A-H

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 * Here are the help files for all of the skills and spells, A to H. Please bear in mind that some of them may be out-of-date (which I will attempt to fix) or are nonexistant at this time.

 This song creates a delicious bottle of beer. Yum.
 * 99 bottles of beer on the wall**

 Slightly reduces the amount of damage taken. It is similar to sanctuary, but can only be cast on one's self.
 * absorption**

 Taking an ability from the draconian arts, the combat spellbooks offer the growing caster the spell of acid blast. This spell, when cast, spews forth from the caster's hands literally as a gout of acid.
 * acid blast**

 Acute vision is a skill that allows those who have it to be able to see characters who are hiding, sneaking, camouflaged, or using quiet movement. It is a benefit of the training one undergoes while becoming certain reclasses and works automatically for those who have it. Return to Top
 * acute vision**

 This transmuter spell will instantly turn any piece of leather armor or tougher (ie. non-cloth) into a pulsating cloth armor wearable by other mages. However, the item cannot afterwards be worn by anyone outside of Conclave. A very small chance is aloted to a transmuter while casting to make this piece non pulsating this allowing the item to be worn by anyone. You can actually change it to -any- armor type (chain, plate, leather) by adding that word to the end (ie. c 'alter armor' gauntlets plate)
 * alter armor**

 Cast upon an animal of any variety, alter beast transforms that animal into a 'gnarth', of type depending on the animal variety it is cast upon. For example casting it upon a cat will turn it into a fel-gnarth. They cannot be equipped with items but some have special skills.
 * alter beast**

There are only very specific monsters one can cast this spell on in the world.

 Alter elements allows a skilled transmuter to turn silver into gold. No one is quite sure what the conversion rate is between the two elements. Though it is known, its not worth using.
 * alter elements**

 Alter self is useful for disguising yourself as a mob. When cast successfully, you take on the appearance of the mob that you chose. In PK there are ways to see around this, where for example will show you in the room you are in, if someone walks in, they will see the mob.
 * alter self**

 The alchemist attempts to change one thing to another, and when applied to magical potions, he is able to modify the very tendrils of magic emnating from the potion, to suite his own ends. Of course, the alchemist must be quite familiar with the spell he wishes to place upon a potion, and some spells are simply incapable of having such a feat performed upon them. When one wishes to change a potion to another, he must hold the intial potion to be changed.
 * alchemy**

Syntax: alchemy Return to Top

 Syntax: cast 'ancient vow' Ancient Vow is a battlemage spell that draws on mystical energy to create a small group of fairly weak, but strong-hitting undead warriors who stand sentinel in the room it's cast in. They will occasionally attack anyone from a clan that your're at war with when they wander into the room. Beware though, if they attack someone you get hostile regardless of where you are.
 * ancient vow**

 Charlatans, well known for their trickery and devious abilities, use many different tactics to help defeat their opponents in battle. One of these is the ability to drive their own feet down into an opponent's feet or ankles, thus causing the opponent to cry out in pain, and lose some ability to move with speed and agility in battle. Return to Top
 * ankle smash**

 Animate object allows the enchantor to bring ordinary objects to life in order to aid them along their ways. There are many factors which determine the usefullness of an animation.
 * animate object**

 Syntax: cast 'animate dead' Animate Dead simply raises a corpse from the ground, creating a zombie under the command of the Necromancer. The corpse loses most of its abilities from its former life, becoming a mindless zombie which will follow the orders of the Necromancer until it is dismissed, dispelled, turned, or destroyed.
 * animate dead**

 Alarm is an Invoker spell that can be used to detect when someone enters a room. Alarm will detect the first person to enter the room, regardless of who that person is. Return to Top
 * alarm**

 Syntax: ambush The ambush skill is available only to rangers who are camouflaged. It is a surprise attack which allows great damage in the first round of combat against a foe. The target may be a mob or, for those who are allowed to pkill, the target may be a player.
 * ambush**

 This skill is not a skill so much as knowledge of the anatomy of most demi-human, and humanoid beings. With his/her knowledge of anatomy, a Necromancer can 'harvest' body parts and organs from a corpse. Heads can be detached, hearts removed, limbs severed and preserved for later re-attachment to the victim of a vorpal attack. Also, many Necromancers have found that their knowledge is useful for harvesting a trophy from the victims of their attacks.
 * anatomy**

 This protective spell prevents any magical damage from hitting the wearer. It does not protect the wearer's armor or equipment from being damaged by magical means. It does leave the Invoker vulnarable however as they cannot be affected by Sanctuary.
 * antimagic shell**

Example: The Druid spell Swarm can bypass this shell because even though it is a spell it does physical damage.

 Syntax: Apply item A warlock may choose to attempt to apply a gourd potion to an item he holds, possibly infusing it with magic. Of course, cracking a potion over an item like an egg is a messy process, and the witch or warlock is likely to be affected by the brew as well, from spillage.
 * apply potion**

 This spell decreases (improves) the armor class of the target character by 20 points. Return to Top
 * armor**

 Syntax: assassinate This skill can be used by assassins to initiate combat. For the attempt to be successful, the assassin must be hiding when the attack is made. This type of attack may only be made on reasonably healthy targets and does damage similar to the thieves backstab skill but with a small chance of killing the victim with a single blow. There is a stiff time delay penalty if the attempt is unsuccessful.
 * assassinate**

 Astrology can be used in conjunction with the 'lunar' or 'look moons' command to derive more information about the moons. Those who are very proficient with astrology can discern the phase of moons that are not visible, predict the rising of a given moon, and even predict solar and lunar eclipses. High level astrologers can also see the specific game effects of the moons when using the 'lunar' command.
 * astrology**

Being a purely scholarly discipline, astrology is available only to mages and clerics. Dragons may eventually learn it.

