source/
source/bounty/
source/challenge/
source/gods/
source/log/
source/mobprogs/
source/player/
source/savemud/
#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~
.

               _________      __

              / _______/|    / /| Aabahran: The                    

          _.-/ /|______|/_ _/ /_/_  ___  ____ ___ __ ___  _  _ 

          \ / /_/___  |    ||    ||  _|/    \| |/ /| __|| \| |

           / ______/| |  ^ ||  ^ |_\ \ | ^  ||   < | __||    |

          / /|_____|/ |____||_|\_\|___||_/\_||_|\_\|___||__|\|

         / / /          / / /       ____  _ __  __   ___

        / /_/          / /_/______ /    \| \| ||  \ |  _|

       /  .-'|        /  ________/||  ^ ||    || ^ |_\ \

      /.-'  .|       /.-'  ______|/|_/\_||__|\||__/|____|     

     /.  .-'        /'  .-'(www.forsakenlands.org) port 6666

     |.-'           |.-'       

    ___________________________________________________________

   [ Founded by       Athaekeetha, Latesh, Alexander           ]

   [ Head Coder: Virigoth   Builder: Bryntryst  Staff: Arzaeth ]

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


Abandon hope, all ye who enter here...


~

#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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Syndicate~ '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 Warmaster~ 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 Justice~ 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 Sentinel~ 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 Enforcer~ 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 Justice~ 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 Justice~ '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 Sentinel~ '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 Justice~ 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 Sentinel~ 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 Sentinel~ 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 Sentinel~ '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 Sentinel~ '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 Enforcer~ '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 Enforcer~ 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 Enforcer~ 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 Enforcer~ '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 Enforcer~ '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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Syndicate~ 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 Warder~ 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 Knight~ knight~
Following powers are available to Knight:

  Initiate	:     none

  Squire	:     Inquisitor

 

 

Use help command for further information on each of these powers.

~

#957
-4 Praetorian~ 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 Sigil~ '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 Sigil~ '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 Sigil~ '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 Praetorian~ 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 Sigil~ 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 Sigil~ 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 Praetorian~ 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 Praetorian~ 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 Praetorian~ '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 Praetorian~ '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 Praetorian~ 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 Nexus~ 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 Nexus~ '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 Pandemonium~ 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 Pandemonium~ 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 Pandemonium~ '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 Pandemonium~ '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 Pandemonium~ 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 Pandemonium~ 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 Nexus~ 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 Nexus~ '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 Nexus~ 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 Nexus~ 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 Nexus~ 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 Nexus~ 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 Nexus~ '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 Savant~ 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 Praetorian~ '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 Savant~ '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 Savant~ '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 Mysterum~ '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 Temporum~ '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 Watcher~ 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 Temporum~ 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 Mysterum~ 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 Mysterum~ 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 Mysterum~ '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 Temporum~ 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 Temporum~ '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 Mysterum~ '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 Mysterum~ '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 Temporum~ 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 Savant~ 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 Justice~ '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 Warmaster~ 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 Warmaster~ '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 Gladiator~ 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 Gladiator~ 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 Gladiator~ 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 Gladiator~ '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 Gladiator~ 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 Warmaster~ 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 Gladiator~ 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 Barbarian~ 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 Barbarian~ 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 Barbarian~ 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 Barbarian~ 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 Barbarian~ 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 Barbarian~ 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 Syndicate~ 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 Stalker~ 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 Gladiator~ 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 Barbarian~ 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 Gladiator~ '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 Barbarian~ '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 Herald~ 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 Herald~ 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 Herald~ 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 Herald~ '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 Herald~ '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 Herald~ 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 Herald~ 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 Warder~ 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 Stalker~ 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 Stalker~ '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 Watcher~ 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 Watcher~ '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 Warder~ '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 Warder~ '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 Warder~ '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 Stalker~ 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 Watcher~ '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.

~

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