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#HELPS

-1 'RACE HELP' 'RACE' 'RACES'~
THE RACES OF RYLELIA

  Human   Most Versatile in alignment and class.
  Sylvan  Good natured elves.
  Drow    Evil natured elves.
  Gnome   Wise and ancient folk of good nature..
  Hobbit  Small and sneaky, they are hard to spot.
  Saurig  Lizard men with great strength and agility.
  Svirf   Neutral cousins of the surface dwelling gnomes.
  Dwarf   Stocky mountain dwelling folk.
  Duergar Evil Cousins to the dwarves.
  Storm   Half Storm Giant, Of Good Nature.
  Fire    Half Fire Giant, Of Evil Nature.
  Cloud   Half Cloud Giant, Of a neutral nature.
 
Each race has its place in the lands. They all serve intregal
parts in the ecology of Rylelia. Each race has its own
skills and abilitys, see the individual racial helps to learn
more about these. ( ie HELP HUMAN )

~

-1 DWARF DWARVES~

The Dwarves are a mountain bred folk and are distant cousins to
humans. Dwarves are very resistant to disease and poison but do
not fair to well in water. They have heavy builds and thick
stocky legs. Most Dwarves are of gruff nature and do not mess
around with trivial things in life. Dwarves are best suited to
the warrior guild and rank the fastest there. Dwarves have
excellent knowledge of lore and get this skill for free. They
have a high constitution but are not very dextrous.
~

-1 SYLVAN SYLVANS~

The Sylvan race is very old, being far older then humans but
not quite as old as their cousins the Drow. Sylvans tend
to live in the woodlands and meadows of Rylelia, living off
of what nature provides. They generally are good natured folk
but very close cultured. Sylvans get the hide skill for free
and have excellent wisdom and dexterity. They lack the physical
constitution and strength of other races though. 
Sylvans tend to be around 6 feet in height and very slim.

Sylvans are of good alignment and can be the following classes

Ranger, theif, Warrior, Crafter.
~

-1 SVIRF 'SVIRFS'~

The svirfs are a cousin to the gnomes. Svirf tend to keep their
communitys deep underground, avoiding contact with other races
as best as possible. Svirfs are short stocky folk with a streak
of meaness that only compares to that of the Drow. Svirf
culture does alot of trading with the Drow who live sometimes
in close proximity to them. Svirfs get the kick skill for free
and have excellent intelligence and wisdom. 

Svirf are mainly of neutral alignment but can be good as well.

Svirfs can be thieves, warriors, crafters, priest.
~

-1 SAURIG 'SAURIGS'~

Saurigs are thick skinned lizard folk. They are humanoid in
appearance and lack a tail. Saurigs are very stealthy and quiet
and inhabit some of the most inhospitable enviroments on Rylelia.
Saurigs tend to be evil in nature, but some are good natured.
. Do to their odd looks Saurigs are disliked
by alot of humans. Saurigs are usually around 6 feet in height
and very heavy.

Saurigs can be of any alignment and can be the following classes.

warrior, ranger, barbarian, priest.
~

-1 GUILD 'GUILD HELP' 'GUILDS'~

The Guilds Of Rylelia
========================
Runemaster    A general purpose spellcaster.
Priest        A martial artist type with some spells.
Thief         Trained in sneaking and hiding.
Warriors      Excellent fighters, fast rankers.
Cavalier      Tough to rank, healing and fighting skills.
Assassin      Trained in the arts of killing.
Healer        A non offensive cleric type.
Ranger        Excellent outdoorsman
Barbarian     A fierce fighter and hater of magic.
Crafter       Creation type spells.
Necromancer   Combat spells and creation of undead.

Type [ help guildname ] for further help on each guild.

~

-1 HUMAN HUMANS MAN~

Humans are the most common race in the world, and make up the majority of
adventurers. Although they have no special talents like the other races,
they are more versitile, being skilled in all four classes. Humans may
also train their primary stat higher than any other race, and are able to
gain more benefit from magical devices. Humans can be of just about
any height and weight.

