Skills
 
 
 
 

Alchemy

Antipaladin:65Cleric:46Druid:30
Mage:28Ranger:85Shadowmage:30

The skill alchemy allows you to brew magical spells into potions. This requires five times the normal mana expenditure of the spell. If you enter the command brew without any arguments it will list all of the spells which can be brewed.

Appraise

Antipaladin:80Thief:45  

This skill lets you examine a person or object in an effort to glean information about it. Though not exact, the information gathered does include basic statistics.

If you have the repair specialty, the appraise command will tell you how much gold it will cost to fix a damaged item. In this case, the appraise skill is not required.

Assassination

Antipaladin:95Thief:70  

This dark skill allows you to kill your foe (sometimes messily) with the utmost dispatch. If you miss, you might still be able to backstab your foe, but more likely you will have missed completely, enraging him. This is an evil skill.

Axe Throwing

Antipaladin:60Arbiter:45Barbarian:15
Inquisitor:45Paladin:45Ranger:30
Thief:40Warrior:20  

A throwing axe is often lighter than a hatchet and balanced for throwing, enabling a character with this skill to make ranged attacks with it if it's equipped in his primary slot. Increased skill reduces the penalty to hit at range.

Axes

Antipaladin:2Arbiter:1Barbarian:1
Druid:1Inquisitor:1Paladin:1
Ranger:1Thief:2Warrior:1

Mêlée weapons commonly used by dwarves, axes are hafted weapons, usually of short to medium length, with blades and sometimes spikes attached to one end. This skill negates the non-proficiency penalty when using one in hand-to-hand combat, and also allows them to be used with weapon kata.

Backstab

Antipaladin:25Ranger:103Thief:1

Backstabbing is an exceptionally powerful attack where a dagger, spear, or any weapon that does stab damage is violently thrust into the victim's back. Beware though, for after such a stealthy move, you cannot enter an action for two combat rounds! You cannot backstab a foe while in combat. This is an evil skill.

Bandage

Antipaladin:10Arbiter:1Barbarian:1
Cleric:1Druid:1Inquisitor:1
Mage:5Monk:1Paladin:1
Ranger:1Shadowmage:5Thief:3
Warrior:1Warriormonk:1  

This skill allows you to treat a character's wounds, healing up to ten hit points of damage, depending on your skill. A character may only benefit from bandaging once per day, and there is a significant time penalty associated with using this skill (which can be alleviated somewhat with sufficient expertise). Bandage, when used on another, is a good-aligned skill.

Bash

Antipaladin:8Arbiter:3Barbarian:1
Inquisitor:3Monk:45Paladin:3
Ranger:5Thief:101Warrior:1
Warriormonk:30    

Bash allows you to knock your opponent from his feet. This makes him more vulnerable to injury and prevents him from casting spells. If you fail then you will fall instead. When you successfully bash you will be unable to enter commands for the next two combat rounds; a bashed opponent, or a failed basher, will be unable to enter commands for the next round of combat and will require an additional round after that to climb to his feet.

Berserk

Barbarian:18Inquisitor:99Warrior:55
Warriormonk:65    

When you go berserk you become a ferocious fighter, gaining an extra attack for the duration of a combat. However, you will be unable to flee or cast spells in any form—all that's on your mind is killing!

Blind Fighting

Antipaladin:54Arbiter:48Barbarian:32
Inquisitor:48Monk:40Paladin:48
Ranger:52Thief:56Warrior:44
Warriormonk:35    

Blind fighting will permit you to fight better in total darkness and other situations that restrict your vision, such as against invisible opponents. The skill is automatic; it need not be activated.

Block

Antipaladin:60Arbiter:40Barbarian:22
Inquisitor:40Ranger:45Warrior:28
Warriormonk:28    

A blocked opponent has a far greater difficulty trying to flee from you for up to two combat rounds. You will be unable to enter any commands for one round of combat due to the strain of using this skill.

Bribe

Antipaladin:42Thief:28  

This skill will allow you to occasionally bribe a mobile which would otherwise block you to allow you to pass. If you don't give it enough gold, however, there is a chance it may get offended and attack you.

Case

Antipaladin:27Thief:2  

This skill will give you a general idea of how much gold a person or mobile is carrying, whether he can be bribed, and approximately how much it would cost to do so.

