#HELPS 0 forage prospect herb herbs ecosystem~ Syntax: forage Syntax: forage for <herb> Syntax: forage info <herb> Syntax: forage ecosystem <type> Syntax: forage common <type The Great art of foraging has been around for many generations. Needing to live off the land, the ancients have devised a way to take from the earth what is needed to survive. By involking the command 'forage' by itself, you attempt to search around, looking for any type of herb, material or useful item you may find. Those with experience may 'forage for' a specific herb they know exists in this area. The command 'forage info <herb>' is a useful utility to call up information on a specific herb. For example, 'forage info "pha amber"' will show you the basic information on Pha amber. You can also call up information pretaining to what types of herbs grow in what ecosytem, and display the herbs by their commonality. ~ 50 hedit~ Syntax: hedit <topic> - Enters the Editor for <topic> Syntax: hedit new <topic> - Enters the Editor for a new <topic> The following commands are available from within the editor: keyword - Keywords to display this topic text - Enters string editor for body of topic new - Creates a new topic level - Min level to read topic commands - Displays list of commands delete - Deletes the topic list - Displays all topics in area/total show - Displays current topic ? - Displays help ~ 50 arealinks~ Syntax: arealinks Arealinks displays a list of all exits from the current area that lead to other areas. Useful building tool. ~ -1 WANDS STAVES SCROLLS~ 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') ~ -1 'GROUP HEADER'~ The following skills and groups are available to your chacter: (this list may be seen again by typing list) ~ -1 'GROUP HELP'~ The following commands are available: list display all groups and skills not yet bought learned show all groups and skills bought premise brief explanation of creation points and skill groups add <name> buy a skill or group drop <name> discard a skill or group info <name> list the skills or spells contained within a group help <name> help on skills and groups, or other help topics done exit the character generation process ~ -1 'MENU CHOICE'~ Choice (add,drop,list,help)?~ -1 'GROUPS' 'INFO' 'PREMISE'~ The ROM skill system allows you to fully customize your new character, making him or her skilled in the skills you choose. But beware, the skills you pick at character creation are the only skills you will ever learn. Skills are paid for with creation points, and the more creation points you have, the harder it is to gain a level. Furthermore, higher-cost skills are harder to practice. Skill groups are like package deals for characters -- sets of skills or spells that are closely related, and hence can be learned as a unit. There is a default skill group for each class, which can be selected for a balanced selection of skills at a somewhat reduced cost. The experience breakdown is as follows: points exp/level points exp/level 40 1000 90 6000 50 1500 100 8000 60 2000 110 12000 70 3000 120 16000 80 4000 130 24000 The table continues in a similar manner for higher point totals. ~ -1 BASICS 'ROM BASICS'~ The basic skills: Every character starts with two skill groups, one for their class and a default set that all characters receive. The default skills are: recall essential escape skill (see help recall) scrolls reading of scrolls and other magical volumes staves use of magical staves wands use of magical wands for class defaults, check the classes themselves. ~ -1 MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'~ Mages specialize in the casting of spells, offensive ones in particular. Mages have the highest-powered magic of any class, and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. All mages begin with skill in the dagger. Any other weapon skills must be purchased, at a very high rate. The default skill selection for mages is as follows: skills: lore the lore of magical items spell groups: beguiling spells that control the mind combat offensive magics, such as fireball and chill touch detection informational magics, such as detect magic and identify enhancement spells that maximize physical potential, such as haste illusion magics for concealing and deceiving maladictions a selection of curses fit for any witch protective defensive magics, ranging from armor to stone skin transporation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'~ Clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they posess an impressive area of protective magics, as well as fair combat prowess. All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at a very dear cost. The default skill selection for clerics is as follows: skills: flail the proper use of flails spell groups: attack a selection of offensive magics creation the making of physical objects, such as food and water curative spells that cure the sick and feeble of their ailments benedictions powerful magics that grant the blessings of the gods detection informational magics, such as detect magic and identify healing spells for treating wounds, from scratches to death blows maladictions an assortment of curses protective defensive magics, including the powerful sanctuary spell transportation spells for getting from here to there weather spells for conjuring and mastering the elements ~ -1 THIEF 'THIEF BASICS' 'THIEF DEFAULT'~ Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors. All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes: skills: mace the use of maces and other blunt weapons sword swordplay and fencing backstab the art of hitting your opponent by surprise disarm used to deprive your opponent of his weapon dodge the best way to take a punch is not to be there second attack with training, the skilled thief can hit twice as fast trip a good way to introduce an opponent to the floor hide the art of remaining undetected in a room peek used to look into a person's belongings pick lock a useful skill for breaking and entering sneak with this skill, a thief can walk into a room undetected ~ -1 WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'~ Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. Warriors begin with skill in the sword, and gain a second attack in combat. Other weapon skills may be purchased cheaply, or gained in the default skill package, which includes the following: skills: weaponsmaster this group provides knowledge of all weapon types shield block the art of parrying with a shield bash a forceful rush with the body, designed to flatten your foes enhanced damage this skill multiplies your damage in battle parry the art of parrying with weapons rescue allows you to take the blows aimed for a companion third attack