Humans can be of any alignment and can be of any class.
~

-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 THIEF 'THIEF'~

The theives and footpads of Rylelia. There guild halls
are supposedly hidden deep under the city or out in the forests
of the Dearthwood. They hold a loose alliance with the Astari
guild and have a hatred of the Cavaliers and the Milita Guilds.
thieves are excellent at sneaking and stealing and learn these
skills quickly. Their presence is not tolerated by any of the
law abiding guilds, and they are quickly put to death when
caught commiting a crime. The problem with this guild is that
as the old saying goes "there is no honor among thieves" is
very true, most thieves do NOT work together, they care little
except for their own wealth and gratification. If you play
a thief you are the scum of society and hated by most. Be
quick thinking and quick moving and you will stay alive, remember
the city alleys are your best allie, knowing the ways of
the streets will save your life.
~

-1 WARRIOR~

The Warriors are a guild of fighters who have
banded together as mercenarys to gain power and riches. 
Warriors especially human ones, gain rank fast. There skills
are centered on fighting and combat, and few if any ever 
learn any spells. Warrios members have a tolerance with all
the classes, and often accompany spellcasters to adventure
in strange places. The Warrior guild owes the Overlord respect
and are called upon from time to time to act as town guards
or to help track down a violent criminal, this is usually 
only if a Cavalier is not available. Warriors can use scrolls
and wands, but usually dont, keeping their trainings to
the fighting arts. Warriors come in all shapes and
sizes, and can be of both sexes.
~

-1 HEALER~

The healer guild of Rylelia is made up of generally good
hearted people. They will help all if they are wounded or
are sick. Healers can also be deadly foes, as they have a
good mixture of offensive and defensive spells available to
them. This guild is often found in a great dilema, as the
Overlord forbids the helping of his enemies, but the members
of this guild just cannot refuse one in need. The generally
live a just and chaste life, preferring to keep to themselves
and help the needy. There guild houses are found all over
Rylelia and often provide a nice place to rest and recover
from your battles. Look to the healers if you need help.
And playing a healer means for you to look to help others.
~

-1 RANGER~

The Rangers! A powerful guild who controls all the unpopulated
sections of Rylelia. They hold a small alliance with the
Orcs and Goblins, but still battle them quite frequently. The
Cavaliers hate them, as do any folk of higher social status,seeing 
these forest dwellers as scum. The rangers guild teach survival.
They are taught from the beginning to survive in the forests 
without having to enter the cities. At lower ranks your journeys
to these towns will be a bit more frequent, but as you gain
in power, you will seek to never again enter a city unless it
is absolutely needed. The rangers are excellent to hire for
scouts and guides through the rough areas of Rylelia, and are
known for their ability to navigate even the roughest of 
terrain. Rangers are quiet and solitary folk but generally
of kind heart. Do not wrong a ranger, or next time you leave
the town, you will find a sword in your back.
~

-1 BARBARIAN~

The Barbarian guild is made up of powerful and fanatic warriors.
These guild members hate magic and all the pain it brings.
The unnatural forces are to be destroyed and all the mages
with it. They have guilds in the citys and forests and
are constantly at battle with the Craters and Runemasters,
they hate the Necromancers as well but fear them a bit due to 
their evil death magic. Most barbarians are kind of stupid oaf
types who like to crush and destroy, they are constantly 
drunk or causing trouble, picking on small innocent folk and
winding up in jail. They are known for their filthy tongues
and are constantly causing fights. You  will do whatever
is needed in order to destroy mages. They will hunt them
to all ends of Rylelia it takes that. They get excellent
abililitys in combat including the ability to enter a 
crazed berserk frenzy. Be warned, this is a stupid but
feared guild.
~

-1 CRAFTER~

The crafters guild is a mysterious one. It is said that all
magic items come from there secret workshops hidden deep
under the western mountains. Their guild houses are accepted
and respected all over Rylelia except of course by the Shetari.
Crafters have a vast knowledge of magic and spellcasting
ability, they are very expensive experience wise to rank after
a few levels, but you will find a large number of spells to
choose from. Crafters are said to have been formed out of a
fraternal brotherhood that discovered ancient tomes of 
rituals and magics that gave them their initial power. Now
they are a very wealthy guild and have a good say in what
the Overlord decides to do. Crafters accept all social
status but are a male oriented guild. They are of all
kinds of natures, from helpful, to destructive. Watch 
yourself at lower levels, until your power grows.
~

-1 NECROMANCER~

One of the most hated guilds in the land. The power of the
necromancer come from negative energy and dark creatures said
to only lurk in nightmares. You  are selfish and evil
and enjoy killing just for the pleasure of it. They can 
enslave and cause great pain and suffering with their magics.
necromancers are walking the line of acceptance with the Overlord.
It is rumored that he keeps their guild around because they
use their powerful magics to keep him from aging, of course
this is not spoken of openly, it would cost you your life.
Necromancers hate barbarians and enjoy torturing the 
stupid oafs a bit before doing so. Necromancers come in all
social status's and can be male or female.
~

-1 RUNEMASTER 'RUNE' 'RUNEMASTERS'~

Runemasters are the most common of the spellcasters. They
gain their powers from harnessing the elemental magics and
channeling them through glyphs or runes which they trace in
the air. Runemasters do not CAST magics, they DRAW them. An
example would be....