Catch

Antipaladin:50Arbiter:40Barbarian:20
Cleric:50Druid:40Inquisitor:40
Mage:50Monk:10Paladin:40
Ranger:30Shadowmage:50Thief:50
Warrior:30Warriormonk:10  

This skill allows you a chance to catch weapons thrown at you, providing that you also have skill in that thrown weapon and have a free hand. This skill also allows you to catch things tossed to you. Once again, a free hand is required.

Climb Walls

Antipaladin:22Barbarian:17Thief:7

This skill allows one to climb tall, steep walls, allowing you to go places most characters can only access with magical flight.

Cobra Strike

Monk:35Warriormonk:50  

With this style a monk tenses his muscles tightly for rapid, stinging strikes. It emphasizes quickness of movement before striking power. The quickness involved in this discipline also significantly benefits the character's ability to leap out of harm's way.

Cooking

Antipaladin:1Arbiter:1Barbarian:1
Cleric:1Druid:1Inquisitor:1
Mage:1Monk:1Paladin:1
Ranger:1Shadowmage:1Thief:1
Warrior:1Warriormonk:1  

If you know the cooking skill you can grill a slice of meat to make it edible. The better your cooking skill, the more satisfying your meal will be.

Crit Hit

Antipaladin:80Monk:37Thief:42
Warriormonk:33    

When you are using this skill you are searching for the softest, most vulnerable places to strike your opponent in combat. Crit hit does piercing damage equal to your level for thieves and antipaladins; monks gain a 25% increase to this, and warriormonks get a 50% increase. Furthermore, damage against a sleeping target is tripled. However, you cannot enter a command for three combat rounds after attempting a crit hit.

Dagger Throwing

Antipaladin:40Arbiter:20Barbarian:14
Druid:60Inquisitor:20Mage:60
Monk:65Paladin:20Ranger:20
Thief:15Warrior:15Warriormonk:60

This skill allows the wielder to use daggers balanced for throwing as ranged weapons if one is equipped in his primary slot. Increased skill reduces the non-proficiency penalty to hit at range. Thieves are more skilled than other classes at throwing daggers; at high level, they are able to hurl them up to twice as quickly as other characters.

Daggers

Antipaladin:1Arbiter:1Barbarian:1
Druid:1Inquisitor:1Mage:10
Monk:17Paladin:1Ranger:1
Shadowmage:10Thief:1Warrior:1
Warriormonk:12    

Daggers are light weapons with blades up to a foot in length, and are usually used to pierce or stab opponents; while most are edged, very few are intended primarily as slashing weapons. This skill allows for their use in mêlée combat, negating non-proficiency penalties and enabling them to be used with weapon kata.

Dart Throwing

Antipaladin:30Arbiter:30Barbarian:20
Druid:50Inquisitor:30Mage:50
Paladin:30Ranger:25Shadowmage:50
Thief:20Warrior:20  

Darts used as weapons are the size of a large arrow and have weighted heads, being essentially small javelins. This skill allows them to be used as ranged weapons if they are equipped in the primary slot. Increased skill reduces the non-proficiency penalty to hit at range.

Disarm

Antipaladin:60Arbiter:40Barbarian:15
Inquisitor:40Monk:35Paladin:40
Ranger:50Thief:30Warrior:18
Warriormonk:30    

This command will let you try to disarm an opponent in combat. It is much less effective if you are unarmed. It takes one combat round to attempt to disarm, and an additional two if you fail.

Dodge

Antipaladin:54Arbiter:32Barbarian:15
Inquisitor:32Paladin:32Ranger:26
Thief:34Warrior:16Warriormonk:43

This skill attempts to actively dodge one of your opponent's blows. Note that this skill is distinct from the automatic dodging performed by monks and warriormonks; it is only activated when you specifically type the command, which will also keep you from taking any other action for one combat round.

Double Backstab

Thief:108    

Using two suitable weapons, the avatar thief has become adept enough to lunge and accurately place both points into his victim's weak points. Even under the best circumstances, however, the second stab is only two thirds as damaging as the first, and the thief will be slightly off-balance from the double blow, resulting in a slightly longer delay.

Dragon Claw

Monk:99Warriormonk:90  

This extremely powerful combat style attempts to mimic the great dragon, with its terrible, powerful slashing claws. It is a difficult style to learn: only a master may train in it. The only drawback to this style is that to generate the kind of power necessary to mimic the dragon, a monk must root himself to the ground. This makes it harder than normal for him to dodge incoming blows.

