#HELPS -1 'RACE HELP' 'RACE' 'RACES'~ ROM has the following races for player characters: Human the standard race Dwarf good warriors and priests, cost 8 creation points Elf good thieves and mages, cost 5 creation points Giant huge, tough warriors, cost 6 creation points Different races have different starting statistics, and also different stat maximums for magic items and training. Creation points increase the amount of experience it takes to gain a level. For more information, see the help files for each race (i.e. 'help dwarf') ~ -1 DWARF DWARVES ENANOS~ Los enanos son criaturas semi-humanas, pequenias y gruesas, conocidas por su fiero temperamento y su gran capacidad de controlar la adrenalina. Los enanos no son tan listos como los humanos, pero son usualmente mas sabios gracias a su larga vida. Los enanos son excelentes peleadores y clerigos,pero son muy pobres en lo que a magia o artes bribonas se refiere. Los enanos son MUY resistentes al veneno y a las enfermedades, pero no pueden nadar, lo que los hace muy vulnerable al ahogamiento. Como su raza es de tipo berserker, ellos reciben esta habilidad gratis (si es que son guerreros), y pueden ver en la oscuridad con su infravision. ~ -1 ELF ELVES ELFOS~ Los elfos son criaturas un poco mas pequenios que los humanos, pero mucho mas livianos en su andar. Ellos no tienen la capacidad de controlar las artes guerreras, pero son mucho mas agiles, en cuerpo y mente. Los elfos pueden llegar a ser unos magos o ladrones excepcionales, y su peor talento son las artes guerreras o clerigales. Los elfos resisten los conjuros de ataque mental mas efectivamente, gracias a su naturaleza magica.Sin embargo, ellos son daniados fuertemente por el toque de las armas de acero, y por eso no portan ningun artefacto de ese metal. Los elfos son notoriamente mas dificiles de golpear, y por eso los guerreros y ladrones elfos reciben gratuitamente la habilidad de esconderse en las oscuridades (hide) y la de caminar entre sombras (sneak).Tambien poseen una vista privilegiada con Infravision. ~ -1 HUMAN HUMANS MAN HUMANOS HOMBRES~ Los humanos son la mas comunes de las razas en el mundo, y por ello la mayoria de los aventureros son humanos tambien.Aunque ellos no tienen talentos que otras razas si tienen (como infravision por ejemplo), ellos son mucho mas versatiles siendo especialistas (si asi lo eligen) en cualquiera de las clases conocidas. Los humanos tambien pueden entrenar sus habilidades basicas, como las otras razas, y son capaces de ganar beneficios con artefactos magicos. ~ -1 GIANT GIANTS GIGANTES~ Los Gigantes son la mas grande de las razas, cuyo porte va desde los 2 metros hasta los 10 metros de altura.Son mas fuertes que otras razas, y casi tan longevos como los enanos. No son muy inteligentes, sin embargo, su gran porte hace que esto no importe. Los Gigantes son mucho mejores guerreros que cualquiera de las otras razas, pero son peores en todas las otras clases. Los Gigantes resisten el calor y el frio, casi sin dejar huella, gracias a su ENORME masa.Sin embargo, sus mentes lentas los hacen extremadamente vulnerables a los ataques mentales. Los Gigantes, gracias a su gran estatura y estamina, reciben gratis las habilidades de Fast healing y bash. (Solo los gigantes guerreros reciben bash). ~ -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~ El grupo de hechizos de encantamiento (Enchantment) se usa para llenar objetos con propiedades magicas. Enchant Weapon: Encanta tu arma dandole mas probabilidad de danio u golpe. Enchant Armor : Encanta la pieza de armadura que llevas para que te proteja mas. Fireproof : Deja tu objeto protegido contra fuego, acido, y fuegos magicos. ~ -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~ Las plegarias de curacion son usadas para sanar a los aventureros daniados por las batallas.Para curar enfermedades(como el veneno ,poison) ver el grupo de plegarias curativas.Solo guerreros y clerigos tienen acceso a este grupo. En orden de poder, las plegarias son: Cure light : Cura las heridas menores. Refresh : Devuelve el vigor a un cansado aventurero. Cure serious: Cura las heridas un poco mas profundas. Heal : Cura las heridas profundas. Mass healing : Cura a todas las personas del cuarto. ~ -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'~ Considerado por algunos como una practica cobarde, el lanzar polvo con el pie a un oponente, da la posibilidad de dejarlo momentaneamente ciego, al caerle el polvo en los ojos. Esta ceguera no dura mucho, pero provee una ventaja en combate. La destreza ayuda al tratar de lanzar polvo a los ojos o esquivarlo. Solo los guerreros y especialmente los ladrones pueden aprender esto. ~ -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 es una habilidad general que consiste en el conocimiento de los mitos y legendas de algunos pueblos. Esto aumenta la posibilidad de obtener informacion acerca de un objeto, con respecto a sus poderes y uso.Tambien puede incrementar el valor de un objeto, porque se sabe mucho mas de su valor comercial.Todas las clases pueden aprender LORE, pero los ladrones siempre seran los que mas conocen de las leyendas, siendo los guerreros a los que mas les cuesta esta habilidad. ~ -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'~ Sintaxis: cast 'detect good' Este conjuro permite al conjurador detectar las criaturas buenas, cuya aura caracteristica es dorada (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'~ Sintaxis: cast 'recharge' <cosa> El conjuro de recargar (Recharge) es usado parta restablecer la energia de varas con poca vida. Items totalmente vacios no pueden ser recargados, y la dificultad del hechizo varia de acuerdo a cuantas cargas posea en total. Los items magicos solo pueden ser recargados una sola vez con exito. ~ -1 'DEMONFIRE'~ Sintaxis: cast 'demonfire' <persona> Demonfire es un PODEROSO conjuro de maldad, cuyo uso y proposito solo puede ser concebido por criaturas de la oscuridad y con alineamiento maligno. Conjura espiritus demoniacos, los cuales atacan salvajemente y sin piedad, inflingiendo un danio terrible a los enemigos del conjurador. ~ -1 'RAY OF TRUTH'~ Sintaxis: cast 'ray of truth' <victima> El rayo de la Verdad (Ray of truth) abre un portal de energia positiva, dando un golpe de Rayos Divinos lo suficientemente grande como para destruir a los enemigos de la oscuridad, o causandoles danios dantescos. No dania los puros de corazon, y se volvera en contra de aquellos malignos. ~ -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'~ Sintaxis: cast 'nexus' <objetivo> Este PODEROSO conjuro de Mago, es casi identico al de portal (help portal), con la unica diferencia que el portal crea solo una puerta de un sentido, mientras que el NEXUS crea una puerta de doble sentido (ida y vuelta). Tambien dura mas que el conjuro de portal. Ambos conjuros requieren de una fuente de poder adicional, la cual permanece perdida a traves de los anios. ~ -1 'HEAT METAL'~ Sintaxis: cast 'heat metal' <victima> Calentar Metal (heat metal) es una PODEROSA plegaria clerigal de ataque, cuyos efectos varian de acuerdo a la armadura de la victima. Calienta el equipo de metal (asumiendo que todo el equipo y armas que llevas son de metal) de la victima, provocando que ella se deshaga del equipo lo antes posible, causando asi serios danio a su persona, e incluso la muerte si el equipo que ella porta en ese instante sea muy dificil de remover. Esta plegaria no provoca danio en criaturas que son inmunes al fuego. ~ -1 'HOLY WORD'~ Sintaxis: cast 'holy word' Palabra sagrada (Holy Word) invoca al dios de los clerigos para bendecir a todo el grupo de ataque del invocador, llenandolos con bendiciones sagradas, furia divina. Todas las criaturas de alineamiento del invocador en el cuarto, son llenadas de ira divina y son benditos, mientras que aquellos de moral opuesta( llamese alineamiento contrario al del sacerdote, o en caso de que el sacerdote sea neutral, los de alineamientos santos y malvados) son malditos por los dioses del invocador.El invocador sufre grandemente por la realizacion de esta plegaria, siendo incapaz de moverse y quedando drenado de vitalidad. La experiencia perdida no es asociada con esta plegaria. ~ -1 FRENZY~ Sintaxis: cast 'frenzy' <victima> El conjuro de FRENZY llena la victima con una furia indescriptible, aumentando asi su capacidad de golpear y su danio.Desafortunadamente, esta ira divina tiende a ignorar la seguridad personal de la persona que la invoco, haciendolo