grown a tolerance to it. Alcoholic: You love all things spiritual and ignore negative effects of alcohol. Addict: You love all things chemical and resist negative effects of drugs. See Also: PERKS ~ #1207 -1 'spiritual perks'~ SPIRITUAL PERKS If one thing is for certain in this world, it is that there are forces beyond your comprehension at work. You have seen this as a global truth, and have either embraced or denied this. Maybe you have the knack of being in the right place at the right time or vice versa. Either way, someone is pulling string for you. Lucky: Lady Luck fancies you. Your luck tends to run higher then average. Unlucky: Jinx is your middle name but you tend to grow healthier with ranks. Pious: Your faith has no equal. Gods give you with more gold for sacrifices. Magical: Your mana resources are greater but you're less healthy then normal. See Also: PERKS ~ #1208 -1 bregyn~ In the early days of the first age of Aabahran, the people poured into the newly built cities seeking safety. With this increase of citizens, came a sharp increase of crime. Thus the wisest mages and scholars of the time set out to come up with a solution. After several secret meetings, they decided to create the perfect upholder of the law. Several slabs of granite were brought together, as well as a tome containing what would soon be known as the Codex. For many months the mages and scholars poured their magicks and knowledge into the massive form of the Golem. Upon his creation, the Golem given the designation Bregyn, took to his own. Having no need for food or sleep, and with a seemingly unending energy supply, Bregyn spent centuries building his knowledge of all things. Though created by the magics of mortals, it was through the endowment of power from Order itself that he rose to the heavens. Bregyn is the perfect creation of Order, spending every available moment in the pursuit of it's goals. ~ #1209 -1 none~ ~ #1210 -4 cabal~ 'DRAGON BLOOD'~ DRAGON BLOOD Syntaxcast 'dragon blood' By consuming small quantities of a dragon's blood, the members of Warder may temporarily gain the abilities of this mighty race. See Also: HELP WARDER ~ #1211 -4 cabal~ 'WHIRLWIND'~ WHIRLWIND Syntaxcast 'whirlwind' <target> With the mighty tempests at their beck and call, the Warders of Watcher may create a mighty whirlwind around themselves and their foe. Under the control of the Warder, the mighty gales can carry them and their victim far away from the original location. See also: HELP WARDER ~ #1212 -4 cabal~ 'AWAKEN LIFE'~ AWAKEN LIFE Syntax: cast 'awaken life' Though slow to anger and stir from their ageless sleep, the forces of nature once awoken are a sight to behold. Use this mighty spell to summon forth a champion of nature to serve you in your fight against the encroaching civilization. Once summoned your servant may be given orders using "servant" command. See Also: HELP WARDER ~ #1213 -1 'airia city'~ Situated directly above Mt. V'ell, Airia floats upon enormous, arcane platforms. Founded thousands of years ago, this city continues to be a shining bastion of civilization in an untamed land. Populated exclusively by avians, the prospect of allowing other races is a highly debated issue amongst the Administrativa Officialus. ~ #1214 -1 TELEPATH TELEPATHY~ TELEPATHY Certain races and beings in Aabahran communicate by broadcasting their thoughts directly into another brain. This mode of speech requires mental effort to use, and is unaffected by its receiver's waking state, or spells such as silence. ~ #1215 -1 LEADERSHIP~ LEADERSHIP Syntax: automatic When sighted upon the battlefield the cabal generals my use their natural skills at leadership to improve their troop's morale and make them more effective in battle. Only the most skilled leader in the room is used. See also: HELP CABALS ~ #1216 -1 'STEEL WALL'~ STEEL WALL Syntax: cast 'steel wall' This spell causes a spinning mass of steel shards to come into existence around the caster. Forming a sphere, the shards move in perfect synchronization with the caster, avoiding any obstacles in their way except those seeking to harm or reach the caster. This spell cannot be cast if 'spell turning' is already in effect around the caster. ~ #1217 -2 ranger~ 'RAPID FIRE'~ RAPID FIRE Syntax: rapid An Archer, being a master of ranged weapons, can learn to quickly fire and reload his weapon, and in so doing sacrifice accuracy and power to hurriedly fire off shots in quick succession. See also: FOREST LORE, FIRED WEAPONS ~ #1218 -2 ranger~ MARKSMAN~ MARKSMAN Syntax: automatic Archers, being masters of ranged combat, are able to utilize their weapons beyond those of the average combatant. Their aim is perfect, and their sense of distance and ballistics