Draw

Antipaladin:45Arbiter:35Barbarian:20
Inquisitor:35Paladin:35Ranger:18
Thief:5Warrior:30  

This skill lets you draw a new weapon (automatically replacing the current weapon) with one command, letting you switch one-handed weapons without any time penalty. When drawing a two-handed weapon, your hands are automatically freed up it you have a shield, held object, or second weapon equipped; however, this does take time.

Dual Switch

Antipaladin:52Arbiter:47Barbarian:10
Inquisitor:47Paladin:47Ranger:7
Thief:57Warrior:32  

While dual wielding two weapons at once in combat, this skill lets you transfer the weapon in your left hand to your right hand and vice versa with great agility and no time penalty.

Dual Wield

Antipaladin:50Arbiter:45Barbarian:8
Inquisitor:45Paladin:45Ranger:5
Thief:55Warrior:30  

This skill will allow you to wield two weapons with the sacrifice of not being able to wear a shield or hold anything in your hand. Dual wielding will give you a single extra attack in addition to those generated by the extra attack skills, and will slightly increase the chance each of your extra attack skills will be successful.

You are able to dual wield the same total weapon weight as if you were single-wielding; however, there is a 20% increase in the effective weight of your secondary weapon. For example, a character dual wielding an Axe of Almi (weight 16) and a Fasces (weight 12) would be wielding an effective weight of 30 (16 + 12×120%).

Eagle Claw

Monk:40Warriormonk:30  

This very commonly known style emphasizes long, sweeping hand movements, which mimic, after a fashion, the diving swipes of a great eagle's claws. Just as an eagle is quick, so too is this style, but its long movements are somewhat predictable, making the monk somewhat more susceptible to being struck by his opponent.

Endure Hunger

Barbarian:40Druid:50Monk:60
Ranger:70Warriormonk:70  

Characters proficient in this skill can last a longer time before they become hungry.

Endure Thirst

Druid:50Monk:60Ranger:90
Warriormonk:90    

Characters proficient in this skill can last a longer time before they become thirsty.

Extra Attack One

Antipaladin:20Arbiter:17Barbarian:13
Cleric:30Druid:30Inquisitor:17
Mage:80Monk:40Paladin:17
Ranger:18Shadowmage:80Thief:25
Warrior:15Warriormonk:30  

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Extra Attack Two

Antipaladin:40Arbiter:34Barbarian:26
Cleric:60Druid:60Inquisitor:34
Monk:80Paladin:34Ranger:36
Thief:50Warrior:30Warriormonk:60

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Extra Attack Three

Antipaladin:60Arbiter:51Barbarian:39
Cleric:90Druid:90Inquisitor:51
Paladin:51Ranger:54Thief:75
Warrior:45Warriormonk:90  

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Extra Attack Four

Antipaladin:80Arbiter:68Barbarian:52
Inquisitor:68Paladin:68Ranger:72
Thief:99Warrior:60  

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Extra Attack Five

Antipaladin:100Arbiter:85Barbarian:65
Inquisitor:85Paladin:85Ranger:99
Thief:102Warrior:75  

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Extra Attack Six

Arbiter:102Barbarian:78Inquisitor:102
Paladin:102Ranger:102Warrior:99

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Extra Attack Seven

Barbarian:99Warrior:106  

This skill gives you a chance to make an additional attack in each round of combat. Monks using a fighting style do not use this skill; their number of attacks is based only on their level, fighting style, skill in that style, and skill in weapon kata.

Fanaticism

Antipaladin:108Arbiter:107Inquisitor:107
Paladin:107    

Working himself into a religious frenzy, this skill allows a zealous paladin, arbiter, inquisitor, or antipaladin avatar to smite the heathens with a flurry of blows. A greater disparity between his beliefs and the target's results in more attacks, up to a total of three per round.

Feign Death

Monk:37Warriormonk:22  

This skill allows a monk to pretend that he has been killed. If done well, anyone attacking him will stop fighting, and may leave him alone completely. Naturally, the effect is more convincing if you're already badly hurt.

Find Death Traps

Antipaladin:70Thief:42  

With this skill, you will examine the area in the direction chosen in an effort to determine whether or not a deadly trap lies in that direction. There is a reasonable chance that this skill will fail (depending on how well you know it). It is advisable that you still tread carefully even if this skill does not report a trap in the area specified.

Find Hidden Doors

Monk:75Thief:15  

This skill allows you to notice secret exits from a room.

Fleshtaint

Thief:107    

Using the knowledge gained over numerous assassinations, the thief avatar is able to concoct a special, debilitating poison to coat his weapons and deliver it through the deep wound of a backstab. If affected, the victim suffers a hideous affliction where he becomes unable to fully heal the damage taken for an extended period of time.

