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The skills on this page are ordered by class and then alphabetically. The text in brackets indicates how the skill is used (i.e.. automatically, by a command or with an object). Please note that the 1-100% value given for a skill applies only to how well that skill is practised compared to the best possible. In fact, a skill at 100% may work far less than 100% of the time if the best possible chance of success is far less than 100%.
Bard:
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anatomy (automatic): A successful check of this skill increases the damage done by an attack.
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axe (with axe-style weapon): The higher the percentage in this skill when using an axe-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit. Dwarves are slightly better with this weapon than other races.
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dagger (with dagger-style weapon): The higher the percentage in this skill when using a dagger-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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daggertoss (daggertoss): Daggertoss allows the character to throw a "dagger" (you don't need one to use this skill) for an extra attack. It is similar to the kick skill, but with no drawbacks. Daggertoss requires a target.
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dirt kicking (dirtkick): Dirtkick attempts to blind an opponent. It only works when there is dirt in the room, so it is impossible to use it in the air or in the water. The blind spell from the maladictions group and flaming weapons can also cause blindness. Dirtkick requires a target.
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disarm (disarm): Disarm attempts to put an opponents weapon on the floor. If they have more than one weapon, it affects the first one by default. This is a diabolic skill in pkill when the opponent is incapable of seeing as they then have to fight with their hands/claws (you can't pick up or equip what you can't see). Note that you must have a weapon equipped to use this skill (unless you also have the hand to hand skill).
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dodge (automatic): On a successful skill check, the character will avoid an attack by the enemy. A check is made on every attack that lands. Note that parry and shield block have a similar affect but require weapons or a shield to use.
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enhanced damage (automatic): On a successful skill check, the character will do much more damage with an attack than normal.
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fast healing (automatic): On a successful skill check at the end of a tick, fast healing allows a character to recover hit points much faster than normal. Currently, a successful check will heal 150-250% of the normal hps.
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flail (with flail-style weapon): The higher the percentage in this skill when using a flail-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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fourth attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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haggle (automatic): On a successful skill check during the sale or purchase of an item you will influence the cost of the item in your favour.
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hand to hand (with no weapon equipped): The higher the percentage in this skill when wielding no weapons, the better the chance of hitting and the higher the damage done with bare hands. At 100% and level 150 there is a chance of getting a critical hit with an attack. Hand to hand skill also enables the character to attempt to use the disarm skill even with no weapon equipped.
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kick (kick): Kick is like an extra attack. It has the drawback of possibly leaving you vulnerable if you fail an attack. Kick requires a target.
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lore (lore): Lore will give you basic information about an item that you use it on. It is not as effective as the identify spell or the ident command.
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mace (with mace-style weapon): The higher the percentage in this skill when using a mace-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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meditation (automatic): On a successful skill check at the end of a tick, meditation allows a character to recover mana much faster than normal. Currently, a successful check will heal 150-250% of the normal mana.
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parry (with weapon equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that shield block and dodge have similar affects, but with differing requirements.
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peek (peek): Peek shows you what is in the targets inventory on a successful skill check. Very useful in conjunction with the steal skill. Peek requires a target.
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pick lock (pick): Pick lock allows you to attempt to unlock a locked door or container without the right key. Some locks are unpickable and others can be incredibly hard to pick. Pick lock requires a target.
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recall (recall): Recall moves the character from a recallable room to the characters beacon room and a cost equal to movement/(100%-recall skill%). Recall skill is possessed by all characters and starts at 50%. If you successfully recall from combat you lose 15xp.
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rescue (rescue): Rescue allows you to force the mobiles and characters attacking another mobile or character to attack you instead. A great skill for teamwork, very useless otherwise. Rescue requires a target (the mob/character being rescued).
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scouting (automatic): A successful skill check on this skill allows the character to extend the range of the scan command by one room all around or double the rooms in a specific direction.
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scrolls (recite): The recite command uses a specified scroll. If the scroll skill test is failed, the spell or spells the scroll uses will fail. There is a very small chance the spell will work even without a scroll skill. Recite requires a target scroll. A target victim may be specified, but defaults to the character otherwise.
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second attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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shield block (with shield equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that parry and dodge have similar affects, but with different requirements.
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sneak (sneak): Sneak will attempt to add the sneak affect to the user. A sneaking character is difficult to spot and much harder to spot without the detect hidden spell. This can allow a character to get around with a much reduced chance of being attacked. The sneak affect is lost if the character enters combat.
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soothe (soothe): Soothe is a bard only skill. Soothe attempts to end combat and then to remove all aggression flags from mobiles (thus stopping them from attacking again). This skill is incredibly useful in areas with a large number of aggressive mobiles or if you want to stop a particularly nasty monster from killing you.
