BlackMUD has 17 classes and sub-classes.
Each class has its own abilities, strength and weaknesses.
The following classes are open to characters at creation: mage, cleric, warrior, thief, monk, and druid
The following sub-classes are available between levels 26 and 30: warlock, templar, paladin, anti-paladin, ranger, swordsman, barbarian, cavalier, assassin, brigand, and devil-monk
Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat as they possess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort.
Warriors can learn the following skills:
Usage: bash (target)
The success of a bash depends upon how well you are learned. To bash someone is to attempt to knock that person over. If you succeed you will inflict minor damage, and cause the victim to fall on its rear. The victim will be unable to issue any commands for two rounds of violence. If you miss you loose your balance and fall. A bash makes you unable to type commands for two rounds of violence.
Usage: disarm [monstername | trapname]
There are two kinds of disarm. Disarming weapons and disarming traps. If the player has the disarm weapon skill, and successfully uses it, the monster's weapon will fly from its hand/tentacle, etc. If the player has the disarm traps skill, one can attempt to disable a trap.. failure indicates a high probability that the trap will be sprung on the player attempting the disarm.
Dodge allows players to avoid the attacks of opponents. Note: this applies to physical attacks only.
This skill will enable you to hold a weapon in your hand and use it to attack. You must be good at either backstab or dodge to learn to dual wield.
Note: Weapon weight will affect the damage you deal when wielding two weapons. A two handed weapon's damage will be affected when you are holding a second weapon. Also, ambidextrous individuals have a better chance of being successful at their secondary attack than others.
Usage: kick (target)
The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee! This is one of the Monks most awesome weapons. Use it wisely.
Usage: rescue (target)
A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useful when playing in groups.
Allows a fighter or monk to get out of combat without having to panic and flee. If you make the roll, you WILL leave the room, and you lose no exp for doing it. This skill gets better through use. This skill does not have a name of its own, but is built in to the 'flee' command.
Usage: grapple (target)
If you successfully grapple with the target, you will both fall to the ground, as if you were wrestling. Neither you nor your opponent will be able to attack while you are grappling.
This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells. You can improve your spells by using the practice command.
Creates a zombie servant who will obey your commands. It has your level/2 d8 hit points (with a minimum of 5d8), hits as a 2HD monster, and is resistant to piercing weapons. Cityguards and vampirebats hate zombies, and attack them immediately.
Usage: cast 'bless' (victim or object)
Bless on a victim will improve the victims saving throwversus spells, and furthermore improve their hitroll.
Bless on an item currently has no defined action. It isonly possible to bless non-evil items, and the object blessed may weighno more than five pounds per level of caster. Eventually, there may bemonsters that take extra damage from blessed weapons, so it may be useful.
Usage: cast 'blindness' (victim)
Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to both hitroll and AC.
Usage: cast 'call lightning' (victim)
This spell will cause lightning strike to strike the victim.It is therefore only possible to call lightning outside, and it has tobe raining (or worse). Needless to say, this will cause great harm to thevictim.
Calm makes an aggressive monster non-aggressive
Usage: cast 'cause critical' (victim)
Upon casting this spell, the caster sends wracking painthrough the body of the victim. If the caster successfully touches (hits)the victim, the spell does 3d8+3 points of damage.
Usage: cast 'cause light' (victim)
This spell causes 1d8 hitpoints of damage.
Usage: cast 'cleansing aura' (victim)
This spell creates a shimmering aura around the targetof the spell. The aura nullifies the affects of cursed items temporarily,and allows for them to be removed and discarded.
Usage: cast 'control weather' ('better' | 'worse')
This spell will change the "course" of the current weather.
Example: cast 'control wea' worse
Usage: cast 'create food'
This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximumof 24 hours.
Usage: cast 'create water' (drink container)
Expect icky results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filleddepending on the level of the caster.
Double amount of water will be created if it is raining (or snowing).
Usage: cast 'cure blind' (victim)
This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items.
Usage: cast 'cure critic' (victim)
This spell cures 3d8+3 hitpoints of damage.
Usage: cast 'cure light' (victim)
This spell cures 1d8 hitpoints of damage.
Usage: cast 'curse' (victim | object)
Curse cast on a person that fails the saving throw, will reduce the hit and damage rolls by the caster's level divied by ten. Itwill also reduce the saving throw versus paralysation by one.