uncanny. Those whom have achieved status of Marksman ignore all range penalties to their shots, have uncanny accuracy, and cause more damage then normal using ranged weapons. See also: RANGER LORE ~ #1219 -2 ranger~ TRACKER~ TRACKER Syntax: track <race> Rangers have long been the masters of the hunt. After spending years in the woods hunting and tracking prey, there are those that can spot even the most minute traces left by a fleeing victim. Using highly developed senses, these woodsman are able to see the tracks, hear the rustle, and even smell the scent of those that have passed recently along a path, no matter how frequently traveled. See also: RANGER PATH ~ #1220 -2 ranger~ FORESTWALK 'FOREST WALK'~ FORESTWALK Syntax: automatic As rangers spend a vast majority of their time in the woods, they have learned ways to travel within them without being hindered by the natural obstacles. Due to this they are able to travel through them with greater ease and speed than others. See also: FOREST LORE ~ #1221 -2 ranger~ CONCEALMENT~ CONCEALMENT Syntax: automatic The art of concealment is second nature to the ranger, and as such, he is not only able to hide himself from the eyes of others, but his pets as well. See also: FOREST LORE ~ #1222 -2 ranger~ 'HORN OF NATURE' 'HORN'~ HORN OF NATURE Syntax: automatic By blowing into a magical horn, a beastmaster is able to summon a beast to their side even if beasts would not normally be found in the area. See Also: FOREST LORE ~ #1223 -2 ranger~ 'PACK CALL'~ PACK CALL Syntax: pack As their link with their pets grows stronger, rangers may call on their beastly allies to quickly make their way to a particular location if they are seperated. See Also: HELP FOREST LORE ~ #1224 -2 ranger~ 'GROUP HERB'~ GROUP HERB Syntax: automatic With their extensive training in the forests, rangers have the ability to pick out benign herbs that aid the healing process. Beastmasters are so proficient in this ability that they can gather enough herbs not for just themselves, but for their pets and allies as well. See Also: HELP FOREST LORE, HERB ~ #1225 -2 ranger~ HORDE~ HORDE Syntax: automatic A life in the wild amongst the beasts has allowed beastmasters to form a greater bond than the average ranger with the animals in the forests. Because of this more will answer the call of a beastmaster than an ordinary ranger. By calling upon the horde, a third beast will come to defend the ranger. See Also: HELP RANGER LORE, BEASTCALL ~ #1226 -1 REPUTATION~ REPUTATION Syntax: reputation reputation <character> As you journey through the lands, your actions and decisions slowly have effect on the reputation you hold with various races of Aabahran. Negative actions such as murder or theft will lower your relations with each race, while passage of time will slowly tend to raise them. See also: RACIAL ENEMY ~ #1227 -4 cabal~ FORESTMELD 'FOREST MELD'~ FORESTMELD (Min 300 cps) Syntax: cast 'forestmeld' When cast this spell allows the user to effortlessly blend into any foilge in the area. The final effect is that when in forests, the user's shape becomes blurred and hard to recognize against the foilage. See Also: HELP STALKER ~ #1228 -4 cabal~ 'EYE OF NATURE'~ EYE OF NATURE (Min 500 cps) Syntax: cast 'eye of nature' <argument> The High Guardians of Watcher are said to posses a unique ability to tap into the greater forces of nature and observe any area at will through the eyes and ears of the creatures and plants that inhabit it. See Also: HELP WATCHER, STALKER, WARDER ~ #1229 -1 BLADEMASTER BLADEMASTERS 'BLADE MASTER'~ BLADEMASTER There are those fighters in the lands of Aabahran who swearing their blood oaths upon their blades dedicate their life to achiving perfection in the art of swordplay. These Blademasters focus on accuracy and agility above brute force and by becoming one with their chosen weapon are capable of fighting with speed and grace unknown to any other proffesion. Able to attack with equal ferocity with one or two weapons, they study the anatomy of their enemies and land terrifying critical strikes to cripple and disable their opponents. Their focus on dexterity and agility in combat allows them to choose various battle positions as well as weapon placement in order to adapt to any situation. Late in their career they begin to learn secret stances allowing them to perform feats in combat impossible for any other guild and become experts and masters in anatomies of their choice. However, these abilities do not come without a price. The Blademasters cannot wear heavy armors or equipment least it hinder them in battle, and they must enter deep meditation in order to restore their clarity of mind required for their battle skills. See Also: HELP