 Surrounds the battle mage with an aura that inflicts a small amount of damage to anyone who strikes the battle mage. It does not return damage if they are hit by a magical attack, just a physical one. It also gives damage when being hit by small-damaging skills such as trip or dirt kick or ground control.
 * aura of pain**

 The use of axes, ranging from hand to great (but not halberds). Having a weapon skill also improves one's parry ability when fighting someone wielding that weapon type. Return to Top
 * axe**

 Backstab is the favored attack of thieves, murderers, and other rogues. It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. You can backstab until the monster you are facing is at big & nasty wounds, and get two backstabs if you are affected by haste.
 * Backstab**

 This spell is used by rangers to thicken their skin, offering protection much like the bark of a tree. This has the effect of improving the ranger's armor class a bit more than the armor spell.
 * bark skin**

As tree bark is not as effective for armor as stone is, the spell is not quite as effective as the stone skin spell. Return to Top

 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 generally not a wise idea.
 * bash**

 Syntax: cast beastform  Syntax: revert By ingesting large quantities of the sacred mushroom and donning the hide of a beast, the shaman may commune with the animal spirits. With the proper chants, the spirit of a wild animal may infuse the shaman and allow him to change his form into that of the beast. Revert returns the shaman to his/her normal form.
 * beastform**

 Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic.
 * berserk**

 Syntax: cast 'bind golem' This spell infuses the item cast upon, creating a golem of the appropriate material type under the control of the invoker. There are various materials that can be used to bring a golem to life from, ranging from the cheap woods in the realm, to the most expensive eggs available.
 * bind golem**

 Bind soul is a curious priest spell in that in landing, it may have one, or multiple affects of which the priest has no choice in. It is said that it can make a warrior less sure with his/her sword, weaker on the attack and/or much slower than usual.
 * bind soul**

 Syntax: cast bless cast bless This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). Return to Top
 * bless**

 Syntax: cast 'blizzra' cast 'blizzra' Provided as a counterpart to the fireball, the blizzra spell offers much the same potential for massive damage to an opponent. And, just as the fireball finds particular effectiveness against those vulnerable to flame, so too does the blizzra to those vulnerable to cold. As well, it is possible to cast across distances, also allowing the caster to direct the damage over ranges against opponents.
 * blizzra**

 A large snowstorm is conjured up by the elemental cleric, inflicting damage on all opposed to him. The conjured blizzard is so powerful that damage continues to afflict the victims of the storm for several rounds.
 * blizzard**

 The blur spell blurs your image, making you very hard to see and hit. There are many rumors that say that being blurred has some other advantages as well.
 * blur**

 This spell allows a necromancer to remove the presence of his victim's god or goddess, rendering them helpless and weakened. While black curse is in effect, the victim will find it very hard to heal, both magically and naturally. [|Return to Top]
 * black curse**

 Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
 * blind fighting**

 This spell renders the target character temporarily blind. The effects of blindness are multiple, including reduced skills, inability to get items from containers, reduced hitroll, and so on. It can only be cured by cancellation, dispel magic, the cure blindness spell, death, or letting it run its course.
 * blindness**

 Thanks to his/her innate knowledge of ships and naval battles, a skilled swashbuckler can climb onto a ship that has not even docked yet, in the same way as boarding it normally.
 * boarding**

 Using quick strikes with a staff, a ranger is able to strike an opponent with the weapon and has a small chance of also stunning the target.
 * bludgeon**

 The bone blight is a Necromancer's curse, a horrid affliction that turns the bones of the victim to soft, rubber tissue. It is incredibly painful, and renders the victim particularly vulnerable to bludgeoning attacks. It can generally be cured via a standard 'remove curse' casting. [|Return to Top]
 * bone blight**


 * breaking**

 Brew is the trademark skill of the witch, and entails standing around a bubbling cauldron stirring it until a magical potion is created. Witches typically store their potions in eggshell-thin gourds which can be either quaffed or tossed. (see 'toss') Brewing a potion is not an exact process, and witches are known to experiment with a wide variety of materials in their cauldrons in order to try and control the resulting potion. Any materials within the cauldron are melted during the process, which will only work within a special cauldron.
 * brew**

 A little-known Shadowknight skill, similar to charge. Rumor has it that the Shadowknight can attack someone a room away with this skill, including potential to stun the target.
 * broadswing**

 Syntax: butcher corpse
 * butcher**

Butcher is a skill known only to rangers, barbarians and shamans. Butchering a corpse will turn the corpse into a number of edible steaks. If there is more than one corpse in a room, you can use the second syntax (replacing "n" with a number.) To specify which corpse is to be butchered.

Corpses must be empty of all equipment before they can be butchered. [|Return to Top]

 Syntax: cast 'burning hands' Adding to the growing list of spells which one learning the combat arts shall receive, burning hands helps to broaden the knowledge offered by the lesser spell of chill touch. This spell as well, offers a slightly increased potential for damage than that of chill touch.
 * burning hands**

 Camouflage is the art of hiding yourself in natural surroundings. Only Rangers are able to use this skill, and even they can only use it in outdoors settings. Like the hide skill, it is not possible to determine whether or not your attempts to camouflage yourself have been successful, and any movement will reveal your location.
 * camouflage**

This skill is very useful in combination with the ambush skill and is required for an ambush attempt to be successful.