Curse can only be cast on certain items.
Usage: cast 'detect evil' [self]
Detect evil will enable you to see the red aura surrounding evil persons and items.
Usage: cast 'detect poison' (victim | food | drink)
Cast on food or drinks (drink containers) you will beable to sense if it is poisoned.
Cast on a person you will be able to see if that personis poisoned.
Usage: cast 'dispel evil' (victim)
This spell will banish evil summoned creatures back tothe plane upon which they originated.
Usage: cast 'dispel good' (victim)
This spell will banish good summoned creatures back tothe plane upon which they originated.
Usage: cast 'earthquake'
This spell will cause the earth to tremble and crack. Depending on the terrain, this spell can be quite destructive. Anyone notin the immediate area of the caster can be seriously injured.
Usage: cast 'energy drain' (victim)
This spell is both extremely evil in nature and devestating in effect. The victim of this spell can be drained of his/her life energy.
Usage: cast 'flamestrike' (target)
This spell will unleash a blast of fire across the room, blasting all creatures not protected by the caster. People with infravision who are not aided by other magics and are in a dark room will be momentarilyblinded.
Usage: cast 'golem'
This spell enables the caster to create a golem out of armor. In order to do this you need 1 piece of armor for the following spots laid out in the room: Head, Feet, Body, Legs, Arms, Hands. The armor class of the golem will be that of all the pieces added together. The amount of hitpoints that the golem has is based on the level of the caster, and the quality of the armor used to construct the golem. The level of the golem is also dependent on the type of armor used. High level golems mayhave more than one attack per round.
Usage: cast 'harm' (victim)
This spell is only successful if the caster makes a successful hit roll on the victim. If it does work, this spell removes all but 1d4hitpoints from the victim. The maximum number of damage points are 100.It is not possible to kill using this spell (but almost).
Usage: cast 'heal' (victim)
Heal will heal all the hitpoints from a person, except 1d4 points. Maximum 100 points can be healed. A victim who is blinded willalso be cured by the heal spell.
Usage: cast 'locate object' (object)
If possible you will know exactly where an object is,or the name of the person using it. If more than one object by the samename exists, you will get a listing of several objects. The maximum numberof objects you can simultaneously locate is your level divided by 2.
Usage: cast 'mount'
This spell creates a mount for the caster. The kind ofmount is dependent on the level of the caster and, after 30th level, itis dependent on the the alignment of the caster as well.
Usage: cast 'poison' (victim | food | drink)
Casting poison on food or drink (containers) will poisonit. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 15 points of damage every hour,and gain less points than usual. Sometimes a monster's poison is FATAL, so beware.
PROTECTION FROM EVIL
Usage: cast 'protection from evil' [self]
The meaning of this spell is not yet fully defined.
Usage: cast 'remove curse' (person | object)
Will remove a curse on carried objects or any personsin the room.
Usage: cast 'remove paralysis' (victim)
Will remove paralysis.
Usage: cast 'remove poison' (victim | food | drink)
Will remove poison.
Usage: cast 'resistance' (type)
Possible types: hold, electricity, cold, drain, poison, acid, fire, energy, pierce, slash, and blunt This spell, which only affects the caster, creates a temporary magical resistance to certain types of attacks. Different types are available atdifferent levels.
Usage: cast 'sanctuary' (victim)
This spell causes the victim to be surrouned by an auraof energy. This aura caused physical attacks against the victim to be blunted.
Usage: cast 'sense life'
This spell will enable you to sense hidden life formsin a room. Invisible persons are also considered hidden.
Usage: cast 'spirit armor' (target)
When casting this spell, the priest calls upon their deityto encase the target in a mystical armor. Dieties have only been knownto do this to targets who are not of the opposite alignments of the caster.(Good cannot cast it on evil...) This spell will decrease the target'sarmor class by the level of the caster, with a minimum of 10.
Usage: cast 'summon' (victim)
This spell will summon the person of the name spoken.You can summon any creatures that is no more then three levels higher thanyou or that is not significantly more powerful than you. If you attemptto summon a monster, it will get a saving throw, and you may wind up withthe wrong monster. You cannot sumon from NO SUMMON rooms, nor can you summon from NO MAGIC rooms. You cannot summon to TUNNEL rooms, nor to PEACEFUL rooms, nor from PEACEFUL rooms. You cannot summon someone who is fighting,as it is impossible to get a precise fix on their location. Also, it isharder to summon things not in your zone, and impossible to summon fromother planes.