The glyphs or runes which they draw are usually accompanied
by an activation phrase which actually casts the spell. This
is done in quick cycles that are second nature to even the
lowest of Runemasters. The Runemasters are run by an elder who
resides in a magical tower said to float in the void. Only
the highest levels of Runemasters are ever welcomed at this
place to serve at their lords side. Runemasters feel that
magic is the founding force in the universe and everything
revolves around it. Runemasters mainly wield daggers or staffs
but a few have been known to use other weapons. A Runemaster
at lower levels is often known to travel with companions until
their magic power grows enough to stake out alone. A high
level Runemaster is someone to FEAR. A wide range of spells is
taught to the Runemaster as they grow in rank, from damage
magic, to healing magic, their powers encompass all forms.
Runemasters are generally of a neutral nature and try to avoid
conflicts with those of other guilds, except that of the
Shetari guild. 
~

-1 PRIEST 'PRIESTS'~
Priests are martial oriented priests who specialize in
the hand to hand fighting arts. Although they have the
ability to use staff type weapons, most do not, feeling
it interrupts their natural martial balance. Priests tend
to live a life without many luxurys, wandering through
the world obeserving and learning from nature and from
the people they encounter. Priests have a few organized guild
houses around Rylelia but they are generally hard to
find. Priests tend to not deal with other guilds seeing
these kind of actions a political thing that they do not
wish to get involved with. They are good of spirit and
kind of heart and help when they can. Priests protect the
innocents whenever possible and will go to great lengths
to get revenge if one of their own is wronged. This guild
is left alone for the most part by the Overlord and his
minions, as they are not a great force in politics. Priests
have few skills, but the ones they do have are very powerful.
There have been rumors of a secret temple that priests of
high rank seek out in their later years. A priest that does
not follow his simple life is frowned upon and will be
expelled from the order.
~

-1 STATUS 'SOCIAL STATUS'~
Your social status defines alot about who you are in the world
and where you came from, although you can eventually buy your
way up in status, most never do. To learn more about status,
do a help on its name.
Social Status's Are
Freeholder
Commoner
Craftsmen
Wealthy
Nobility
Royalty
~

-1 FREEHOLDER~
 Just above a slave.  This is the lowest possible social status and 
is fairly common. You have no permanent residence and must reside in the
lower class Inns of the land, most of these are outside the city and are
not supported by the Overlord so they cost gold. Your equipment will be
stolen or found as the shops do not allow you to shop there. It is rumored
that there are some places outside the Overlords reach which will sell to
even freeholders.  Being a freeholder offers you no rights, and you are
often required to perform to the needs of upper class individuals.
~

-1 COMMONER~  
This is the most common social status in the lands. You are offered 
various rights and privileges such as free room and board in the Overlords
inns and common  houses located inside the city. You are generally
accepted by the lower class inns outside the city. You have a small amount
of money and the ability to purchase items at some stores.
~

-1 CRAFTSMAN~ 
Your background offers you priveleges that those of lower class do not get.
You are fairly wealthy and have access to better items offered in the stores 
and shops. You can stay at quality Inns and board rooms. You will start
with good equipment and have access to food and water for a good price.
You can expect service at lower class inns outside the city to be
aggressive towards you, and it is not recommended you stay there.
~

-1 WEALTHY~
You have been brought up with all the nice things in life. You can expect 
service just about anywhere, and your price will always be good. Those of
lower class are expected to respect your desires (within the Overlords
reach of course) and you are exempt from a lot of the laws of the
Overlord. Most of the wealthy status do not leave the city too much 
without armed escort.
~

-1 NOBILITY~   
You are one of the lands leaders. Probably controlling some men and a lot of 
money and resources. You will have a house in which to stay, and despise 
having to reside at an inn. The lower class sections of the city are not a 
place for you, although they are yours to control. 
~

-1 ROYALTY~        
You are a relative of the Overlord in some way or another. You ARE the law.
You make the laws and decisions  of the land. The guard is yours to control
as are the populace of the city and lands. This is by far the most rare of 
social status, consider yourself lucky if this is you.
~