 Camping allows a ranger to make a comfortable place for themselves when in an appropriate place for camping. Everyone in a ranger camp benefits from the comfortable setting and both mental and physical healing seem to occur at faster than normal rates.
 * camping**

The camp skill is available only to rangers. When used, it forces the ranger into a resting position, and the campsite loses its effectiveness when the ranger breaks camp by standing up. [|Return to Top]

 This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from the Gods on everything in the room.
 * call lightning**

 A song available only to skalds. It deals damage and has a chance to deafen a single target.
 * call to arms**

 Syntax: cast 'call wild' bear cast 'call wild' wolf cast 'call wild' wolverine cast 'call wild' cougar cast 'call wild' panther This spell, available only to rangers and druids, enables them to call wild animals to their aid. Once these creatures have served their purpose, they may be dismissed.
 * call wild**

 One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violent 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.
 * calm**

 Caltraps is a specialized skill learned only by assassins. The skill consists of throwing sharp spikes to the ground at an opponent's feet. Although the skill is not particularly damaging to the opponent, the surprise of stepping on sharp spikes where there was only clear space moments before does tend to make your opponent move a little more carefully, thus making him easier to hit. Caltraps may be used during combat or as a means of initiating combat. [|Return to Top]
 * caltraps**

 Syntax: cast 'dispel magic' cast 'cancellation' Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.
 * cancellation**

The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.

 This cleric spell inflicts moderate amounts of damage on the victim.
 * cause critical**

 This cleric spell inflicts very light amounts of damage on the victim.
 * cause light**

 This cleric spell inflicts mediocre amounts of damage on the victim.
 * cause serious**


 * cause decay**

 This cleric-based attack spell does excellent damage, as well as having a chance to slay the target outright. [|Return to Top]
 * cause fatality**

 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**

Chain lightning is most effective when used on groups of creatures.

 This spell changes the sex of the victim (temporarily).
 * change sex**

 A chant that increases the hit roll of everyone in the skald's group that are also in the same room as the skald. The amount of +hit added is equal to the skald's level divided by 5.
 * chant of accuracy**

 Syntax: charge charge charge Charge is an attack skill used when riding a mount and wielding a polearm. It therefore requires that you know both the riding and polearm skills before you can use it. Only Warriors, Paladins, Barbarians and Crusaders have what it takes to learn this skill. You may charge a target to initiate combat. You may charge without a target if combat is already underway. You can also charge from a adjacent room.
 * charge**

 Syntax: cast 'charm person' This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. Note: You can no longer order charmed players to do anything. [|Return to Top]
 * charm person**

 Syntax: cast 'chill touch' Those training in combat magics move forward to the casting of the touch of cold after they have been provided the knowledge of magic missiles. This spell offers a slightly more damaging offensive ability.
 * chill touch**

An added bonus, at least for the caster, is that the chilling touch may also adversely affect the target, causing them to shiver enough in combat to worsen their abilities.

 The circling tactic is a manuever of the Bladesong in which the bladesinger nimbly disorients the victim by quickly circling them. It's been told that though all bladesingers learn this method, that Shalonesti elves are often just slightly more profiecient in it's movements. [|Return to Top]
 * circle**

 Syntax: circlestab The circle stab is an art of the bladesong which allows the bladesinger to stab the opponent after they have already disoriented them. The circle stab is performed through a quick movement and the bladesinger uses their sheathed weapon and not their primary weapon. The bladesinger has from time to time been able to knock loose a victim's shield, however, from time to time their sheathed weapon has also been known to get stuck in the victim's shield.
 * circlestab**

 This spell is cast by the master runesmiths of Thaxanos and Wargar, bringing a huge, divine hammer down upon the runesmith's foes. It deals decent damage to all foes in the room, but more useful is the stun effect that it occasionally hits upon the enemies, making skills and spells fail and making them flee less easy.
 * cliath's hammer**

 Similar to cancellation (though it's a skill, rather than a spell), 'cleanse' allows a barbarian to purge themselves of effects, both harmful and beneficial. It carries significant amounts of lag when it fails, however.
 * cleanse**

 Syntax: cast clone The invoker drains his own energies to create a duplicate of an item. Containers may not be cloned, and the drain of cloning subtracts one perma-stat point.
 * clone**

 Syntax: cast 'color spray' An odd spell, in its own way, though useful for the caster at times, the color spray offers an advanced level of offensive damage against opponents in battle. Additionally, it is possible that the effects of the myriad of color spread forth from the spell may blind an opponent.
 * color spray**

 Syntax: cast 'cone of cold' By drawing on enormous amounts of energy, the Invoker calls into being a cone of bitter cold wind and precipitation from the iciest parts of the world. The temperatures affect all that are in the same room as the Invoker, save for those the invoker is grouped with. [|Return to Top]
 * cone of cold**

 Syntax: cast 'cone of fire' By drawing on enormous amounts of energy, the Invoker calls into being a cone of extreme heat and flame from the bowels of the realm. The temperatures affect all that are in the same room as the Invoker, save for those the invoker is grouped with.
 * cone of fire**