mas facil para golpear. FRENZY tambien adhiere al objetivo inmunidad al hechizo CALM, y solo puede ser usado en las personas del mismo alineamiento que el conjurador. ~ -1 CALM~ Sintaxis: cast 'calm' Una de las mas utiles y ocupadas habilidades de los Sacerdotes de nivel alto, el Conjuro de Calma, como su nombre lo dice, puede cesar toda la violencia de un cuarto. Las criaturas afectadas por el conjuro no atacaran por su propia voluntad, y estaran en desventaja en cualquier combate tanto tiempo como el conjuro dure en sus mentes.Mientras mas violencia hay en un cuarto, mucho mas dificil sera el lanzamiento del conjuro, y todo (o ningun) combate en el cuarto se terminara (excepto, por supuesto, aquellos que son inmunes a la magia), a menos que no haya nadie en el cuarto. ~ -1 HASTE~ Sintaxis: cast 'haste' <victima> El conjuro de rapidez (haste) incrementa la velocidad y agilidad del receptor, permitiendole un ataque extra (o incluso un apunialamiento (backstab)) mas durante el combate, y ayudando a las maniobras evasivas.Sin embargo, produce un gran agotamiento en el sistema muscular, haciendo que las habilidades de recuperacion se vean disminuidas a la mitad. Haste es capaz de revertir el conjuro de "slow" (help slow). ~ -1 SLOW~ Sintaxis: cast 'slow' <criatura> Al contrario de lo que podria creerse, slow no es el conjuro opuesto al de haste (apresuramiento), ya que es un conjuro con un unico set de efectos. Cuando es invocado sobre una criatura, ella baja su movimiento, la hace mas facil para golpear, y reduce la efectividad de su ataque. El efecto de slow tambien dobla el costo de la persona para moverse, reduce su regeneracion a la mitad, asi como su metabolismo. ~ -1 PLAGUE~ Sintaxis: cast 'plague' <victima> La plegaria de PLAGA infesta a la victima con una enfermedad magica de gran virulencia, absorbiendo su fuerza y causando horripilante sufrimiento, en una posible muerte. Es una plegaria muy riesgosa de usar, ya que el contagio de esta puede extenderse como fuego, en areas densamente pobladas. ~ -1 'CREATE ROSE'~ Sintaxis: cast 'create rose' Un hechizo romantico que crea una fragante rosa roja, sin uso de violencia, ni otra utilidad. ~ -1 'PROTECTION GOOD' 'PROTECTION EVIL'~ Sintaxis: cast 'protection evil' <criatura> Sintaxis: cast 'protection good' <criatura> Los conjuros de proteccion reducen el danio provocado por criaturas de alineamiento contrario, y ayudan a las tiradas de salvacion del invocado. No puede ser invocado en otras personas, y no pueden ser usadas los dos tipos de defensa juntos. ~ 0 'GIANT STRENGTH'~ Sintaxis: cast 'giant strength' <victima> Este Conjuro incrementa la fuerza de la victima, haciendolo causar mas danio. ~ -1 'CHAIN LIGHTNING'~ Sintaxis : cast 'chain lightning' <objetivo> Chain lightning es un hechizo mortal, el cual produce un poderoso rayo de energia electrica que sale del Hechicero al cuarto, hasta que su fuerza desaparece. Aliados del que lo lanza pueden ser alcanzados por el hechizo si estan en un clan, mientras que el lanzador no lo recibira a menos que no queden mas blancos para el hechizo. Este conjuro es el mas efectivo para atacar a un grupo de enemigos. ~ -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~ Sintaxis: cast 'mass healing' La plegaria de mass healing (sanar masas), como su nombre lo indica, sana a todos los jugadores del cuarto. Tambien les refresca el movimiento. ~ -1 'FLOATING DISC'~ Sintaxis: cast 'floating disc' Este util conjuro crea un campo de energia flotante, que sigue al Conjurador por todos lados, permitiendole llevar sobre este una pila de tesoro sin que este sufra el peso. Dura no mas de dos veces el nivel del hechicero en horas, y usualmente menos. Puede llevar hasta 2 libras por nivel del Hechicero con un maximo de cinco libras por cosa. Este conjuro requiere que el hechicero no lleve ningun item flotante, y la unicas formas de remover el disco son o muriendo o que al disco se le acabe la energia. ~ -1 FIREPROOF~ Sintaxis: cast 'fireproof' <objeto> Sintaxis: cast 'fireproof' <victima> El conjuro de Fireproof (Proteccion contra el fuego) crea un aura pequenia, de corta duracion, pero poderosa, alrededor de un objeto, proveyendole asi de la cualidad de no poder ser daniado por el acido, ni