True sight allows you to see hidden creatures, and invisible creatures, it is a (temporary) cure for blindness, and allows you to seein the dark, or will soon.
Forces undead of lower level who fail their save against spells to flee from you. The lower they are compared to your level, the more likely they are to flee.
WORD OF RECALL
Usage: cast 'word of recall' The caster will be transferred back to his/her place of sanctuary.
Usage: cast 'gate' (target)
This spell will send the caster and their group through a momentary rift in space to the declared target. The target can not besignificantly more powerful than the caster.
Usage: cast 'holy word'
With this spell, the cleric calls upon the raw power of their diety to smite differently aligned people. This is a VERY hostilespell capable of wreaking great devastation of disbelievers. This spellis an area of affect one, and as such, all non-grouped people will be subjectedto it. Neutral clerics will affect both evil and good victims, good clericswill only affect evil victims and evils clerics will only affect the good.If the victims falls within one of those parameters they are considereda valid target. Should the target be an extra-planar being, they will bedestroyed and their spirit banished to their home plane. If the victimis not an extra-planar being then the affect of the word is dependant onthe level difference of the caster and the victim. Should this level differencebe greater than 30, the victim will be utterly destroyed by the clericsshow of power. Should this difference be greated than 20, the victim willbe damaged for the difference * 3 points of damage, they will be blindedand paralyzed (in awe, no doubt) for a period no longer than the caster'slevel divided by 10. The difference be greater than 10, the victim willbe damaged the difference * 2 hitpoints and will be silenced and blindedfor a period not to exceed the caster's level divided by 10. Should thedifference only be somewhere between 1 to 9, the cleric's word will knockthe victim on their butt and blind them for a period not to exceed thecaster's level divided by 10. If the caster is actually of lower levelthan the target, this spell will just piss the victim off.
Usage: cast 'mass heal' (victim)
Mass heal will heal all the hitpoints from a person, except1d4 points. Maximum 200 points can be healed. A victim who is blinded willalso be cured by the mass heal spell.
Druids are the guardians of nature. They remain neutral with regard to other concerns. They develop resistance and sometimes immunity to charm, poison, electricity, cold and fire. If a druid strays from the path (i.e.: is no longer neutral) they will slowly loose their ability to cast spells. The farther they stray from neutrality, the harder it is for them to cast spells.
Usage: cast 'animal friendship' (victim)
This spell may be cast once every 24 hours. It can only be cast on neutral animals of less than your level. The animals will remain your friends for 24 hours.
Usage: cast 'animal growth' (victim)
This spell causes the victim, an animal, to grow to twice it's original size, effectively doing more damage, lowering the victim's saves, and giving it more hit points. This spell may not be cast on Player Characters, regardless of if you think they are an animal. It is also impossible to make a victim more powerful than you, so this spell will only work on those victims that are no more than half your level.
Usage: cast 'animal summon'
When casting this spell, the caster undergoes a ritual that enables him/her to summon animals to their aid. You can summon up to 6 animals, and they are of varying types and abilities. Normally hostile animals will not be so while under your control. This spell can only be cast once per day.
Usage: cast 'animate rock' (object) Casting this spell enables the caster to animate a rock, thereby creating a follower. The object must be a rock. The type of creature resulting from this animation varies with the weight of the rock. The heavier the rock, the stronger the resulting rockman.
Usage: cast 'barkskin' (victim)
This spell turns the victim's skin rough and bark-like. This change reduces your armor class by 10 points, and reduces all your saves (except save vs. spells) by 1. This spell cannot be used in conjunction with spirit armor.
Usage: cast 'changestaff'
This spell enables the druid to call upon the forces of nature and cause a magical staff to be transformed into a huge ancient tree. In order for this spell to work you must be holding the staff and outdoors. The staff must have charges left in it, and the number of charges left affects linearly the duration that the tree will exist. The staff will be destroyed upon completion of the spell.
Very similar to charm person, but allows you to charm monsters too.
Usage: cast 'charm vegetable' (victim)
The victim of this spell must be a plant, and the victim's level may not exceed the caster's own by more than 10. The spell lasts a minimum of a day, but beyond that it is modified to reflect the victim's intelligence.
