#HELPS 0 'CRITICAL STRIKE'~ When the time is right, your hit will deal a lot more damage than it originally does. It doesn't happen all the time, but as your skill in fighting increases you will recognize your opponent's weak spots and attack at it more often. Unskilled fighters will also get the odd lucky hit, but that's all it will be, a lucky hit. ~ 0 COUNTER~ Blocking your opponent's attack may come in handy once in a while, but what good is it if you don't use it to your advantage? While your opponent is off his guard, hit back with your attack! Those warriors well trained in battle will see more opportunities to strike, but that does not mean a lowly mage can't do it! When the opportunity arises, anyone can strike back... just much less than you'd like. ~ 0 AMBIDEXTERITY 'DUAL WIELD'~ While almost anybody can wield a weapon in each hand, only the most skilled warriors can do so effectively. Simply by holding a weapon in each hand, your attacks will be doubled, but those that are not adept will suffer large penalties. Only the most practiced fighters will find this ability to be worth their while. ~ 0 'SHIELD BLOCK'~ 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. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ 0 WANDS STAVES~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ 0 BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. Only thieves may learn the backstab. ~ 0 BASH~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ 0 BERSERK~ Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ 0 DIRT 'DIRT KICKING'~ 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. Only warriors and thieves may learn this skill. ~ 0 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. Only talented thieves and warriors may learn this skill. ~ 0 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving 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. Any class may learn dodging. ~ 0 'ENHANCED DAMAGE'~ Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. ~ 0 ENVENOM~ The envenom skill is a cowardly skill practiced only by thieves, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat. ~ 0 'HAND TO HAND'~ Hand to hand combat is a rare skill in the lands of Midgaard. 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. Clerics and warriors are the best at this skill, although thieves and mages may also learn it. ~ 0 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. Fighters and clerics are the most skilled at kicking, although thieves may also learn it. ~ 0 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ 0 RESCUE~ A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ 0 TRIP~ Back by popular demand. 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 monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip. ~ 0 'SECOND ATTACK'~ Training in second attack allows the character a chance at additional strikes in combat -- allow a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it. ~ 0 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors and highly skilled thieves may learn this skill. ~ 0 HIDE 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. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. Only warriors and thieves may learn these skills. ~ 0 'FAST HEALING'~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. 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. ~ 0 LORE~ 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. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. ~ 0 HAGGLE HAGGLING~ 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 untrainined adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well. ~ 0 PEEK~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. All characters may learn peek, but thieves are the most common practicioners. ~ 0 PICK 'PICK LOCK'~ 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. Other classes may learn to pick locks, but they will never find it easy. ~ 0 MEDITATION~ 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. Thieves and warriors, with their troubled minds and violent attitudes, have much trouble learning to meditate. ~ 0 STEAL~ 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, and even from shops! But beware, shop keepers gaurd their merchandise carefully, and attempting to steal from a character earns you a THIEF flag if you are caught (making you free game for killing). ~ -1 $~ #$