allows the skilled warrior to land three blows in one round ~ -1 EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 '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. ~ -1 ATTACK~ The attack spells are essentially powerful curses, fueled by divine energy rather than magical power (like the combat spells are). They are less powerful than the combat spells, but can still deal out a stinging blow. Mages and thieves cannot use this group. The attack spell group consists of the following spells: demonfire a powerful, but very evil, spell dispel evil torments evil foes dispel good calls down unholy power on good creatures earthquake brings the power of earth to bear against your foes flamestrike sends a column of flame from the heavens heat metal heats metal equipment to searing tempatures ray of truth sends forth a blinding ray of holy energy ~ -1 BEGUILING~ This insideous spell group is used to invade the minds of others. It consists of various charming magics, well suited for turning your foes to your cause. Only mages and thieves have access to the beguiling magics, which consist of the following: calm if successful, stops all fighting in the room charm person turns an enemy into a trusted friend sleep puts a foe into enchanted slumber ~ -1 BENEDICTIONS~ Benedictions are priestly spells, used to bestow divine favor upon your allies. They are often restricted to those of like alignment. Only clerics and warriors may use these spells. The benedictions spell group consists of the following: bless bestows divine favor upon the target calm if successful, stops all fighting in the room frenzy puts the recipient into beserker rage holy word aids your allies while calling divine wrath upon your foes remove curse removes malevolent magic from players and items ~ -1 COMBAT~ These sorcerous spells are, in the words of one famous mage, just 'more ways to toss energy around'. They are the most powerful of the damaging spells, and considered an essential part of most wizards' collections. Clerics and thieves do not have access to these spells. In order of power, the combat spell group contains the following magics: magic missile send a weak energy bolt into a foe chill touch weakens your enemy with a frigid grasp burning hands sends a blast of fire into your foe shocking grasp sends a powerful jolt into a foe lightning bolt sends forth a single bolt of lightning into an enemy colour spray blasts your opponent with a rainbow spray, which may blind him fireball a powerful spell, great for burning your enemy to ashes acid blast sends forth a stream of acid to eradicate your foes chain lightning sends lightning bolts arcing through foes ~ -1 CREATION~ The creation spell group is used to create objects, of temporary or permanent duration. Skill creators can travel without food or drink, and use their powers to create nourishment as required. All classes may become learned in this group, which contains these spells: continual light creates an eternal light source create food produces a nourishing mushroom create rose creates a beautiful red rose create spring calls forth a small but pure spring from the ground create water fills any available container with water floating disc creates a floating disc of force perfect for hauling treasure ~ -1 CURATIVE~ The curative spells are used to heal various unpleasant conditions that can befall an adventurer. For healing of damage, see the healing spell group. Curative spells cannot be used by mages or thieves. cure blindness restored sight to the blind cure disease heals the plague cure poison removes the harmful effects of poison ~ -1 DETECTION~ The detection spells have may uses, all related to gathering information. They can be used to see hidden objects, give information about treasure, or even scry out the true nature of your foe. All classes except warriors can use detection spells. detect evil reveals the aura of evil monsters detect good similar to above, only for good monsters detect hidden shows the whereabouts of hidden foes detect invis allows the caster to see the unseeable detect magic reveals magical auras to the caster detect poison determines if food is safe to eat farsight searches for living beings near the caster identify gives information about the nature of an object know alignment determines the moral character of a monster or person locate object finds a specific item ~ -1 DRACONIAN~ The Draconian spell group deals with the magic of dragons -- in this case, bringing forth the devastating power of their breath weapons upon your foes. Only mages have the mental training necessary to cast these spells, and few of them ever reach the level of mastery required to use them. acid breath uses the black dragon's attack upon an enemy fire breath calls forth the flames of a red dragon frost breath drains the life from a foe with the power a white dragon gas breath suffocates your enemies with poison gas lightning breath summons the electrical fury of a blue dragon ~ -1 ENCHANTMENT~ The enchantment spell group is used to imbue items with magical properties. Currently, this spell group consists of enchant weapon and enchant armor, although more will be added in the future. Only mages may enchant. enchant weapon increases the hit and damage bonuses of a weapon enchant armor increases the protective value of armor fireproof shields items from the harmful effects of fire and acid recharge restores power to a depleted wand or staff ~ -1 ENHANCEMENT~ The enhancement spells improve upon the body's pontential, allowing feats of superhuman strength and speed. However, these spells may often have harmful effects upon the recipient. giant strength grants increased strength haste doubles the speed of the target, but slows down healing infravision allows monsters to be seen in the dark refresh restores energy to tired adventurers ~ -1 HARMFUL~ This spell group is the opposite of healing. The harmful spells are designed to tear flesh from bone, rupture arteries, and generally turn the body against itself. Only priests and warriors may use this spell group. In order of power, the harmful spells are: cause light inflicts minor wounds on an enemy cause serious inflicts wounds on a foe cause critical causes major damage to the target harm the most deadly harmful spell ~ -1 HEALING~ The healing spells are used to cure the wounds that adventurers inevitably suffer in battle. For curing other conditions, such as poison, see the curative spell group. Only warriors and priests have access to this group. In order of power, the healing spells are: cure light heals minor wounds refresh restores vigor to a tired adventurer cure serious heals wounds cure critical closes all but the worst wounds heal the most powerful