Usage: cast 'clinging mist'
The caster of this spell creates a large volume of purple smoke to spew forth from his or her fingertips. This smoke will reveal the presence of any invisible people in the room, provided they fail a saving throw vs. spells. It does not reveal hidden people.
Usage: cast 'commune'
Upon casting this spell, the caster becomes closer to his surroundings and is able to determine what creatures are near him. Specifically, it lists their name and location. This spell will not work indoors.
Usage: cast 'conjure elemental' (elemental)
The higher your level the more powerful the elemental you will summon. Conjuring elementals involves sacrificing an object: red stone for fire elementals pale blue stone for water elementals grey stone for earth elementals clear stone for air elementals
Usage: cast 'creeping death' (direction)
This spell causes swarms of angry insects to issue forth from the caster's mouth. These insect coalesce into a solid mass which advances in the dire- ction specified. This mass of insects then attacks whatever is in the room. It dissipates right after it attacks. This spell can only be cast outdoors, and it incapacitates the caster for a brief period after the casting.
Usage: cast 'dust devil'
Upon casting this spell the caster calls into being a dust devil. The dust devil will faithfully obey the caster for 24 hours. This spell may only be cast once every 24 hours. It is recommended that you note the time you cast the spell, so you know when you can cast it again. This spell can not be cast indoors.
Usage: cast 'elemental harmony' (person)
The spell enables the person affected to pass freely through the elemental planes of existence.
Usage : cast 'entangle' (victim)
Through this spell the druid conjures vines from the earth to ensnare the victim and stop him from fleeing.
Usage: cast 'find traps'
This spell increases your skill at finding traps by 35+level percent. So, at 50th level it would yield 85% accuracy.
Usage: cast 'firestorm'
By this spell the caster calls into being an enourmous cloud of flame which whirls around the room, searing those not in the caster's group. The intense heat does (2d8 + 1 + caster's level) hitpoints of damage. People with infravision who are not affected by truesight and are in a dark room will be momentarily blinded.
Usage: cast 'flame blade'
This spell calls into being a 1d4 +4(to dmg) blade of flame.
Usage: cast 'goodberry'
This spells must be cast outdoors. Upon doing so, the caster calls into being a bunch of berries. These berries have a slightly less nutritional value than a loaf of bread, but they do cure 1d8 hit points of damage when eaten.
GUST OF WIND
Usage: cast 'gust of wind'
Upon casting this spell, the caster sends a gust of wind at all the non-grouped people in the room. If the things in the room fail their save, they are put into sitting position, as if they had been bashed.
Usage: cast 'heat stuff' (victim)
The caster of this spell needs to successfully hit the victim for the spell to work. A heated victim suffers from a -2 dexterity penalty, and suffers from a reduced hit point gain each hour.
Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters.
Usage: cast 'insect growth' (victim)
This spell causes the victim, an insect, to grow to twice it's original size. This enables the victim to do more damage, have better saving throws, more hit points etc. This spell may not be cast on Player Characters, nor on some- thing that is more than half your level.
INVIS TO ANIMALS
Usage: cast 'invis to animals'
The caster may only cast this spell on him/herself. Upon doing so, the caster vanishes from the eyes of animals.
Usage: cast 'know alignment' (victim)
By means of this spell, the caster is roughly able to determine the alignment of the victim.
Usage: cast 'malignant aura' (victim)
This spell outlines the victim in a purple glow, making them easier to hit.
Usage: cast 'natures blessing'
This spell will remove the sensation of dryness in the mouth and throat associated with a desire for liquids and sate the uneasy feeling occasioned by the lack of food. This spell also will remove any toxins that may be in a person's blood. This spell will affect all those travelling with the caster.
Usage: cast 'shillelagh' club
This spell changes a club into a 2d4 +1+1 club.
Usage: cast 'slow poison'
This spell may only be cast upon the caster. Upon doing so, it lessens the affect of poison.
SPEAK WITH PLANTS
Usage: cast 'speak with plants' tree
This spells enables you to talk with a plant and acquire it's name. It is very useful in conjunction with the spell, Transport Via Plant.
Usage: cast 'spore cloud'
This spell can cause everyone in the affected room to pass out. Each individual must make a saving throw or fall asleep.