-1 CAVALIER~
Cavaliers are the law in the cities and lands of Rylelia. They
are always of higher social status then the those belonging to
other guilds. Cavaliers are the direct arm of the Overlord and
will do his bidding even if it means death. Cavaliers are the
basic knights of the land, preferring to wear heavy armor and use
swords or maces. There skills are based around battle and they
use protective and healing type spells. Cavaliers tend to think
of themselves as the Guild of choice and they will act better
then other guilds. Their social status explains alot of this.
Cavaliers will find it hard to
group with others as most hate them and their orderly ways.
If you are a Cavalier, you are honorable and law abiding to
the end. You are fanatic about this, ie. "JAYWALKER! NOW YOU
DIE!".
~

-1 THIEF~
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 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 SECOND DUEL~
Second allows a character to wield two weapons at once, the only 
disadvantage is that a shield cannot be worn. Also the second 
weapon has to be lighter than the first.
It is sometimes quite difficult to find a weapon to second.
~

-1 BACKSTAB~
Backstab is the favored attack of  thieves, murderers, and other thieves.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.
~

-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 the powerful 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.  
~

-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. 
~

-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. 
~

-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, 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 basic skill in Rylelia.  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.
~

-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. 
~

-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 friend 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. 
~

-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.  
~

-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.  
~

-1 SHARPEN~
Sharpen allows a character skilled in the ways of weapons to take out
a wet stone and hone his or her weapon to razor sharpness, increasing
its effectivness in battle.
~

-1 CIRCLE~
Circle allows a character to slip around a foe during battle and 
deliver a backstab like blow to their foe. This attack is difficult
to do and makes you give up a turn or two after you do it.
~

-1 SKIN~
Skin allows a character who is well trained in this skill to take a
corpse and create a valuable skin. This skin will sometimes also 
have a good armor rating.
~

-1 BUTCHER~
Butcher allows a character to take a corpse of a creature and butcher
it to create steaks that are edible. This is a great skill for those
avoiding the sprawl of the city.
~

-1 ROUND ROUNDHOUSE~
Round or roundhouse is a powerful kick that is delivered mainly by priests
and martial artists. It delivers more damage than a regular kick but
takes more time to recover after delivering one.
~

-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).
~

-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.  
~

-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.  
~

-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. 
~

-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. 
~

-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.
~

-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.
All fighter types, 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 easily learned by them.
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.
~ 

-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. 
~


-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 god, with
disasterous effects upon the enemies of the user coupled with powerful
blessings on the caster'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 user suffers
greatly from the strain of this spell, being left unable to move and 
drained of vitality. 
~

-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 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 
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 DROW~

Drow according to some history are the oldest race on the planet.
They are the ones who the name Rylelia descends from. Although
this race once roamed the entire planet they now frequent the deep
areas underground. Due to their usual dark nature they are shunned
by most races except the Svirf. The Drow are the actual founders
of the Sylvan race who now due to an ancient conflict are only
considered distant cousins. Drow make excellent Necro's, thieves
and Asassn. Their prime attribute is wisdom and they receive the
trip skill for free. Drow are usually tall and slim being around
5-6 feet in height.

Drow are of evil nature and can be the following classes.

necromancer, thief, assassin, runemaster, warrior.
~

-1 GNOME~

Gnomes are a short stocky race with excellent constitution which
is their prime stat. They are an older race and also have a
fairly good wisdom, but unlike their dark cousins the Svirf,
Gnomes are not as intelligent. Gnomes are known for theif long
beards and hair which they like to braid and tie off. They like
food and wine are good travelling companions. Gnome villages are
usually located in hilly terrain. Gnomes receive the hide skill for free. 
Gnomes are usually from 3-5 feet in height and very stocky.

Gnomes are of good nature and can be the following classes

crafter, ranger, healer, thief.
~

-1 HOBBIT~

Hobbits are thought to be distant cousins to humans, although
their cousins the Phrai tend to be more manlike. Hobbits are
usually from 3-4 feet in height and have thick curls of hair
that covers their head, the back of their hands and the tops
of their feet. . Their prime stat is dexterity and they will
receive the steal skill for free.
Hobbits are generally liked by all humans although they are
thought of as theives. Hobbit villages are close by most
human cities due to the trading which is available.

Hobbits are of good nature and can be the following classes

ranger, thief, psionicist, priest.
~

-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 $~
#$