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staff (with staff-style weapon): The higher the percentage in this skill when using a staff-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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steal (steal): Steal allows you to attempt to take an object or money from a victim. Steal requires a target object/money and a victim.
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sword (with sword-style weapon): The higher the percentage in this skill when using a sword-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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third attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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toughness (automatic): Toughness works in two different ways currently. Firstly, a successful skill check while being hurt will reduce damage taken. Secondly, a successful skill check at the beginning of a tick will result in the movement points of a character recovering much faster.
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trip (trip): Trip causes a small amount of damage and send the target prone for a short while in a manner similar to bash. Unlike bash, trip has no associated chance of falling over yourself and virtually does not work at all on flying targets. Trip requires a target.
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whip (with whip-style weapon): The higher the percentage in this skill when using a whip-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
Cleric:
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dodge (automatic): On a successful skill check, the character will avoid an attack by the enemy. A check is made on every attack that lands. Note that parry and shield block have a similar affect but require weapons or a shield to use.
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enhanced damage (automatic): On a successful skill check, the character will do much more damage with an attack than normal.
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fast healing (automatic): On a successful skill check at the end of a tick, fast healing allows a character to recover hit points much faster than normal. Currently, a successful check will heal 150-250% of the normal hps.
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flail (with flail-style weapon): The higher the percentage in this skill when using a flail-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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haggle (automatic): On a successful skill check during the sale or purchase of an item you will influence the cost of the item in your favour.
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hand to hand (with no weapon equipped): The higher the percentage in this skill when wielding no weapons, the better the chance of hitting and the higher the damage done with bare hands. At 100% and level 150 there is a chance of getting a critical hit with an attack. Hand to hand skill also enables the character to attempt to use the disarm skill even with no weapon equipped.
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lore (lore): Lore will give you basic information about an item that you use it on. It is not as effective as the identify spell or the ident command.
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mace (with mace-style weapon): The higher the percentage in this skill when using a mace-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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meditation (automatic): On a successful skill check at the end of a tick, meditation allows a character to recover mana much faster than normal. Currently, a successful check will heal 150-250% of the normal mana.
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recall (recall): Recall moves the character from a recallable room to the characters beacon room and a cost equal to movement/(100%-recall skill%). Recall skill is possessed by all characters and starts at 50%. If you successfully recall from combat you lose 15xp.
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sanctify (sanctify): Sanctify is a cleric only skill. Sanctify is used on objects which then receive a permanent bless flag and are have their anti-alignment flags changed to allow use only by characters of the users alignment. Sanctify requires a target.
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scouting (automatic): A successful skill check on this skill allows the character to extend the range of the scan command by one room all around or double the rooms in a specific direction.
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scrolls (recite): The recite command uses a specified scroll. If the scroll skill test is failed, the spell or spells the scroll uses will fail. There is a very small chance the spell will work even without a scroll skill. Recite requires a target scroll. A target victim may be specified, but defaults to the character otherwise.
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second attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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shield block (with shield equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that parry and dodge have similar affects, but with different requirements.
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staff (with staff-style weapon): The higher the percentage in this skill when using a staff-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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staves (brandish): The brandish command uses whichever staff a character is holding at the time. If the stave skill test is failed, the spell the staff uses will fail. There is a very small chance the spell will work even without a stave skill. All staffs affect the entire room and therefore do not require a target.
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toughness (automatic): Toughness works in two different ways currently. Firstly, a successful skill check while being hurt will reduce damage taken. Secondly, a successful skill check at the beginning of a tick will result in the movement points of a character recovering much faster.
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whip (with whip-style weapon): The higher the percentage in this skill when using a whip-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
Mage:
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dagger (with dagger-style weapon): The higher the percentage in this skill when using a dagger-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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dodge (automatic): On a successful skill check, the character will avoid an attack by the enemy. A check is made on every attack that lands. Note that parry and shield block have a similar affect but require weapons or a shield to use.
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fast healing (automatic): On a successful skill check at the end of a tick, fast healing allows a character to recover hit points much faster than normal. Currently, a successful check will heal 150-250% of the normal hps.
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haggle (automatic): On a successful skill check during the sale or purchase of an item you will influence the cost of the item in your favour.
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lore (lore): Lore will give you basic information about an item that you use it on. It is not as effective as the identify spell or the ident command.
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meditation (automatic): On a successful skill check at the end of a tick, meditation allows a character to recover mana much faster than normal. Currently, a successful check will heal 150-250% of the normal mana.