Usage: cast 'sunray' (victim)
By means of this spell, the caster causes an intense beam of light to hit the victim. The intensity of the light is such that it might blind (as per spell) all the people in the room that are not grouped with the caster. If the victim is of the races VEGMAN or UNDEAD, the victim will be damaged. If the victim is UNDEAD, they take 6d8 points of damage, NO save. If the original victim is of type VEGMAN, they take 6d8 points of damage with a successfull save vs. spells cutting that in half. The ray is so intense that it also does damage to others in the room that are not immortal or part of the caster's group. For UNDEAD, this is 3d6, no save. For VEGMAN, it is 3d6, save for no damage.
Usage: cast 'thorn spray' (victim)
This spell emits a shower of thorns from the hands of the caster into the face of the victim, doing (level/2+1)d5 damage. To encourage nature to bring forth such harm, the druid must be holding a thorn.
TRANSPORT VIA PLANT
Usage: cast 'transport via plant' (tree name)
This spell lets the caster instantly transport himself between two trees. First the caster must know the location of a tree, and the name of the tree (s)he wishes to go to. The caster has to be at one tree before they can transport themselves to another. You must journey to the trees and speak with them to find out their names.
Usage: cast 'travelling'
When this spell is cast the caster, and only the caster, is able to travel over any terrain type as if he were flying. Note however, this does NOT enable the caster to fly. The effects of this spell are only work outdoors.
Usage: cast 'tree travel' (victim)
This spell enables you to move through certain trees unhindered. It is a must for any druid who would like to get past 10th level.
Usage: cast 'vegetable growth' (victim)
Upon casting this spell, the caster can double the size of a vegetable-like monster. This also improves it's saves, hit points, and damage. This spell can not create a monster more powerful than the caster, so, it will not work on a monster that is more than half the level you are. This spell must also be cast outdoors, plants don't grow so well inside. Players also don't grow so well via this spell.
Usage: cast 'warp weapon' (victim) or cast 'warp weapon' (object)
This spell bends and warps a weapon, effectively causing it to do less damage. For example: If a 3d6 weapon fails it's save, it will be reduced to 3d5 or possibly 3d4. Really nasty thing to do to someone.
Usage: cast 'water breath' (victim)
This spell enables the recepient to enter underwater rooms.
This is a class of powerful and violent magic, but the magic user does not control nature, and can therefore not bless and such. You can improve your spells by using the practice command.
Usage: cast 'acid blast' (target)
Acid blast creates a powerful blast of acid that does 1d6 per level damage. The only advantage to this spell over lightning bolt is that fewer things are immune to acid.
Usage: cast 'burning hands' (victim)
This spell causes the caster's hands to release a small wave of fire. This fire can cause damage to more than the intended victim.
Usage: cast 'chain lightning' (victim)
This spell calls upon the force of lightning to deliver damage to all the non-grouped people in the room. The lightning is directed at the victim, upon whom it does 1d6/level of damage. It then arcs to the next non-grouped person in the room and does 1d6/ (level-1) damage to them. This continues until there are no more targets, or no more levels.
Usage: cast 'charm person' (victim)
Is is not possible to charm anyone that is already charmed, if you are charmed yourself, or if the person is more than three levels higher than yourself. The person will get a saving throw versus "paralyzation". If you attempt to charm someone and fail they may react violently. A charmed person will follow you, and not be able to attack you, you can order charmed person using the order command.
Usage: cast 'chill touch' (victim)
Upon contacting the victim the caster of this spell causes a wave of immense cold to spread through the victim's body. This cold causes both physical harm and some neurological shock, which results in a loss of strength.
Usage: cast 'color spray' (victim)
This spell releases a blast of charged energy at the victim. This energy can cause serious harm to the victim.
Usage: cast 'comprehend languages' Upon casting this spell, the caster develops a magical understand of many languages.
CONE OF COLD
Usage: cast 'cone of cold'
This spell unleashes a blast of freezing energy into the room.
Usage: cast 'detect invisibility' [self]
This spell enables you to see invisible items and players.
Usage: cast 'detect magic' [self]
This spell will let you see the magical aura surrounding magical objects.
Usage: cast 'dispel magic' (victim)
This spell attempts to remove all spell affects from the victim. If the victim is lower level than the caster, the dispeling will always work. If the victim's level is equal or higher than the caster's level, then the victim gets a save vs. spells for each spell affect the victim has. If the victim fails the saving throw, the spell affect is removed. This spell is not hostile when cast on other Player Characters, but monsters will generally take offense at it.