Gift of Pain

Warriormonk:108    

By concentrating on his opponent, it is possible for a warriormonk avatar to bestow upon his foe the very experience that he had in sustaining his current injuries. A proportion of the total damage sustained is instantaneously transfered to the victim. The sudden and unexpected shock is often enough to incapacitate all but the most powerful of foes.

Greatswords

Antipaladin:4Arbiter:3Barbarian:1
Druid:8Inquisitor:3Paladin:3
Ranger:3Thief:5Warrior:2

Created with blades heavier and longer than their one-handed brethren, these swords have lengthened hilts so that two hands can be used to swing them. Encompassing the range of swords of this type, this mêlée skill reduces the non-proficiency penalty, and allows them to be used in conjunction with weapon kata.

Guard

Arbiter:15Barbarian:20Paladin:15
Ranger:25Warrior:20Warriormonk:37

This command will make you automatically attempt to rescue the person who you are guarding whenever he or she is attacked while you are in the same room. This skill is not effective unless you also know the rescue skill, and are either following or leading the person you're guarding.

Hammer Throwing

Antipaladin:50Arbiter:30Barbarian:20
Cleric:40Druid:50Inquisitor:30
Paladin:30Ranger:40Thief:45
Warrior:25    

Used with hafted weapons with blunt heads and balanced for throwing, this skill allows them to be used as ranged weapons if they are equipped in the primary slot. Increased skill reduces the non-proficiency penalty to hit at range.

Hammers

Antipaladin:1Arbiter:1Barbarian:1
Cleric:1Druid:1Inquisitor:1
Paladin:1Ranger:1Thief:1
Warrior:1    

Encompassing sledges, mauls, and other weapons with large, blunt heads, this skill allows for their use in mêlée combat, negating non-proficiency penalties and enabling them to be used with weapon kata.

Heroism

Paladin:25    

This skill is far more advanced and dangerous form of the more common rescue skill. It allows a paladin to attempt to rescue each and every player in the room who is currently in combat with a mobile. Group members are given priority, and ungrouped player characters are rescued after if it is possible to do so. Since it is only possible to be fighting six mobiles at once, you cannot rescue more than six players at any given time with this skill. This is a good-aligned skill.

Hide

Antipaladin:30Barbarian:30Druid:35
Monk:106Ranger:35Shadowmage:40
Thief:4Warriormonk:70  

This skill allows you to attempt to conceal yourself, blending into the surroundings around you. You will not know whether you hide successfully; there is no success or failure message. In any event, you are still noticeable by the spot skill or sense life spell.

Entering any command will cause you to reveal yourself, as remaining completely motionless is essential. The effect of being hidden will also wear off over time.

High Swordright

Antipaladin:105Arbiter:103Inquisitor:103
Paladin:103    

As a champion of a religion the paladin, arbiter, or inquisitor is an example of the qualities that are valued by that belief. Those that advance to the highest ranks are granted a token of their deity's favor. For avatars, this takes the form of a High Holy Avenger, a weapon imbued with great divine magics to be used against those who oppose their faith.

Likewise, an antipaladin who learns this skill will be granted a High Unholy Avenger by his demonic patrons in order to carry out his blasphemous misdeeds.

In either case, the weapon granted will be of whatever kind the character is most skilled in; specialization in a weapon mastery will guarantee that particular weapon type. This skill can only be used once to obtain a High Avenger. If a High Avenger is lost via deathtrap or scrapping, you must quest to regain it. Any Immortal of rank Mediator or higher can grant High Avenger quests.

Hitall

Antipaladin:70Arbiter:60Barbarian:20
Inquisitor:60Monk:25Paladin:60
Ranger:65Warrior:40Warriormonk:15

This skill permits you to engage all of your enemies in the room you are in once before combat has been otherwise instigated. You may not use this skill if you are already in combat.

Instant Stand

Monk:103Thief:106Warriormonk:99

This skill allows a combatant to quickly leap to his feet in battle instead of laboriously standing up, reducing the time this takes from a full round of combat to as little as half that, depending on his dexterity.

Iron Fist

Monk:50Warriormonk:40  

This style has been popularized as the 'brick breaking' style. Essentially, a monk focuses his energy upon each individual strike, numbing himself to discomfort and placing as much power behind each blow as is possible. This style can deliver debilitating blows, but because the focus is on power, rather than quickness, often lands wide of the mark on quick opponents.

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