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recall (recall): Recall moves the character from a recallable room to the characters beacon room and a cost equal to movement/(100%-recall skill%). Recall skill is possessed by all characters and starts at 50%. If you successfully recall from combat you lose 15xp.
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scouting (automatic): A successful skill check on this skill allows the character to extend the range of the scan command by one room all around or double the rooms in a specific direction.
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scrolls (recite): The recite command uses a specified scroll. If the scroll skill test is failed, the spell or spells the scroll uses will fail. There is a very small chance the spell will work even without a scroll skill. Recite requires a target scroll. A target victim may be specified, but defaults to the character otherwise.
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second attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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staff (with staff-style weapon): The higher the percentage in this skill when using a staff-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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staves (brandish): The brandish command uses whichever staff a character is holding at the time. If the stave skill test is failed, the spell the staff uses will fail. There is a very small chance the spell will work even without a stave skill. All staffs affect the entire room and therefore do not require a target.
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toughness (automatic): Toughness works in two different ways currently. Firstly, a successful skill check while being hurt will reduce damage taken. Secondly, a successful skill check at the beginning of a tick will result in the movement points of a character recovering much faster.
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wands (zap): The zap command uses whichever wand the user is holding. If the wand skill test is failed, the spell the wand uses will fail. There is a very small chance the spell will work even without a wand skill. Zap requires a target.
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whip (with whip-style weapon): The higher the percentage in this skill when using a whip-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
Thief:
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ambidexterity (automatic): A successful check of this skill eliminates the penalties associated with dual wielding
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anatomy (automatic): A successful check of this skill increases the damage done by an attack.
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axe (with axe-style weapon): The higher the percentage in this skill when using an axe-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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backstab (backstab): Use this on a target to begin a fight with a powerful set of attacks. There is a small chance of causing a throat slit (instant kill). Cannot be used during combat, on an opponent that is "spooked" (an affect that backstab causes and may last some time) or on an opponent that is badly wounded. Backstab requires a target to work.
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dagger (with dagger-style weapon): The higher the percentage in this skill when using a dagger-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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daggertoss (daggertoss): Daggertoss allows the character to throw a "dagger" (you don't need one to use this skill) for an extra attack. It is similar to the kick skill, but with no drawbacks. Daggertoss requires a target.
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dirt kicking (dirtkick): Dirtkick attempts to blind an opponent. It only works when there is dirt in the room, so it is impossible to use it in the air or in the water. The blind spell from the maladictions group and flaming weapons can also cause blindness. Dirtkick requires a target.
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disarm (disarm): Disarm attempts to put an opponents weapon on the floor. If they have more than one weapon, it affects the first one by default. This is a diabolic skill in pkill when the opponent is incapable of seeing as they then have to fight with their hands/claws (you can't pick up or equip what you can't see). Note that you must have a weapon equipped to use this skill (unless you also have the hand to hand skill).
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dodge (automatic): On a successful skill check, the character will avoid an attack by the enemy. A check is made on every attack that lands. Note that parry and shield block have a similar affect but require weapons or a shield to use.
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enhanced damage (automatic): On a successful skill check, the character will do much more damage with an attack than normal.
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envenom (envenom): Envenom poisons a weapon allowing you to poison an enemy when you attack them. The poison spell can do the same thing to a lesser extent and some weapons have a magical poison ability already. Envenom requires a target.
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fast healing (automatic): On a successful skill check at the end of a tick, fast healing allows a character to recover hit points much faster than normal. Currently, a successful check will heal 150-250% of the normal hps.
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flail (with flail-style weapon): The higher the percentage in this skill when using a flail-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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fourth attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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haggle (automatic): On a successful skill check during the sale or purchase of an item you will influence the cost of the item in your favour.
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hand to hand (with no weapon equipped): The higher the percentage in this skill when wielding no weapons, the better the chance of hitting and the higher the damage done with bare hands. At 100% and level 150 there is a chance of getting a critical hit with an attack. Hand to hand skill also enables the character to attempt to use the disarm skill even with no weapon equipped.
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kick (kick): Kick is like an extra attack. It has the drawback of possibly leaving you vulnerable if you fail an attack. Kick requires a target.
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lore (lore): Lore will give you basic information about an item that you use it on. It is not as effective as the identify spell or the ident command.
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mace (with mace-style weapon): The higher the percentage in this skill when using a mace-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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meditation (automatic): On a successful skill check at the end of a tick, meditation allows a character to recover mana much faster than normal. Currently, a successful check will heal 150-250% of the normal mana.
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parry (with weapon equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that shield block and dodge have similar affects, but with differing requirements.