ANATOMY, ENCUMBERANCE, MEDITATE, MERCY ~ #1230 -1 ONSLAUGHT~ ONSLAUGHT Syntax: onslaught One of the trademark skills of the Blademasters, this skill allows them to begin the onslaught of their battle attacks. When used with success the attack will progress through the various skills which make up Blademaster's onslaught. See Also: HELP CHOP, BLADERUSH, BACKPIN, PINWHEEL ~ #1231 -1 'CRITICAL STRIKE'~ CRITICAL STRIKE Syntax: critical <area> <victim> : attack particular victim critical <area> : attack current opponent The trademark skill of Blademasters which allows them to perform crippling strikes at a specific areas on their opponent's bodies. The particular choice of vital areas and organs that the Blademaster may hit are determined by their skill in anatomy of their victim's race. See Also: HELP ANATOMY ~ #1232 -1 FOOTWORK~ FOOTWORK Syntax: left: lead with left foot/hand right: lead with right foot/hand middle : fight in normal stance The footwork skill represents the particular skills involved in movement while fencing. The blademaster proficient in this skill is able to attack faster and more frequently, but more important may also choose his PREFERED fighting position (shown with "score"). RIGHT: Attacks with right hand. Parry with right, dual parry with Left. MIDDLE: Attacks randomly between two hands. Parry and dual parry as normal. LEFT: Attacks with left hand. Parry with left, dual parry with right. If you lack a weapon to perform adequately in the preferred stance you will automatically and instantly take up a necessary position without changing your preferred choice. ~ #1233 -1 CHOP~ CHOP Syntax: onslaught The blademaster executes a quick vertical chop and follows through to the side and back winding the weapon backwards and to the side in preparation for the bladerush. See also: HELP ONSLAUGHT ~ #1234 -1 BLADERUSH 'BLADE RUSH'~ BLADERUSH Syntax: onslaught With their blade positioned backwards and to the side, the blademaster dashes forward diagonally slicing through his opponent as he does so. If the victim tries to parry or defend against the attack the force of the bladerush will often disarm the weapon. See also: HELP ONSLAUGHT ~ #1235 -1 BACKPIN 'BACK PIN'~ BACKPIN Syntax: onslaught Before the victim recovers from the surprise of the bladerush and turns about. The blademaster buries his weapon in their back still facing forward from the bladerush. See also: HELP ONSLAUGHT ~ #1236 -1 PINWHEEL 'PIN WHEEL'~ PINWHEEL Syntax: automatic When the blademaster successfully backpins their opponent, they may have enough time to perform this vicious and cruel move. Grasping their weapon firmly, they will quickly and with great force twist the blade while its still imbeded in the victim's back (and if long enough chest as well) resulting in massive damage and spontaneous geysers of blood. See also: HELP ONSLAUGHT ~ #1237 -1 POWERSTRIKE 'POWER STRIKE'~ POWERSTRIKE Syntax: automatic Blademasters because of their total dedication to the art of the blade are able to strike only with the weapon's center of percussion. This allows them to put the maximum amount of force into the blow without the resultant shock and vibration. When a successful powerstrike is performed, the weapon will always roll for its maximum damage. NOTE: A successful powerstrike requires a second weapon to feign and setup the hit. This skill will only be used when you hold two weapons. ~ #1238 -1 BLADEWORK 'BLADE WORK'~ BLADEWORK Syntax: automatic dual <weapon> This skill represents further understanding of the principles of swordplay and the finer points of their use in close combat. Not only does this skill allow the blademaster to strike more blows in combat, but also allows them to hold secondary weapons in their offhand. Unlike the dual wield skill however, bladework allows for dual wield of weapons with same or lower weight then the primary weapon. See Also: HELP DUAL WIELD ~ #1239 -1 'DEATHWEAVER' 'DEATH WEAVER'~ DEATHWEAVER Syntax: cast 'deathweaver' The first ritualistic stance available to the Blademasters. While under its effect, the blademaster will concentrate on maintaining his balance, and graceful movements meant to position his enemies against each other. See Also: HELP BALANCE ~ #1240 -1 'BLOOD VOW' BLOODVOW~ BLOOD VOW Syntax: cast 'blood vow' <weapon> This sacred vow of dedication transfers a portion of the Blademaster's spirit into the chosen weapon making it almost an extension of the warrior's will. However, if the blade is sheathed or removed from the warrior's hand he will lose contact with the portion of his own soul that has been imparted into the weapon. NOTE: The strength and effect of the blood vow grows in rank and may be refreshed at any time if the weapon has already been