 Syntax: cast 'cone of lightning' By drawing on enormous amounts of energy, the Invoker calls into being a cone of lightning from the skies above. The strikes of lightning affect all that are in the same room as the Invoker, save for those the invoker is grouped with.
 * cone of lightning**

 Syntax: cast 'continual light' cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow.
 * continual light**

 Syntax: cast 'control weather' better cast 'control weather' worse This spell makes the weather either better or worse. Changes in weather, being the domain of the goddess Turpa, are difficult to achieve, and tend to take a great deal of effort. [|Return to Top]
 * control weather**

 Syntax: c 'corpse host' corpse Using the preserved host of a recently deceased creature, the caster can transfer his life force into the corpse, and do his business through the animated body of the victim.
 * corpse host**

The Necromancer's actual body remains wherever he left it, in a state of suspended animation, until the caster either returns voluntarily to his own body, or the host corpse is destroyed.

To return from a corpse you are hosting, you must 'incorporate'.

 A runesmith spell, 'courage' is cast upon others in order to give them slightly greater combat prowess.
 * courage**

 Syntax: cast 'create cauldron' The primary component for all potion brewing by warlock or witch is the great cauldron to brew the potion in. The 'create cauldron' spell calls a huge iron cauldron into being from which gourds can be created.
 * create cauldron**

 This spell creates a Magic Mushroom, which you or anyone else can eat.
 * create food**

 This spell brings forth a magical spring from the ground, which has the same properties as a fountain. It is temporary. [|Return to Top]
 * create spring**

 Syntax: cast 'create water'  This spell replenishes a drink container with water.
 * create water**

 Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever.
 * create rose**

 Syntax: cast 'create holy symbol' Clerics may use this spell to forge a symbol of their faith. When worn, this symbol serves to strengthen the clerics abilities. The symbol may not be taken from the cleric in any fashion, nor may the cleric willingly give it to another character.
 * create holy symbol**

 Syntax: cast 'create ranger staff' While rangers tend to favor the staff over other possible weapons, the best of all staves for a ranger to use is one of his or her own making. With nature skills and the use of this spell, powerful weapons may be made. The value of weapons produced by rangers does, of course, vary with the level and skill of the ranger who creates it. [|Return to Top]
 * create ranger staff**

 Runesmiths cannot cast spells without holding a runestaff. This spell enables them to create one in order to use. Runestaffs are basic, statless weapons that cannot be dropped.
 * create runestaff**

 Does nothing except create a tree in the room that cannot really be interacted with. Similar to create rose.
 * create tree**

 Syntax: creaturelore This skill enables a skilled tracker to determine a given monster's various stats and attributes, including weaknesses, the skills it can use, and things like its current strength. [|Return to Top]
 * creaturelore**

 Those deciding to practice with the bow require lessons in a number of skills, as well as various pieces of equipment to make such practice useful. Obviously, a bow is needed. As well though, one needs arrows that can be fired, and a quiver to hold the arrows in when not in use.
 * critical shot**

An arrow can be fired from a bow directly at a target, or from a distance, ranged against an enemy farther away. Also, there are varying degrees of critical damage that can be attempted when shooting an arrow toward an enemy. Skill in these more damaging critical hits does not improve unless lesser shooting skills have already been learned.

To shoot an arrow, have your bow, and arrow ready, and type shoot target. Should you desire to range your shot, simply add the direction you wish to aim, and fire away (shoot ). Obviously, should you wish to attempt the more damaging critical hits, you may exchange the command shoot with any of the critical commands.

 Syntax: c 'crucify' Crucification is the dedication of your enemy's corpse to your god. The corpse must be emptied of all its worldly possessions before it can be crucified.
 * crucify**

Crucified corpses cannot currently be taken down by any normal means. [|Return to Top]

 Syntax: cast 'cure blindness' This spell cures blindness in one so unfortunate. Its chance of being successful depends on the casting level of the cure vs. the level of the blindness itself.
 * cure blindness**

 Syntax: cast 'cure bugbite' This spell helps to remove the toxic affects afflicting a character who has received a bugbear's bite.
 * cure bugbearbite**

 This spell heals damage dealt upon the target, in slightly more than a 2:1 ratio of hp:mana. It is less effective at low levels.
 * cure critical**

 Syntax: c 'cure deafness' Cure deafness allows a priest to cure those that are temporarily deaf (generally through magic).
 * cure deafness**

 Syntax: cast 'cure disease' This spell may cure various diseases that have afflicted a character, such as plague. [|Return to Top]
 * cure disease**

 Syntax: cast 'cure fatigue' This spell restores vitality to a character afflicted by the poison of the hobgoblin.
 * cure fatigue**

 This spell cures a very small amount of damage dealt to the target.
 * cure light**

 Syntax: cast 'cure poison' This spell cures general poisons that have afficted a given character.
 * cure poison**

 This spell cures a moderate amount of damage dealt to the target.
 * cure serious**

 Syntax: cast 'curse' Syntax: cast 'curse'
 * curse**

This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of the Gods and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. [|Return to Top]

 Command: Cutthroat A hidden Nightshade may use this skill to start a battle with unusually high damage. The skill does require some time and a still target for it to work. It won't work on mobs or players more then 8 levels above you.
 * cut throat**

 The use of daggers, knives, kukris, kris, stilettos, etc. Having a weapon skill also improves one's parry ability when fighting someone wielding that weapon type.
 * dagger**


 * damned**

 Danger Sense Allows you to sense what your opponent is going to do before they do it so you can dodge or deflect their blow.
 * danger sense**

Available to bards and bard reclasses.

