#HELPS -1 'RACE HELP' 'RACE' 'RACES'~ THE RACES OF WURM Human Stock Races Available To All Players Jezram - City folk, usually light skinned with blonde hair. Kang - Mountain barbarian folk, light skined with dark hair. Sethuut - Desert dwelling folk, dark skinned and shamanistic. Non Human Races Available Upon Approval Sylvan - Fair skinned woodland folk, very wise and magical. Thstaar - Filthy short folk who live underground. Hobbit - Little people distant cousins of humans. Saurig - Lizard like people who dwell in the desert. Nrsang - Dark folk who dwell in the accursed places. Each race has its place in the lands. They all serve intregal parts in the ecology of WURM. Each race has its own skills and abilitys, see the individual racial helps to learn more about these. ( ie HELP HUMAN ) ~ -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~ Help is being prepared for this. ~ -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. ~ -1 $~ #$