healing spell mass healing casts a heal spell on each player in the room ~ -1 ILLUSION~ The illusions spells are dedicated to deception and trickery. They can be used to mask appearances, or create distractions for the party. Currently, the illusion group is very small, but it will be expanded in the future. Only thieves and mages can cast illusion spells, which consist of the following: invis turns the target invisible mass invis turns the caster's group invisible ventriloquate allows the caster to put words in someone's mouth ~ -1 MALADICTIONS~ Maladictions are a group of curses and other baneful spells, designed to cripple, inconvenience, or torture, rather than kill outright. These spells may be cast by any class. blindess strikes the target blind curse prevents recalling and weakens the target in combat energy drain drains experience and mana, while strengthening the caster plague causes the target to suffer a slow, painful death from plague poison weaker than plague, but often fatal slow slows your enemies down, reducing their rate of attack weaken drains the strength of the target ~ -1 PROTECTIVE~ The protective spells are used to shield against harm, whether from spells or physical attack. They range from the weak armor spell to the sought-after sanctuary charm. Also included in this group are several spells for dispeling hostile magics. Any class may use this group, which consists of the following spells: armor provides the target with an extra layer of defense cancellation a powerful dispel, used for removing spells from friends dispel magic removes spells from enemies, not as effective as cancel fireproof shields items from the harmful effects of fire and acid protection evil provides defense from the attacks of evil creatures protection good protects from the attacks of good beings sanctuary reduces all damage taken by the recipient by half shield puts a shimmering shield between you and your enemies stoneskin turns skin hard as stone, providing a huge armor boost ~ -1 TRANSPORTATION~ The transportation group is used for travel, whether by flight, magical teleportation, or walking through walls. All classes may learn these spells, which are among the most useful in the game. fly allows the target to fly over nearly all obstacles gate transports the caster to the target nexus forms a two-way portal to a far off destination pass door allows the caster to walk through walls portal creates a one-way portal to a destination summon transports the target to the caster teleport sends the target to a random location word of recall transports the caster to safety in Midgaard ~ -1 WEATHER~ These spells allow the caster to manipulate local weather conditions, as well as summon fog clouds, lightning, or even electrical glows. This group is usable by all classes. call lightning summons a huge bolt from the heavens, if the weather is right control weather changes the weather in the manner desired by the caster faerie fire surrounds the target in a glowing aura faerie fog reveals all hidden creatures in the room lightning bolt sends a bolt of electricity into the target (the weather command, unrelated to this group, shows local weather conditions) ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 '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. ~ -1 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. ~ -1 '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. ~ -1 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. ~ -1 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. ~ -1 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) ~ -1 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. ~ -1 '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. ~ -1 '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. ~ -1 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. ~ -1 '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. ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 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. ~ -1 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 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ -1 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. ~ -1 'RECHARGE'~ Syntax: cast 'recharge' <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ -1 'DEMONFIRE'~ Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ -1 'RAY OF TRUTH'~ Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. ~ -1 'PORTAL'~ Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... ~ -1 'NEXUS'~ Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... ~ -1 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. ~ -1 'HOLY WORD'~ Syntax: cast 'holy word' Holy word involves the invocation of the full power of a cleric's god, with disasterous effects upon the enemies of the priest coupled with powerful blessings on the priest's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell. ~ -1 FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ -1 CALM~ Syntax: cast 'calm' One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violence activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ -1 HASTE~ Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow'). ~ -1 SLOW~ Syntax: cast 'slow' <target> Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism. ~ -1 PLAGUE~ Syntax: cast 'plague' <target> The plague spell infests the target 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. ~ -1 'CREATE ROSE'~ Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. ~ -1 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ -1 'CHAIN LIGHTNING'~ Syntax : cast 'chain lightning' <target> Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ -1 FARSIGHT~ Syntax: cast 'farsight' cast 'farsight' <direction> The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ -1 MASS HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ -1 'FLOATING DISC'~ Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caser around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. ~ -1 FIREPROOF~ Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 ALIAS UNALIAS~ Syntax: alias alias <word> alias <word> <substitution> unalias <word> The alias command allows limited shortening of command names. At this time, aliases cannot call other aliases, and cannot generate more than one command. Alias by itself lists your current aliases, Alias <word> lists the alias with that name (if such exist), and alias with both a word and and argument produces a new alias. You cannot alias either alias or unalias to a new command. Examples of use: alias gc get all corpse --> typing gc will equal typing 'get all corpse' alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc' Only the first word on the line will be subsituted at this time. ~ 0 $~ #$