 [|Return to Top]
 * dark essence**

 A Shadowknight spell similar to heal, but has some quirks about it that make it alternately better and alternately worse.
 * dark heal**

 A Shadowknight-only that fires a bolt of corrupted lightning at the target, occasionally landing a fairly minor weaken spell upon them.
 * dark bolt**

 syntax: c 'dark empower' Similar to the paladin's Empower Weapon spell, the shadowknight may infuse a weapon with unholy energy. The exact effect of doing so is a mystery to all but the shadowknights themselves.
 * dark empower**


 * dark energy**

 A mysterious Shadowknight spell, Dark Immunity is rumored to have a wide variety of different effects, though few people know the truth of it.
 * dark immunity**

 Syntax: cast 'darkness' Casting darkness in a room plunges everybody in that room into a sphere of darkness. The sphere will stay with the people in the room for a limited time, even if they go their separate ways.
 * darkness**

 Darkvision is a skill which allows those who have it to see in the dark. This frees these characters from any need to carry a light source to see at night and in dark rooms. [|Return to Top]
 * darkvision**

 Syntax: cast 'death shroud' The Death Shroud is perhaps the most powerful spell under the Necromancy flag. It creates an icy black aura around the Necromancer, which stifles life and causes fear in most creatures. The shroud can be used both actively and passively.
 * death shroud**

Anybody whom the Necromancer touches with hostile intent will be struck with the Shroud, and suffer an immediate loss of life, and a temporary system shock. Those who attempt to harm the Necromancer will find their weapons passing cleanly through the aura, and never touching the Necromancer.

Furthermore, those who attempt to magick or touch the Necromancer without his or her permission will be struck with the Shroud as though the Necromancer actively cursed them with it.

The Shroud is an incredibly powerful tool, and requires a series of conditions to be true before it can be successfully cast (such as time of day).

 Syntax: cast 'demonfire' Demonfire is a spell of blackest evil, and as such can only be used correctly by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster.
 * demonfire**


 * destruction**

 This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.
 * detect evil**

 This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. [|Return to Top]
 * detect good**

 Syntax: cast 'detect hidden' This spell enables the caster to detect sneaking creatures.
 * detect hidden**

 Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters.
 * detect invis**

 Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. In addition, when the caster looks at another creature, it will display about how much mana they have remaining.
 * detect magic**

 Syntax: cast 'detect poison' This spell detects the presence of poison in food or drink.
 * detect poison**

 A self-explanatory spell, the 'detect undead' spell reveals to the Necromancer all undead beings in his vicinity. This is especially helpful in locating vampires, who otherwise can blend in easily with the living. [|Return to Top]
 * detect undead**

 Dig is a skill which allows you to dig up items that are buried OR dig out exits which may exist. Please note that a shovel will GREATLY improve your chances of finding buried items.
 * dig**

Bury is a command which allows you to bury an object. Be careful, You might not be able to dig up the object later on.

 Grants everyone in the skald's group, and in the same room as the skald, detect hidden and detect invisible.
 * dirge of detection**

 Considered 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. This skill is particualrly nasty when coupled with the disarm skill, since people cannot pick up their weapons again immediately afterwards.
 * dirt kicking**

In addition, spellcasters cannot gate out of combat if they are dirtkicked.

 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 with both your own and your opponent's weapon. You cannot pick up a disarmed weapon unless you are its owner. [|Return to Top]
 * disarm**

 Syntax: cast 'disenchant' A disenchantment allows the enchantor to fade any magical effects that have been placed on the weapon or armor. It has been rumoured that this effect is similiar to the effects of enchantment fading.
 * disenchant**

 Syntax: c 'disjunction'
 * disjunction**

Disjunction is a spell available to transmuters. It causes significant damage, while at the same time attempting to dispel your opponent's magical protection.

 Syntax: c 'dispel curse' Dispel curse allows the priest to permenatly remove a curse from a given object.
 * dispel curse**

 Syntax: cast 'dispel evil' This spell invokes the wrath of the Gods on an evil victim. It can be very dangerous for casters who are not pure of heart. [|Return to Top]
 * dispel evil**

 Syntax: cast 'dispel fog' This spell is used to disperse walls of fog that may be present in any given room. The counter to the 'fog' spell.
 * dispel fog**

 Syntax: cast 'dispel good' Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril.
 * dispel good**

 Syntax: cast 'dispel magic' cast 'cancellation' Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.
 * dispel magic**

The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.

 syntax: cast 'dispel neutral' Dispel neutral calls forth the neutral energies of the universe to inflict horrific torment on all of those whose alignment is not within the sphere of neutrality. Good and evil-aligned characters who use this powerful magic do so at their peril. [|Return to Top]
 * dispel neutral**

 Syntax: cast 'dispel protection' target The trained invoker has the ability to strip an opponent of many types of protective spells. In this case, the casting of the dispel attempts to strip the target of their protections against various alignments.
 * dispel protection**

 c 'displacement' Displacement if successful allows a priest to send a victim back to their point of recall.
 * displacement**

 Divine intervention allows a priest to lower the magical ability of it's victim causing their casting to to be of less power than normal.
 * divine intervention**