Usage: cast 'enchant armor' (item)
With this spell a caster is able to imbue a piece of mundane armor with magical affects. A suit of armor (eg: helm, arm plates, leg plates, shield, gauntlets, chest plate, boots etc) can be enchanted such that at each piece yields an armor class reduction similar to the enchant weapon scale. (-1 up to 20, -2 up to 40, -3 up to 50) Caster's above 30th level also enable the item to improve the wearer's saving throws by -1. Enchanted objects are anti-all alignments except the caster's. This spell is not designed to be a wicked powerful spell. It is to help those who are otherwise unable to get better equipment.
Usage: cast 'enchant weapon' (weapon)
This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitable for enchantment is to fully identify it.
The enchantment will modify the weapon as: Level Hit Roll Damage
0..17 +1 +1 18..19 +2 +1 20+ +2 +2
Usage: cast 'fear' (victim)
With this spell the caster can instill fear in the victim, provided the victim is at least 2 levels lower than the caster. This fear, if successful, will cause the victim to flee.
Usage: cast 'find familiar' (name)
This spell causes a creature to become a companion of the spell caster. This creature will be loyal to the creature for it's lifetime, provided the caster does not attack it. Having this familiar lowers the caster's armor class by a small amount for 24 hours. The kind of creature you get is dependent on your level. The name field is the name you want the familiar called.
Usage: cast 'fireball' (victim)
With this spell the caster unleashes large volumes of searing flame. People not in the immediate area of the caster can be seriously harmed. This type of attack can also cause extensive damage to equipment and items located in the blast area. People with infravision who are not protected by other magics and are in a dark room will be momentarily blinded by the light of the blast.
Usage: cast 'haste' (victim)
This spell causes the victim to gain speed resulting in more attacks. It also ages the victim due to the immense physical strain on the body. Mobiles generally don't like the strain. If the mage uses this spell on themself, they are able to resist the aging affect.
Usage: cast 'ice storm'
Upon casting this spell freezing artic winds are summoned to turn hapless victims into so many popsicles. In the process the victim will take 1d4 per level of the caster in damage. This spell will affect ALL occupants in the room except those grouped with the caster.
Usage: cast 'invisibility' (victim | object)
Self Explanatory. Attacking while invisible will immediately break the spell.
Usage: cast 'knock' (target)
This spell will open a locked container/door. For some reason, however, some things are not affected by the spell.
Usage: cast 'know monster' (victim)
If the victim is not a Player Character, this spell will give the caster information about the statistics of the mobile. What statistics are based on the level of the caster.
Usage: cast 'levitate' (victim)
This spell enables the victim to levitate. This will prevent drifting on rivers and lessens movement loss through certain terrain types. (Note, ceilings and doorways are hard to maneuver around, so movement loss indoors is actually MORE if you are levitating). It will also prevent you from falling to your death.
Usage: cast 'lightning bolt' (victim)
The caster of this spell causes a bolt of lightning to strike the victim. Needless to say this contact with lightning causes the victim great harm. Unlike 'call lightning' this spell can be cast inside and/or in good weather.
Usage: cast 'luukmaars barrier' (target)
This spell surrounds the target in a pulsating barrier. This barrier greatly reduces the target's AC. However, when an attacker successfully strikes the target, the barrier is destroyed.
Usage: cast 'magic missile' (victim)
This spell causes a small missle made of magical energy to strike the victim. The spell "shield" will deflect this type of attack.
Usage: cast 'paralyze' (victim)
This spell causes the victimt to become paralyzed for a period of time. The victim can't not do anything that requires physical movement.
POWER WORD BLIND
Usage: cast 'power word blind' (victim)
This spell will instantly blind the victim unless they are too powerful. The spell has a wider range of effectiveness than the spell Power Word Kill does. You should be able to blind someone of about your level when you first get this spell. ie: a 16th level victim.
POWER WORD KILL
Usage: cast 'power word kill' (victim)
This spell will instantly kill the victim unless they are too powerful. This spell has a more limited range of effectiveness than does the spell Power Word Blind.
Usage: cast 'shield' (target)
Creates a shield of magic around the target, some protection(-10 AC), and nullifies all magic missile attacks.
Usage: cast 'shocking grasp' (victim)
This spell causes the caster's hand to the charged with electrical energy. Successful contact with the victim causes physical damage.