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peek (peek): Peek shows you what is in the targets inventory on a successful skill check. Very useful in conjunction with the steal skill. Peek requires a target.
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pick lock (pick): Pick lock allows you to attempt to unlock a locked door or container without the right key. Some locks are unpickable and others can be incredibly hard to pick. Pick lock requires a target.
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recall (recall): Recall moves the character from a recallable room to the characters beacon room and a cost equal to movement/(100%-recall skill%). Recall skill is possessed by all characters and starts at 50%. If you successfully recall from combat you lose 15xp.
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sap (sap): Sap allows you to stun a mobile or other player without starting a fight. It cannot be used during combat and requires a target.
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scouting (automatic): A successful skill check on this skill allows the character to extend the range of the scan command by one room all around or double the rooms in a specific direction.
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scrolls (recite): The recite command uses a specified scroll. If the scroll skill test is failed, the spell or spells the scroll uses will fail. There is a very small chance the spell will work even without a scroll skill. Recite requires a target scroll. A target victim may be specified, but defaults to the character otherwise.
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second attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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shadowmeld (shadowmeld): Shadowmeld allows the user to travel across the realm to the target mobile or character by moving through the shadow realm of the scro god Daragash. It has a certain margin of error and failure can result in extreme misdirection, severe hurt or even instant death for the user.
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shield block (with shield equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that parry and dodge have similar affects, but with different requirements.
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sneak (sneak): Sneak will attempt to add the sneak affect to the user. A sneaking character is difficult to spot and much harder to spot without the detect hidden spell. This can allow a character to get around with a much reduced chance of being attacked. The sneak affect is lost if the character enters combat.
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staff (with staff-style weapon): The higher the percentage in this skill when using a staff-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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steal (steal): Steal allows you to attempt to take an object or money from a victim. Steal requires a target object/money and a victim.
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stealth (automatic): The stealth skill increases the level of the users sneak ability by 50% making the character much more difficult to spot while sneaking.
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sword (with sword-style weapon): The higher the percentage in this skill when using a sword-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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third attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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throw (throw): Throw allows you to send an opponent to the ground in much the same way as bash but without anywhere near the same lag associated. Throw requires a target.
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toughness (automatic): Toughness works in two different ways currently. Firstly, a successful skill check while being hurt will reduce damage taken. Secondly, a successful skill check at the beginning of a tick will result in the movement points of a character recovering much faster.
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trip (trip): Trip causes a small amount of damage and send the target prone for a short while in a manner similar to bash. Unlike bash, trip has no associated chance of falling over yourself and virtually does not work at all on flying targets. Trip requires a target.
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whip (with whip-style weapon): The higher the percentage in this skill when using a whip-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
Warrior:
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ambidexterity (automatic): A successful check of this skill eliminates the penalties associated with dual wielding.
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axe (with axe-style weapon): The higher the percentage in this skill when using an axe-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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bash (bash): Use bash to knock an opponent over. It causes a small amount of damage and puts them in a stunned condition momentarily, allowing you to cause more damage with spell and physical attacks and hit more often. A failed bash use will result in the user reaching a stunned position instead, taking more damage instead of dishing it out! A flying target is much more susceptible to bash than one that is not. Bash requires a target.
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berserk (berserk): Using berserk causes the character to go berserk (same as frenzy affect) and recover some health. It also costs a small amount of mana (50 mana for a successful use). A frenzied character loses some armor class, but gains in hit and damage bonuses. They also become protected against sleep and lullaby and resistant to calm (calm first must dispel the frenzy affect and then may cause a calm affect).
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dagger (with dagger-style weapon): The higher the percentage in this skill when using a dagger-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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dirt kicking (dirtkick): Dirtkick attempts to blind an opponent. It only works when there is dirt in the room, so it is impossible to use it in the air or in the water. The blind spell from the maladictions group and flaming weapons can also cause blindness. Dirtkick requires a target.
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disarm (disarm): Disarm attempts to put an opponents weapon on the floor. If they have more than one weapon, it affects the first one by default. This is a diabolic skill in pkill when the opponent is incapable of seeing as they then have to fight with their hands/claws (you can't pick up or equip what you can't see). Note that you must have a weapon equipped to use this skill (unless you also have the hand to hand skill).
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dodge (automatic): On a successful skill check, the character will avoid an attack by the enemy. A check is made on every attack that lands. Note that parry and shield block have a similar affect but require weapons or a shield to use.
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enhanced damage (automatic): On a successful skill check, the character will do much more damage with an attack than normal.