 By praying for divine protection, the Paladin asks for the favor of his deity in shielding him from harmful weapons and magics of his enemies. The Paladin finds that his protection (AC) has been lowered to assist in the dodging of harmful attacks. This spell can be used for the protection of the Paladin only.
 * divine protection**

 In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging. [|Return to Top]
 * dodge**

 Syntax: dragon kick An especially powerful kicking skill, available only to dragons. The command may be used without a target if combat is already in progress.
 * dragon kick**

 syntax: wield //secondary// Under the tutelage of a weapons expert, a combatant may learn how to wield a weapon in each hand during combat to increase the overall amount of attacks each round of attack. Obviously, with a weapon in each hand, there is no possibility of holding a shield. Since most people favor one hand more than the other, the combatant typically finds that he can hold a heavy weapon with his proficient hand and a lighter weapon with the other. Rangers and swashbucklers, however, have the single ability to dual wield weapons of the same weight.
 * dual wield**

Note: If the primary weapon is somehow removed, the secondary weapon automatically switches to the the primary hand.

 This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! [|Return to Top]
 * earthquake**


 * eclipse being**

 Syntax: cast embalm Embalm is a low level spell, used to preserve pieces of flesh and organs that are harvested off of corpses for later use by necromancers. The embalm spell halts rot and decay on the item, ensuring that it will remain freshly harvested when the Necromancer is ready to put it to use.
 * embalm**

 Syntax: c 'empath' The Empathic Wound Transfer spell, or 'empath, ' as the Necromancers have dubbed it, is the closest that mages come to being able to heal. The Empath spell removes damage taken by a target creature, and transfers it to the Necromancer.
 * empath**

This is a dangerous practice, as the Necromancer can't control exactly how much damage he takes on, and a few careless spellcasters have wound up dead from overcasting this spell. [|Return to Top]

 syntax: cast 'empower weapon' One of the strongest powers given to a Paladin is the ability to infuse a weapon with the power of divine strength. The weapon is typically infused with power to resemble an enchanted weapon but is also blessed by the Paladin's deity. Occasionally the deity of the Paladin chooses to imbue the weapon with holy power in order to help the Paladin on his divine mission to vanquish the evil forces opposing the ethos of Goodness.
 * empower weapon**

 Syntax cast 'enchant armor' The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each successful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. Enchantors tend to land this spell much easier than other casters. An item cannot go above level 50 when enchanting.
 * enchant armor**

 Syntax: cast 'enchant gem' Enchant gem allows the enchantor to magically enhance an ordinary jewel so that it has the properties of a warp stone.
 * enchant gem**

 Syntax: cast 'enchant weapon' This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. Unless you have restore weapon, that is. [|Return to Top]
 * enchant weapon**

 Syntax: cast 'enchanting touch' Enchanting touch allows the enchantor to enchant a person's soul and imbue their combat abilities. Its strength can vary depending on the enchantor, and perhaps when the spell is cast.
 * enchanting touch**

 Endurance allows the priest to put a blessing on a person that increases their natural health ability. The amount of increase varies from cast to cast.
 * endurance**

 Syntax: cast 'energy drain' This spell saps the mana and movement points of its target. Necromancers get a special bonus when casting this spell and it is more difficult to save against when cast by necromancers.
 * energy drain**

 Increases the hit points of the battle mage. This spell is much like endurance, but can only be cast on one's self. After the spell wears off, there is still a lag before the spell can be recast (always 90 ticks).
 * enhance constitution**

 This spell will enhance the growing capability of a seed. [|Return to Top]
 * enhance seed**

 Characters 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. Nearly any character can acquire Enhanced Damage but it tends to be very, very expensive for non-fighting classes.
 * enhanced damage**

 Syntax: c 'enhanced recovery' Enhanced recovery is a powerful tool of the priest which allows him/her to increase the rate at which a individual recovers their health, movement and mana.
 * enhanced recovery**

 Syntax: cast 'enlarge' cast 'reduce'
 * enlarge**

These spells enlarge or reduce the size of the caster.

 Syntax: cast entangle This is a ranger's and druid's means of trapping a target in vines, spiderwebs, and other naturally occurring things. The victim is stopped in his tracks and is unable to perform any action.
 * entangle**

Because the ranger or druid must be able to find something to use to entangle a victim, the spell will only be successful in certain sectors. [|Return to Top]

 This amusing jongleur skill allows a skilled acrobat to dazzle a crowd of people in the room with his or her skills. Every person who enjoys the spectacle receives a bonus to their hitroll for a short duration afterwards. Everyone receives +5 to their hit roll. [|Return to Top]
 * entertain crowd**

 The envenom skill is a cowardly skill practiced only by thieves, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat.
 * envenom**

 Syntax: escape Escaping is an art used by Nightshades inside of cities OR in dark rooms to easily escape into any direction they choose.
 * escape**

 Skill in the use of strange, impromptu, or otherwise magical weapons. This is not really a "skill" per se; when wielding an exotic weapon your skill is determined solely by your level. [|Return to Top]
 * exotic**

 The need to slow an opponent, to cause them enough pain to weaken their skills, is a primary concern to a charlatan in battle. Thus, they use a tactic of trickery known as gouging the eyes as a part of their repertoire of skills.
 * eye gouge**

A charlatan may attempt to gouge the eyes of an opponent at many times during battle. If successful, the opponent's eyes tear up, and they are unable to act as efficiently with their weapons while engaged in combat.