bound. ~ #1241 -1 VIGIL~ VIGIL Syntax: automatic As the blademaster becomes initiated into more advanced ways of focus and meditation they gain the ability to enter a light trance in order to rest. When in this trance they are able to keep constant vigil on their surroundings for approaching danger, and quickly act if desired. See also: HELP COUNTER ~ #1242 -1 BATTLESPHERE 'BATTLE SPHERE'~ BATTLESPHERE Syntax: cast 'battlesphere' Blademasters may use this mantra to enter a light trance allowing them to empty their minds of most distractions and focus on the immediate sphere of battle around them. Doing so enables them to aim with greater accuracy, and be better able to avoid spells cast at them. See Also: HELP BATTLEFOCUS, BATTLETRANCE ~ #1243 -1 BATTLEFOCUS 'BATTLE FOCUS'~ BATTLEFOCUS Syntax: cast 'battlefocus' The logical extension of battlesphere, this mantra deepens the trance the blademaster is in, extending their perceptions beyond the primary sense of sight. Smell and more particularly hearing are greatly amplified allowing the blademaster to sense incoming threats even if they are not visible to him. See Also: HELP VIGIL, COUNTER, BATTLESPHERE, BATTLETRANCE ~ #1244 -1 BATTLETRANCE 'BATTLE TRANCE'~ BATTLETRANCE Syntax: cast 'battletrance' With the aid of this mantra the blademaster represses all mental processes which do not concern the battle directly. Their minds enter a state normally reserved for deeply meditating monks, yet they are able to sustain it while fighting or experiencing great pain. This extreme concentration boosts the senses other then sight to such extent that they completely compensate for loss of vision in battle. See Also: HELP BATTLEFOCUS, BATTLESPHERE ~ #1245 -1 'ANATOMY EXPERTISE'~ ANATOMY EXPERTISE The blademasters study the weaknesses of the body to such extent that they may choose to concentrate on particular anatomical group. Doing so allows them achieve greater then normal understanding of that anatomy, and opens up new targets to strike with their critical strike skill. See Also: HELP CRITICAL STRIKE ~ #1246 -1 'ANATOMY MASTERY'~ ANATOMY MASTERY The blademasters study the weaknesses of the body to such extent that at their peak they may achieve mastery of understanding of a particular anatomy. Doing so greatly increases their understanding of that body type, and opens up all critical strike targets the expertise of this anatomy would, plus more. A blademaster who chooses to become expert AND mastery in particular anatomy gains access to special critical areas not available to those whom would only choose mastery. See Also: HELP CRITICAL STRIKE ~ #1247 -1 BLADELORE 'BLADE LORE'~ BLADELORE The blademasters have developed a set of ritualistic mantras which allow their training to be focused into a particular style of fighting. The secrets of these stances are closely guarded, and aspiring pupils are allowed to choose the order in which to learn them. Bladelore stances: Bladestorm (double weapon) Ironarm (double weapon) Kyousanken (double weapon) Shadowdancer(two handed) Doomsinger (two handed) Kairishi (two handed) You may consult the help file for each specific stance. ~ #1248 -1 IRONARM~ IRONARM Syntax: cast 'ironarm' A ritualistic stance meant to be used with two weapons. While under its effects the blademaster is able to his secondary blade to deflect his opponent's weapon when trying to disarm. This allows him to focus and strike a powerful crippling blow at the victim's arm forcing him to drop their weapon. This allows the blademaster to attempt to disarm their foe without concern for skill with the opponent's weapon. See also: BLADELORE ~ #1249 -1 KYOUSANKEN~ KYOUSANKEN Syntax: cast 'kyousanken' A ritualistic stance meant to be used with two weapons. While under its effects the blademaster moves more slowly analyzing his opponent's actions. When an attack is made, the blademaster uses his weapons to redirect the force of the blow lessening the damage, or incase of ranged weapons completely deflecting it. See also: BLADELORE ~ #1250 -1 SHADOWDANCER 'SHADOW DANCER'~ SHADOWDANCER Syntax: cast 'shadowdancer' A ritualistic stance meant to be used with two handed weapon. While under its effects the blademaster begins to use the principles of powerstrike and footwork on his own muscles and movement. As a result his strength becomes completly dependant on his dexterity. See also: HELP BLADELORE ~ #1251 -1 DOOMSINGER 'DOOM SINGER'~ DOOMSINGER Syntax: cast 'doomsinger' A ritualistic stance meant to be used with two handed weapon. While under its effects the blademaster further extends the principles of powerstrike, moving and attacking in harmony with the weapon's natural frequency. In moments the blade begins to vibrate emitting a