Usage: cast 'silence' (victim)
This spell, if it works, shuts the victim up. It prevents speech (sign language is still usable) and spellcasting. Very nasty thing to do to a spellcaster.
Usage: cast 'sleep' (victim)
This spell... well, you can probably figure it out.
Usage: cast 'slow' (victim)
This spell causes the victim to slow down, resulting in a loss of attacks. This generally annoys mobiles.
Usage: cast 'stone skin'
This spell turns the caster's skin into a stone-like substance. This affect reduces the caster's armor class by 20, and makes him resistant to piercing attacks. That is, of course, if the caster is a him.
Usage: cast 'strength' (victim)
This spell causes the victim's physical strength to be increased.
Usage: cast 'ventriloquate' (victim | object) (text)
Example: cast 'vent' merchant I've got 921,923 coins, don't even consider killing me. For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. People saving will only notice that someone tried to make it sound that way, not who.
Usage: cast 'weakness' (victim)
This spell causes the victim's physical strength to be reduced.
Usage : cast 'web' (victim)
Spider's silk shoots from the caster's hands, entangling the victim in webbing from which they can not flee.
Usage: cast 'cacaodemon' (demon name)
This spell is wreathed in mystery. The only sure knowledge about it is that it requires a component.
Usage: cast 'feeblemind' (victim)
This spell causes the victim to become a moron if they fail their save. The chance of spell casting successfully is greatly reduced, as is the intelligence and ability to use skills, due to the victim's profound lack of intelligence.
Usage: cast 'meteor swarm' (victim)
This spell creates a swarm of meteors which the caster can direct at a victim. The meteors do (Level of caster/2+1 d12) damage to the victim if the save is failed.
Usage: cast 'portal' (target)
The caster of this spell calls into being a gate that can instantly transport those who enter it elsewhere. The target is a creature that exists in the world already, and that is not significantly more powerful than the caster. The portal will deposit those who enter it, using the "enter" command, to the room where the target is located. This spell is only usuable once every 12 hours.
UNSTABLE MULTIDIRECTIONAL PORTAL
Usage: cast 'unstable multidirectional portal'(target)
This spell opens a magical gateway between the caster and the target. The life of the gateway is unstable and can end at any time.
Monks are masters of harmony. They are very aware of their internal balance and are resistant to things that upset that balance. This characteristic does not necessarily force them to be neutral. Over time their training enables them to attack others with their bare hands and to kick things with amazing force. Their focus on their being neutralizes any affect dexterity would normally have on their armor class. Very little is reflex anymore. As they become more powerful they become resistant and eventually immune to things that would disturb their internal balance. These include poison, haste, charm, slow, and paralyze. By 11th level a monk is already immune to haste, slow and paralyze. At 15th level they develop a resistance to poison which turns into an immunity at 32nd. At18th level they are resistant to charm. At 36th level they are immune to it. Monks are designed to be weak and equipment starved at low levels. At high levels they rival warriors. They are doomed to poverty at lower levels and restricted from saving money, but may prosper after proving their worth at higher levels.
There are two kinds of disarm. Disarming weapons and disarmingtraps. If one types "disarm monstername", then, if the playerhas the disarm weapon skill, and successfully uses it, the monster's weaponwill fly from its hand/tentacle, etc. If one types "disarm trapname", if the player has thedisarm traps skill, one can attempt to disable the trap.. failure indicatesa high probability that the trap will be sprung on the player attemptingthe disarm.
Dodge allows players to avoid the attacks of opponents.Note: this applies to physical attacks only.
Allows a monk to pretend that they are dead. The people/thingsthat are attacking you will stop fighting you, and may leave you alonecompletely, although it is best to leave the room as soon as possible.
When you type hide there is a chance that you hide inthe room. If hidden you can only be "sensed" by the "sense life" spell.Even if sensed your identity will remain hidden. You can only do certain commands while hidden. Use of other commandswill cause you to be revealed.
Usage: kick (target)
The success of a kick depends upon how well you are learned.The higher level you reach the harder you kick. There is one small catch- whenever you kick (or miss) you will be unable to type any command forthree rounds of 'Violence' - so be sure that you do not need to flee! Thisis one of the Monks most awesome weapons. Use it wisely.
This skill allows a monk to regenerate hit points at upto twice the normal rate. However, the monk cannot do much else, but sit.