 A useful trick that charlatans have available to them is the ability to 'fake out' an opponent. In this manner, a charlatan, at times, may attempt to fool an opponent into believing that they are casting a spell, or using a skill, that they may not actually have available to them.
 * fake**

 This spell temporarily increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by one point.
 * faerie fire**

 Faerie flames is a priest spell that is a combination of faerie fire and faerie fog. A priest can create a fog which seeks to draw out those hiding and then surround them by a glowing outline. [|Return to Top]
 * faerie flames**

 This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. It does not always work, so much be cast repeatedly.
 * faerie fog**

 The false image spells does just that. It creates a false image of yourself. A very worthwhile spell while attempting to lose those who hunt you, or perhaps to lead them into a trap.
 * false image**

 Farsight allows a caster to see the presence of other mortals within the surrounding area's of the one that individual is in.
 * farsight**

 The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. The skill occurs automatically, so there is no command syntax. [|Return to Top]
 * fast healing**

 A powerful shadowknight spell, Fasting allows the shadowknight to force the victim to be unable to eat, drink, or quaff any pills or potions. Widely feared and respected when used in conjunction with the dispel magic spell.
 * fasting**

 By putting this hex on an opponent, the witch or warlock instills an incredible and unreasoning panic in them. One affected with the fear spell will find it very difficult to fight, as the slightest touch sends them running away, screaming with fright.
 * fear**

NOTE: After the effects of fear wear off, one must reset the wimpy setting.

 This spell gives the caster the look of his own corpse. When remaining still, the Necromancer appears to be his own corpse.
 * feign death**

This spell has no specific use, it is a beginner's spell, which aspiring Necromancers use to hone their skill in the Art.

 Syntax: cast 'find familiar' cat cast 'find familiar' raven A witch or warlock may summon a small pet as a travelling companion and for aid in magical concentration. Witches tend to prefer the company of a black cat, while warlocks are often seen with a raven perched on their shoulder.
 * find familiar**

However, either may choose the pet they desire. [|Return to Top]

 Syntax: find water Find water is a skill available only to rangers and shamans. They may use their knowledge of natural surroundings to find small springs or other sources of water that might remain hidden from other adventurers.
 * find water**


 * fire bomb**

 Syntax: cast 'fireball' cast 'fireball' The first of the truly offensive combat spells, the fireball can deal massive damage against an opponent, and is particularly effective against those that are vulnerable to flame. Additionally, it is the first of the combat spells that a caster may cast across a distance, allowing foes at farther ranges to be affected.
 * fireball**

 Syntax: cast 'fireproof' 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.
 * fireproof**

Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. [|Return to Top]

 Syntax: cast 'firestorm' A large firestorm is conjured up by the elemental cleric, inflicting damage on all opposed to him. The conjured storm is so powerful that the fire continues to afflict the victims for several rounds after the spell has been cast.
 * firestorm**

 A charlatan wouldn't be a charlatan without cards. A day doesn't go by that a charlatan would turn down a card game. So good are they at playing, that many have learned how to fix the cards themselves while playing, quite possibly forcing the deck so that they are able to draw exactly the card they are seeking.
 * fix cards**

 With the aid of his deity, the caster calls upon a column of pure fire to descend upon a foe, causing large amounts of damage. Objects on the person of the recipient are subject to the effects of the column of flames as well.
 * flamestrike**

 Skill in ball-and-chain type weapons. Having a weapon skill also allows one to parry attacks from that weapon easier. [|Return to Top]
 * flail**

 Syntax: flare
 * flare**

A single-target blind skill. A nightshade may temporarily blind an opponent with this skill. It lasts for a few rounds, theres is only 1 round of lag for failure or success, and there is no penalty for flaring a target that is already blind.

 Syntax: flash bomb This is the knowledge of making and using bombs. The bombs are thrown at the feet of your opponent, enraging them and doing a little damage. There is a chance that the bomb will not go off. It also blinds each target in the room.
 * flash bomb**

 Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties.
 * floating disc**

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. [|Return to Top]

 This spell enables the target character to fly. There are some areas where passage may not be enabled simply by flying, for example - an underwater cave might require the use of swimming to get through. You cannot rest sleep or ride a mount while flying. It is less effective than actual winged flying, like a dragon uses.
 * fly**

 This spell fills the room you are in with a dense fog, obscuring the view of all but the most acute of visions.
 * fog**

 The transmuter causes knowledge of critical skills and spells to slip elusively from his enemy. The enemy may be named as a target, or the spell will default to the current foe if the caster is engaged in combat.
 * forget**


 * fortitude**

 Given that the Barbarian cares nothing for magic, he is unfettered by the time restraints needed for the study and practice of casting. Instead, a Barbarian may choose to devote his time to the study of weaponry and fighting. This additional training comes in handy as the Barbarian becomes so adept at fighting that he can often recieve a fourth attack in combat. Nightshades may also take fourth attack. [|Return to Top]
 * fourth attack**

 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**

Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment.