fuegos de ninguna clase, e incluso del conjuro de calentar metal (heat metal). A pesar de la poca concentracion que necesita, la corta duracion del mismo lo hace poco practico para adherir esta cualidad a un gran numero de objetos. ~ 0 CHAMELEON 'CHAMELEON POWER'~ Sintaxis: chameleon Con la habilidad de CHAMELEON POWER el psionico puede intentar cambiar su forma, apariencia, color e incluso olor para pasar totalmente inadvertido en algun cuarto.Sin embargo, esta habilidad pierde su eficacia cuando el psionico deja de estar quieto, puesto que necesita gran concentracion. ~ 0 HEIGHTEN 'HEIGHTEN SENSES'~ Sintaxis: heighten Un psionico puede usar la habilidad de REALZAR SENTIDOS (heighten senses) para asi poder detectar cosas que de otra forma, pasarian inadvertidas. ~ 0 SHADOW 'SHADOW FORM'~ Sintaxis: shadow Un psionico puede usar el poder de su mente para camuflarse con las sombras mientras camina, teniendo el mismo efecto que la habilidad de ladron SNEAK. Se recomienda ver tambien VISIBLE. ~ 0 'ADRENALINE CONTROL'~ Sintaxis: cast 'adrenaline control' Controlando la produccion de adrenalina en su sistema, un psionico puede ganar temporalmente bonos a su constitucion y destreza.Este control no podra ser invocado durante una pelea, porque, incluso los psionicos se excitan de vez en vez. ~ 0 AGITATION~ Sintaxis: cast 'agitation' <objetivo> Esta devocion mental causa danio a la criatura objetivo haciendo que sus moleculas se muevan mas rapido de lo que la victima puede soportar, hasta el punto de quemar algunas de sus celulas. El hechizo es muy parecido al danio de un BURNING HANDS de Mago. ~ 0 AWE~ Sintaxis: cast 'awe' <criatura> Con esta disciplina, un psionico experimentado puede usar el poder de su mente para afectar la moral de un oponente. Si lo logra, el enemigo se olvidara del psionico y no peleara mas.Por supuesto, monstruos de naturaleza agresiva revertiran esta situacion despues de un pequenio periodo de tiempo. ~ 0 'BALLISTIC ATTACK'~ Sintaxis: cast 'ballistic attack' <criatura> BALLISTIC ATTACK deja que un psionico con el poder de su mente, lance algunos objetos pequenios, usualmente rocas, hacia la victima. El resultado puede ser divertido para el psionico, pero doloroso para la criatura objetivo. ~ 0 'BIOFEEDBACK'~ Sintaxis: cast 'biofeedback' BIOFEEDBACK es el poder con el cual un psionico controla el flujo de su sangre a traves de su cuerpo.Este control permite al psionico reducir el sangramiento efectivamente hasta la mitad del danio. Como dicen por ahi .."Mente sobre cuerpo..." ~ 0 'CELL ADJUSTMENT'~ Sintaxis: cast 'cell adjustment' Un psionico experimentado, tambien puede intentar un AJUSTE CELULAR, el cual remueve las maldiciones y venenos de su cuerpo, provocando una leve mejoria en su salud tambien. ~ 0 'COMBAT MIND'~ Sintaxis: cast 'combat mind' Un psionico que usa la devocion de MENTE COMBATIVA tiene un conocimiento efectivo de las tacticas de pelea de sus oponentes en general, lo que puede aumentar la efectividad de sus golpes, asi como trata de minimizar el danio recibido por sus contrincantes. Como esta es una devocion telepatica, puede ser transmitida a sus companieros de grupo o clan. ~ 0 'CONTROL FLAMES'~ Sintaxis: cast 'control flames' <criatura> Esta devocion, provee al psionico la capacidad de controlar su fuente de luz, para asi golpear con su llama o luminosidad a un enemigo. Y si crees que tu fuente de luz no ocupa llama, estas equivocado.No estabas mirandola muy de cerca.... ~ 0 'DEATH FIELD'~ Syntax: cast 'death field' A DEATH FIELD is a life-sapping region of negative energy. Only psionicists of evil alignment can use this power without suffering repurcussions. The death field moves out from the psionicist and envelops every character in the room. Because player characters have souls, they are immune to its deadly touch, but all mobiles are susceptible to it. Should the saving throw fail, the mobile will immediately die. If the mobile is of a sufficently different level than the psionicist, they will shrug off the attack and only take minor damage. ~ 0 'DETONATE' 'DISINTEGRATE'~ Sintaxis: cast 'detonate' <victima> Sintaxis: cast 'disintegrate' <victima> Con cualquiera de estas habilidades, un psionico usa el poder de su mente para