unique high pitched tone as it sings with its own strength. See also: HELP BLADELORE ~ #1252 -1 SNAKESPEED 'SNAKE SPEED'~ SNAKESPEED Syntax: automatic When using a two handed weapon, the blademaster is able to using this skill to suddenly rush forward while striking out with the weapon. The attack is so fast, and so accurate that it can be used to interrupt spells and prayers before a battle. ~ #1253 -1 KAIRISHI~ KAIRISHI Syntax: cast 'kairishi' <weapontype> A ritualistic stance meant to be used with two handed weapon. While under its effects the blademaster can mimics the movements of his opponent's weapon, while at the same time using his own blade in a style of another weapon type. When in this stance your current weapon's ratings ( attack, defense, disarm etc.) will be of the weapontype you've chosen. Additionally because the blademaster can mimic his opponent's weapon your skill with your enemy's weapon is equal to the skill with your weapon. See also: HELP BLADELORE ~ #1254 -1 PREDICT~ PREDICT Syntax: predict <command> As they are capable of sustaining an extreme level of awareness and focus for extended periods of time. The blademaster may try to watch for, and predict a particular type of attack from those whom would seek to harm them. Beacuse of the speed and flexibility requried to stop such attacks, the blademaster requires two weapons in his hands in order to execute proper counter to the predicted attack. ~ #1255 -1 'TWIN COUNTER'~ TWIN COUNTER Syntax: automatic The blademasters attacks and movement are quick enough that if wielding two weapons they may attempt to strike twice when countering an opening attack. See also: HELP COUNTER ~ #1256 -1 BATTLESTANCE 'BATTLE STANCE'~ BATTLESTANCE Syntax: high: raise weapon high low: lower weapons normal: normal weapon position This skill represents the baldemaster's growing knowledge of swordplay and fencing. Not only does the use of battlestance allow for quick movement and attacks in battle, but it also enables the user to choose particular weapon height. When held higher, it is easier to attack and land blows but harder to defend. Opposite is true for lower position of weapons. ~ #1257 -1 DEATHSTRIKE 'DEATH STRIKE'~ DEATHSTRIKE Syntax: automatic Often driven by fierce honor and pride, many Blademasters would rather die then be dishonored in battle. Once a blademaster achieves high enough rank, they may attempt to end their own life in battle rather the be struck down. ~ #1258 -1 'AVATAR OF STEEL'~ AVATAR OF STEEL Syntax: automatic When a blademaster truly masters his own mind and body he may achieve oneness with his weapon unknown to any other warrior. Those whom have seen the display of swordplay shown by such masters are often stunned by the beauty and serenity present in such perfect union of flesh and steel. ~ #1259 -1 SPELLKILLER 'SPELL KILLER'~ SPELLKILLER Syntax: spellkill <spell> As he approaches the pinnacle, a Blademaster's movements, mind and focus is so accurate and keen as to allow him to to sense and understand the forces of arcane on innate level. Striking with unbelievable speed and accuracy they become capable of cutting the very fabric of magic apart destabilizing spells as they are cast. Because of the speed, reach and power required for this attack, only two handed weapons will allow the blademaster to execute it. ~ #1260 -1 'BLADE STORM' BLADESTORM~ BLADESTORM Syntax: cast 'bladestorm' A ritualistic stance meant to be used with two weapons. While under its effects the blademaster focuses on agility and offense with less regard for defense. As a result he becomes to move as quickly as if he were under effects of haste spell, though the armor class is increased as a result. See Also: HELP BLADELORE ~ #1261 -1 LOCKER STASH RETRIEVE~ LOCKER STASH RETRIEVE Syntax: stash purchase: purchase a locker stash: view locker info stash <item>: store an item in your locker retrieve <item>: retrieve an item from your locker The bank of Aabahran allow anyone to purchase and use a locker to store items in the safety of their vaults. Once a locker is purchased you may store items in it at any time for a cost. You can retrieve an item only in person however. For storing your items the bank deducts from your account the sum of all object's levels divided by two, or 500 gold whichever is higher. This sum is paid once per Aabahran month. ~ #1262 -1 Moleran~ Unlike many other gods, Moleran believes that one should always speak the truth. This is most likely the reason why mortals have been able to glean information about him in the most direct way possible: face-to-face conversations. From the many talks he has had with the "little ones" the following has become common knowledge: Moleran claims that he was once an