 This transmuter spell will cause the enemy to become chill and shivering, giving a -hitroll debuff for a temporary amount of time.
 * frost shroud**

 A powerful runesmith spell that enables the runesmith to temporarily become immune to all fire damage.
 * furnace**

 The caster can enhance the physical strength of a target, either himself or another, with this spell, giving the recipient the strength of a mighty giant. You cannot go above the target's max strength.
 * giant strength**

 The 'graft flesh' spell can be used to raise an undead helper much like animate dead. The difference is that grafted zombies hit hard but die quick. A necromancer that has all the body parts required can place them on the ground and cast graft flesh to raise a grafted zombie. Due to the intricacies of death and opposite charges and such you must have arms from different enemies as well as legs. [|Return to Top]
 * graft flesh**

 syntax: cast gate The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as any player who has no summon set. Clan members may not be gated to except by their fellow Clan members. Gate is not powerfull enought to cross the vast oceans to another continent.
 * gate**

 Causes certain amusing effects on the target, such as blurred vision and hallucination as well as the inability to pick up or wear items. It used to never fail when cast but now has a proper saves check.
 * greenleaf**

 Syntax: gore This is a minotaur only skill that allows a minotaur to lower his head and attempt to run his opponents through with his or her horns. It can land a stun-type effect similar to bash.
 * gore**

 Syntax: gcon Ground control is the act of throwing your opponent to the ground, temporarily stunning them. Beware, it is possible to have your throw used against you. [|Return to Top]
 * ground control**

 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 untrained adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well.
 * haggle**

 Halt allows the bandit to cut the straps off of a saddled horse sending the rider to the ground.
 * halt**

 Hand to hand combat is a rare skill in the lands of Algoron. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.
 * hand to hand**

 A very powerful damage spell, dealing damage that's dependant on the current health of the target. [|Return to Top]
 * harm**

 Syntax: harvest Example: harvest heart 2.corpse This command would remove the heart from the second corpse listed in the room. Brains, heads, hearts, arms, legs, feet, hands, and eyes can all be harvested from corpses. Necromancers with the Anatomy skill are the only individuals with sufficient knowledge and skill to be able to perform this task.
 * harvest**

 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.
 * haste**

However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell.

 Headbutting is a skill which has been profected by the Battleragers. It's been told that only a Battlerager that is in a total state of rage can headbutt effectivly. On top of causing the victim extreme discomfort it's been rumored that a skilled rager can _sometimes_ knock a victim out cold if hit correctly. [|Return to Top]
 * headbutt**

 A powerful healing spell. It is not as efficient as cure critical, but much faster since 100 hp is returned all the time. In addition it is much more effective at low levels, since cure critical is less powerful the lower level the caster is.
 * heal**

 Syntax: cast 'heart blight' cast 'heart blight' This spell causes incredible damage, as the heart of the victim becomes diseased by the power of the caster. Power such as this could only be granted by the gods; therefore, this spell is only available to clerics.
 * heart blight**

 syntax: cast 'heat blast' Nurtured in the climate of the scorching desert, the brass dragon has adapted to itself the ability to breath a wave of extreme heat against his opponent. Much like the exposure to the harsh conditions of the desert, the wave of immense heat can take a horrible toll on the opponent and all other individuals in the vicinity of the dragon. Those who survive encounters with brass dragons report that upon being hit with the heat blast, they find themselves suffering from extreme heat exhaustion and suffer quite painful burns. [|Return to Top]
 * heat blast**

 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).
 * heat metal**

This spell does no damage to creatures who are immune to fire. Using this spell when you are EQless is illegal.

 Syntax: herbs Herbs or Herbal is skill available to the classes of Ranger, Druid, and Shaman which allow them to look for herbs of healing and medicinal use to store them for later use for themselves or others. Since herbs only grow in certain regions, herbs can not be found everywhere, but those in tune with nature know where to look for them.
 * herbs**

 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. Hide will not show up in your affects (which only shows spell affects, not skills), and if you were successfully hidden the act of checking your affects will reveal your presence to others.
 * hide**

Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. Warriors, thieves, druids, paladins, assassins, barbarians may learn these skills. [|Return to Top]

 Hilt thrusting is a skill that allows warcry'd barbarians to shove the hilt of their weapon into a victim's stomach causing them to lose their breath for a bit as well as leaving a bit of pain on them. Generally after someone has felt that blow they are very cautious for it afterwards
 * hilt thrust**

 This spell allows a Shaman to curse the inner soul of a victim, leaving their life capacity in a lower state. There is a rumour that the Shaman's hex has different effects depending on the state of the Shaman.
 * hex**

 Syntax: c 'holy flame' OR c 'holy flame' A holy flame is a tool of the priest in which he/she can send a wrath of holy flames powerful enough to travel in a given direction.
 * holy flame**

 A priest can bestow a holy presence upon a worthy individual which helps to protect that person from physical harm. [|Return to Top]
 * holy presence**

 Crusaders are granted a special blessing by the gods that allows them to call upon a steed of holy faith as their mount. The steeds themselves are noticeably different than normal mounts, as they should be, because of the blessings which provided them.
 * holy steed**

Steeds of the followers of good faiths tend to be white. Those of the neutral faiths tend to be grey. And those of the darker worship tend to be black.

 Syntax: cast 'holy word' Holy word involves the invocation of the full power of a cleric's god, with disastrous effects upon enemies, coupled with powerful blessings on allies.
 * holy word**

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 neutrality) are struck down by holy (or unholy might) and cursed.

The cleric suffers greatly from the strain of this spell, being left unable to move and drained of vitality. Experience loss is no longer associated with the spell.

 By following tracks and sniffing the air, rangers using hunt can track other players. They are able to determine in which direction the other person is. It does not work outside of the area the ranger is currently in. [|Return to Top] || ||   ||
 * hunt**


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