afectar la energia latente dentro de los objetos inanimados.Si estos objetos se encuentran lo suficientemente cerca de la victima, causaran gran danio. Por esta razon, los psionicos eligen a la victima como blanco del ataque, ya que hay una posibilidad de que algo muera en ella. Los psionicos de nivel medio pueden DETONAR objetos de su victima, y otros psionicos mas experimentados pueden incluso DESINTEGRAR a su victima, para intentar matarla instantaneamente. ~ 0 'THOUGHT SHIELD' 'MENTAL BARRIER' 'DISPLACEMENT' 'FLESH ARMOR' 'INTELLECT FORTRESS' 'INERTIAL BARRIER'~ Sintaxis: cast 'thought shield' Sintaxis: cast 'mental barrier' Sintaxis: cast 'displacement' Sintaxis: cast 'flesh armor' Sintaxis: cast 'intellect fortress' Sintaxis: cast 'inertial barrier' THOUGHT SHIELD y MENTAL BARRIER crean escudos absorbedores de danio por la voluntad del psionico. DISPLACEMENT hace que el psionico aparezca en diferentes lugares, haciendolo mas dificil de golpear. Con la devocion de FLESH ARMOR (armadura de Carne), el psionico torna su piel extremadamente dura, como el mas duro de los metales. INTELLECT FORTRESS (Fortaleza del intelecto) comparte los poderes de proteccion de la mente del psionico con todos los integrantes de su grupo. INERTIAL BARRIER crea un escudo de energia positiva, el cual reduce lacualquier posibilidad de ataque de criaturas malignas. ~ 0 'DOMINATION'~ Syntax: cast 'domination' <character> With this skill, a psionicist can DOMINATE the mind of his or her intended victim, causing the victim to do exactly as the psionicist says. As with CHARM, the actions of dominated characters affect the status of the dominator; don't whine if you get a KILLER flag. ~ 0 'EGO WHIP'~ Sintaxis: cast 'ego whip' <victima> Como un psionico entiende tan bien el funcionamiento de la mente, el puede intentar FLAGELAR el EGO (ego whip) a una persona, haciendola tener menos fe en si misma, recordandole los malos momentos de su niniez, momentos dificiles, y fallas.Esta baja de autoestima puede reducir significativamente la efectividad en sus oponentes. ~ 0 'ENERGY CONTAINMENT'~ Sintaxis: cast 'energy containment' Usando CONTENCION ENERGETICA (energy containment), un psionico puede absorber muchas formas de energia sin recibir danio alguno.Tan pronto como el psionico gana mas experiencia, esta habilidad aumenta. ~ 0 'ENHANCE ARMOR'~ Sintaxis: cast 'enhance armor' <objeto> Con esta devocion psionica, un mentalista puede cambiar el aspecto molecular de los objetos, haciendolos mas poderosos o mas durables.Esto tiene obvias aplicaciones a las armaduras, pero si la armadura ya ha sido encantada, un psionico, por fuerte que este sea, no podra reagrupar sus moleculas. Obviamente si el objeto es demasiado complicado para el, hay posibilidades de que algo salga mal. ~ 0 'MIND THRUST' 'INFLICT PAIN' 'PSYCHIC CRUSH' 'PSIONIC BLAST' 'ULTRABLAST'~ Sintaxis: cast 'mind trust' <victima> Sintaxis: cast 'inflict pain' <victima> Sintaxis: cast 'psychic crush'<victima> Sintaxis: cast 'psionic blast'<victima> Sintaxis: cast 'ultrablast' <victima> Con estas habilidades, un psionico puede daniar telepaticamente las neuronas de su oponente.Las devociones son listadas de menor a mayor danio inflingido. ~ 0 'LEND HEALTH'~ Sintaxis: cast 'lend health' <criatura> Un psionico puede TRANSFERIR SALUD (lend health) a un companiero en necesidad, pero solo de los hitpoints (HP's) que el posee. Para eso son los amigos ...cierto???? ~ 0 'PROJECT FORCE'~ Sintaxis: cast 'project force' <criatura> Si un psionico invoca PROYECTAR FUERZA (proyect force) sobre un oponente, la fuerza de su mente aparecera como una bola invisible, la cual, al aplastar el cuerpo de su victima, causa danio moderado. ~ 0 'PSYCHIC DRAIN'~ Sintaxis: cast 'psychic drain' <criatura> Con esta disciplina, un psionico puede drenar la Fuerza de un oponente. La habilidad se vuelve mas efectiva a medida que el psionico gana experiencia. ~ 0 'SHARE STRENGTH'~ Sintaxis: cast 'share strength' <criatura> Con esta habilidad, un psionico puede aumentar la fuerza de un companiero. Sin embargo, su fuerza se ve reducida tambien, a menos que sean tantos companieros que el mentalista no pueda resistir. ~ -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. ~ -1 $~ #$