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fast healing (automatic): On a successful skill check at the end of a tick, fast healing allows a character to recover hit points much faster than normal. Currently, a successful check will heal 150-250% of the normal hps.
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fifth attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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finesse (automatic): This skill improves the ability of the user to hit and avoid being dodged, parried or blocked.
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flail (with flail-style weapon): The higher the percentage in this skill when using a flail-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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flurry (flurry): Flurry allows the user to flail madly about the room attacking anything within it (even unseen targets so beware). It causes about 6 hits of mild damage split amongst all targets. Very useful for flushing out targets you cannot see.
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fourth attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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haggle (automatic): On a successful skill check during the sale or purchase of an item you will influence the cost of the item in your favour.
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hand to hand (with no weapon equipped): The higher the percentage in this skill when wielding no weapons, the better the chance of hitting and the higher the damage done with bare hands. At 100% and level 150 there is a chance of getting a critical hit with an attack. Hand to hand skill also enables the character to attempt to use the disarm skill even with no weapon equipped.
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hunt (hunt): Hunt allows you to attempt to track down and attack a mobile or player in the same area. You can only hunt something you can see in the area, so if the target disappears or leaves the area you will lose the trail. Hunt without an argument will stop you hunting (if you are).
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irongrip (automatic): If an opponent makes a successful disarm check on you, then irongrip gives you a chance to stop them by making a successful check.
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kick (kick): Kick is like an extra attack. It has the drawback of possibly leaving you vulnerable if you fail an attack. Kick requires a target.
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lore (lore): Lore will give you basic information about an item that you use it on. It is not as effective as the identify spell or the ident command.
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mace (with mace-style weapon): The higher the percentage in this skill when using a mace-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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parry (with weapon equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that shield block and dodge have similar affects, but with differing requirements.
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polearm (with polearm-style weapon): The higher the percentage in this skill when using a polearm-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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recall (recall): Recall moves the character from a recallable room to the characters beacon room and a cost equal to movement/(100%-recall skill%). Recall skill is possessed by all characters and starts at 50%. If you successfully recall from combat you lose 15xp.
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rescue (rescue): Rescue allows you to force the mobiles and characters attacking another mobile or character to attack you instead. A great skill for teamwork, very useless otherwise. Rescue requires a target (the mob/character being rescued).
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scouting (automatic): A successful skill check on this skill allows the character to extend the range of the scan command by one room all around or double the rooms in a specific direction.
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second attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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sharpen (sharpen): The sharpen skill is used to improve the capabilities of a weapon at the expense of increased levels on the weapon. Each successful sharpen adds +1 to the hit and damage bonuses of the weapons and may add the sharp, vorpal or spellcleaver (at 100%) flags. Sharp flag improves the damage done by a weapon. Vorpal flag creates the chance of an instant kill during combat. Spellcleaver flag causes the weapon to "cast" dispel magic on an enemy (at the level of the weapon) whenever the weapon hits. The higher the number of hit and damage bonuses on the weapon the more likely a sharpen attempt is to fail. A failure can have no affect, remove all special abilities and any sharp, vorpal or spellcleaver flags from the weapon or destroy the weapon. The higher the level of the user, the more hit and damage bonuses you can add before the weapon is likely to be ruined. Sharpen only works on edged weapons like axes, daggers, spears and swords. Sharpen requires a target.
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shield block (with shield equipped): On a successful skill check, the character will block an attack by the enemy. A check is made on every attack that lands. Note that parry and dodge have similar affects, but with different requirements.
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smash (smash): Smash allows a powerful attack which may also cause a stun affect. Smash requires a target.
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spear (with spear-style weapon): The higher the percentage in this skill when using a spear-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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staff (with staff-style weapon): The higher the percentage in this skill when using a staff-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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sword (with sword-style weapon): The higher the percentage in this skill when using a sword-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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third attack (automatic): On a successful skill check at the start of a combat round, the character will get an extra attack.
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throw (throw): Throw allows you to send an opponent to the ground in much the same way as bash but without anywhere near the same lag associated. Throw requires a target.
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toughness (automatic): Toughness works in two different ways currently. Firstly, a successful skill check while being hurt will reduce damage taken. Secondly, a successful skill check at the beginning of a tick will result in the movement points of a character recovering much faster.
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trip (trip): Trip causes a small amount of damage and send the target prone for a short while in a manner similar to bash. Unlike bash, trip has no associated chance of falling over yourself and virtually does not work at all on flying targets. Trip requires a target.
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whip (with whip-style weapon): The higher the percentage in this skill when using a whip-style weapon, the better the chance of hitting and the higher the damage done. At 100% there is a (much greater) chance of getting a critical hit.
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