Usage: pick (door) or pick (container)
You can use this skill to pick the locks on doors or containers.You need to have lock-picks to do this.
Allows a fighter or monk to get out of combat withouthaving to panic and flee. If you make the roll, you WILL leave the room,and you lose no exp for doing it. This skill gets better through use. Thisskill does not have a name of its own, but is built in to the 'flee' command.
Used for sneaking (moving in and out of rooms withoutanyone taking notice). When you type sneak, there is no way to know ifyou actually sneak. If you successfully sneak, then you will continue tosneak for a little while. When you are sneaking, many monsters that wouldotherwise attack you will not notice you, allowing you to go places thatno others can get to.
SPRING LEAP OR SPRINGLEAP
Allows you to attack from a sitting position, i.e. afteryou have been bashed. You attack, and stand up, all in the same motion.(monk skill).
Usage: chop (target)
This attack does some damageand can cause the target to fall to the ground.
Quivering palm is a fabled monk attack.. It can only bedone 1 time per day, and only on an opponent of lower level, with lessthan 1.5* the monks max hit points. The target must also be humanoid. Ifthe roll is successful, the target dies instantly.
Thieves are known to have very special qualities, that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. They are not very combat oriented, however, so do not expect to be able to kill many things by yourself. The useful aspect of thieves involves their ability to scout ahead, avoiding monsters, detecting and removing traps and selling and buying items at the black market.
Usage: backstab (target)
Is a way to sneak up on a person, and attempt to place your dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level. Levels 1 - 7: x2 Levels 8 -15: x3 Levels 16-24: x4 Levels 25-32: x5 Levels 33-38: x6 Levels 39-43: x7 Levels 44-48: x8 Level 49 : x9 Level 50 : x10
Now for the nitty gritty stuff. Sneaking does help you backstab. You always have to be sneaking to backstab aggressive creature. In order to backstab a huge creature you have to be flying and you will not do as much damage. Certain races like slimes, ghosts, undead, are not very affected by backstabbing. In order to backstab, you need to make a successful skill check, and then a successful to-hit check. Backstab damage is figured out my multiplying your weapon damage, INCLUDING your plusses to damage by your multiplier. Your multiplier is modified depending on how well you know your victim's innards. This knowledge is reflected in various lores taught to you by the LoreMaster. Your base multiplier is determined by your level and can be determined on the above chart. If you were attempting to backstab a humanoid, a check is made with your "people lore" skill. Numerically, this ammounts to the following: If I am not-learned (learned = 0) then my multiplier is multiplied by .1 ( (how learned + 10) / 100). So, this pretty much nukes my multiplier. If I am learned at Superb (95) then my multiplier is multiplied by 1.05 ( (95 + 10) / 100) and my multiplier all hunky dory. Your lore will improve via multiple uses of backstab, of course which lore is improved depends on what you backstab.
This skill will enable you to hold a weapon in your hand and use it to attack. You must be good at either backstab or dodge to learn to dual wield. Note: Weapon weight will affect the damage you deal when wielding two weapons. A two handed weapon's damage will be affected when you are holding a second weapon. Also, ambidextrous individuals have a better chance of being successful at their secondary attack than others.
When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. You can only do certain commands while hidden. Use of other commands will cause you to be revealed.
This skill enables you to get things without other people noticing. Same usage format as the command "get".
This skill enables you to look at other people without them noticing. Same usage format as the command "look".
Usage: pick (door) or pick (container)
You can use this skill to pick the locks on doors or containers. You need to have lock-picks to do this.
This skill allows thieves or assassins to give an item to a person without that person or anyone else knowing. It is a good way to 'plant' false evidence.
The shadow skill allows you to 'follow' a person without them knowing it. It usually helps if you are hiding and sneaking as well. Example: shadow bob
Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you successfully sneak, then you will continue to sneak for a little while. When you are sneaking, many monsters that would otherwise attack you will not notice you, allowing you to go places that no others can get to.
Usage: value (victim) (item)
The spy skill allows a person to make an estimated value of an item carried by another person.
Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. Due to misuse of the steal command, it now requires at least 1,250 XP points to steal from other players. You can still steal from monsters at all levels.
The trip skill is a thief skill similar to the warrior skill bash. If you succeed in tripping someone, they will fall on their butt.
Usage: gouge (target)
This attack does some damage and may cause the target to become blinded.