angel in another plane of existence. This place, he says, was like no other. All that was sentient lived together in harmony. No blood was ever shed; no tear ever fell from one's eyes. Sorrow, terror, pain, anguish... Such words did exist. But only as abstract thoughts and meaningless words in books. Few truly knew and understood what they mean. This near-perfect existence came to an abrupt end. In ways that Moleran has not been able to ascertain, someone was able to open a direct portal between his world and that of the demon-kin. Countless monstrosities and numberless horrors poured through, intent on only one thing: destruction. Having never confronted this kind of situation, Moleran's superiors became convinced that one should fight fire with fire. Weapons were created, their forms based on the ones used by the demons. Strategies for slaughter were devised, all in the hope of turning back the demonic army. Suffice to say, the Rift triumphed. What happened to his fellow angels Moleran says he does not know. He spends much time searching for them, turning his gaze from one dimension to another, from one world to the next. All Moleran does know is that when the final battle ended in a cataclysmic explosion, he awoke here. In Aabahran. To his despair, Moleran saw that his old enemies have also invaded this land. Beings called "undead" exist here, an afront to all that is Life. Some of the mortals here even worship death and warfare, creating guilds and cabals to safeguard their dark ways. Yet, there is hope. There are those who seek a life free from violence. Innocent children who do not wish to grow up into bloodthirty warriors. Happy mothers who wish only the best for their families. Hard-working fathers who toil daily in the fields. These people wish peace, and little else. Moleran saw this, took pity, and decided to stay. Rising to the heavens, he declared himself the Serenity Incarnate, Bringer of Peace. ~ #1263 0 quickling~ QUICKLING Quicklings are often mistaken for elven children due to their pointed ears and small stature, but that doesn't stop most people from grabbing their money sack in fear when they notice a Quickling's characteristic wrinkles and outlandish clothing. Quicklings are consumate thieves - though most get quite offended if this is suggested. Quickling simply have little grasp on the concept of personal property, and are naturally good at picking locks and pockets. As such, they are often known to remark "Here, you must have dropped this!" Or "Ooops, this door seems stuck!" Without realizing their amazing natural skills. Unrelated, Quicklings are biologically immune to fear. This is good; they never run in panic. This is bad; they never run in panic. Many a Quickling has stood its ground against a charging dragon, giant, or the like, thinking "Gee, he looks mad...." A Quickling has a similar lifespan to a human, but at the onset of adolescence, Quickling become infected with a condition which seems to force them to travel the world. Due to their boldness, there are few old Quickling. Quicklings can be the following classes: Warrior, Invoker, Battlemage, Bard ~ #1264 -1 goblin~ GOBLINS Long ago, a group of Quicklings grew tired of the thievery and adolescense of their brethern, so when an oppurtunity to form a colony arose, they jumped at the chance to be amongst its foundation. They had a singe goal- to bring respect to the name of the Quickling, but they were a little too lenient on where they'd settle. Their now home was more of an expiriment than a settlement. They were asked to live in houses built onto the inside of a volcano, in hopes that they could capture the power they did not understand. After centuries of living in the volcano, it erupted... Three out of every four Quickling was dead.. The others were burned beyond recognition. They crawled, quite literally, back to their Quickling brothers. They found their old home... But when they arrived, their first party was taken into custody. The Quicklings, you see, did not recognize their brothers. The Quicklings were not a scholarly people... So upon seeing these burnt creatures rise out of the volcano, they believed them to be demons. The Quickling, however, sent emissaries to their only ally: the faeries, who could not come to see the beasts and advised that the beasts probably were demons and should be immediately executed. And so it was. The faeries eventually realized their mistake... At which point they tracked down the remaining disfigured Quickling and used their magic to heal their wounds artificially, but something went terribly wrong and the result was the most hideous thing in existance: Goblins. Goblins can be the following classes: Warrior, Invoker, Battlemage, Bard ~ #0