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1. skills spells command list
Syntax: skill/spell (<see options below>)
all, buff, adverse, object, heal, attack, pet, automatic, AoE,
room, weapons, crafting, travel, misc, or skill name/spell name
The skills and spells commands are used to display your character's list
of available skills (or spells, as the case may be). They are listed in
order of level, with mana cost (for spells) or percentage (for skills)
listed where applicable. Most spell costs are based on spell level. Skills
and spells do not improve upon usage until they are at least 50% learned.
To list a certain group of skills or spells, use the syntax with an argument
such as 'skill heal' to list all heal skills your character has for your
current level.
Use the practice command if you wish to list only skills and spells
that are between a certain percentage learned.
2. master unarmed combat advanced skill
Syntax: automatic
Unarmed combat is a rare skill in the lands. Learning this style of
fighting gives the player a weapon even when disarmed ‑‑ bare hands.
Unarmed damage is based on player level and is slightly higher with higher
strength. Advanced unarmed combat and master unarmed combat both increase
unarmed melee damage by 50% once fully mastered. Each skill must be 50%
learned to have any effect.
3. master meditation advanced meditate skill
Syntax: automatic
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
With the meditation skill, mana is recovered once every 60 seconds. The
advanced meditation skill speeds up the process by 15 seconds, thus
recovering mana once every 45 seconds. The master meditation skill quickens
healing by another 15 seconds, recovering mana once every 30 seconds. The
meditation skill must be mastered in order to practice advanced meditation,
and advanced meditation must in turn also be fully mastered in order to
begin studying master meditation. Advanced meditation boosts the base mana
regeneration by 2%, and master meditation boosts it by an additional 1%,
totaling 3%.
These skills will only improve while mana is being recovered, not while your
mana pool is full. All skills must be at least 50% learned to kick in.
Advanced Meditation will begin to improve once Meditation is 100% learned,
and Master Meditation will begin to improve once Advanced Meditation is 100%
learned.
4. campfire skill
Syntax: camp ‑ creates a new camp or replaces an old one
camp destroy ‑ dismantles your camp
Cooldown: 15 minutes
A resourceful character is able to gather materials from their surroundings
and create a warm, soothing campfire, which will accelerate the healing
process for all nearby. The fire will dwindle and go out over time. If
there is already a camp in the room, it will automatically be dismantled and
replaced by the new camp by using this skill.
Typing 'camp destroy' will remove your camp from the room. It's not possible
to destroy someone else's camp.
5. showability showskill
Syntax: showskill <name or skill number>
This command will display a table for each class with the level/amount of
creation points for the skill/spell you have entered. At the top of the
showability sheet, it will also list 'sn' for each skill and spell. You are
also able to cast the skill number instead of the name. For example, cast
159 will cast the sanctuary spell.
6. advanced throw skill
Syntax: throw (<target>)
throw <target> <direction list> (Ninja subskill syntax)
throw fido north
throw fido 2e3n
Using this skill, a Thief can throw a throwing star at his enemy. A claw
or dagger must be wielded with a throwing star held. Once the stars are used
up, they can be recharged. When throwing stars at a target, if the throw
skill is not mastered, the star has a chance to strike an unintended target
or simply land on the ground. Stars that land on the ground can be picked
up and will automatically stack with the currently‑held stars.
The damage of throw increases with the novice, intermediate, master, and
expert throwing skills. When the victim's hitpoints are below 50%, damage is
increased by 10%.
Throw will hit twice, and once the skill has been mastered, it has a chance
hit a third time.
The Ninja subskill advanced throw allows the Thief to throw stars at
targets up to 5 rooms away (and around corners) once the skill has been
mastered.
Main stat: Dexterity
Damage: Pierce
7. familiar skill
Syntax: familiar <bear, eagle, dragon, gryphon, panther>
An experienced Archer can call an animal from the wilderness. The animal
will follow the Archer around and assist in combat.
Once you are able to have more than 1 pet at a time (see help beast
mastery), you will be able to summon more than one familiar with this skill.
At 50% learned, 1 familiar can be summoned, at 80% a total of 2, and at 100%
3. This skill must be learned to at least 50% to be useful.
The following is a list of familiars and their buffs, skills, and spells, if
any:
The PANTHER is affected by haste and has no skills or spells.
The EAGLE is flying and has no skills or spells.
The DRAGON is affected by infravision, haste, and fly. It can impale and
use the fire breath spell.
The GRYPHON affected by infravision, haste, fly, and true sight.
The BEAR is not affected by any buffs and it can jab and uppercut.
8. shield rush srush skill
Syntax: srush
While wearing a shield, fighters can rush into their target, possibly
stunning them. The damage dealt is twice as high as bash and the chance to
stun is 10% higher. The chance to stun is influenced by the same factors as
the bash skill (see help bash).
Main stat: Strength.
Influenced by: Dexterity, Luck.
9. advanced shoot skill
Skill: Shoot
Syntax: shoot <target>
shoot <target> <direction list>
shoot fido east
shoot fido 2wn
shoot all (<direction list>) (ballistic arrows skill syntax)
shoot all
shoot all north
shoot all 3nw
A character can use this ability only when he has the bow skill. To shoot,
he must wield a bow and hold an arrow in his hand.
The range is based on the character's level of archery. The higher level,
the further one can shoot arrows and the more damage will be dealt. You can
choose the target you want to shoot at with the standard #.name prefix.
There is a chance of shooting up to three times based on your second and
third attack skills.
Shooting mobiles in rooms around you will cause most mobiles to track you
down and attack you. While the skill is not fully mastered, there is a
chance that arrows will shoot an unintended target in the path or simply
miss the target and pierce the ground.
The further away you are from your target, the less damage your arrows will
do (unless you have the skill reactive arrows). The damage is decreased by
a percentage (room distance*10). For example, if you are one room away you
will do 10% less damage and if you are five rooms away you will do 50% less
damage. When the target's hitpoints are below 30%, shoot will do 10% more
damage.
If your opponent is wearing equipment with resistance to shoot, the amount
of damage dealt will be decreased by the amount of resistance.
Shoot has a chance to second and third attack.
Skill: Advanced Shoot
Syntax: automatic
Experienced snipers are able to shoot arrows around corners instead of
simply in a linear direction. For example, 'shoot fido 2e3n'.
Damage type: Based on the arrow.
10. kill command murder attack
Syntax: kill <target name>
kill blue devil
kill mob
kill 2.mob
kill target/qt (used for quest targets)
kill qt
murder <target>
murder blue devil
Typing more than one argument will help you target the intended monster
when you are in a room with targets that have similar names. You can also
use the word mob or #.mob, such as 'kill mob' or 'kill 2.mob'. For quest
targets, you can use 'kill target' or 'kill qt' for short.
This is the simplest way to initiate combat with your opponent. 'kill' will
start combat, which continues until either of you is dead, has fled or
something else has happened. When meeting new monsters, it is generally
thought wise to 'consider' them before fighting; see 'help consider'.
You may not always want to kill the first instance of a monster in the
room; see 'help targeting' to learn how to target different monsters.
11. skill spell damage
Skill and spell damage is based on several things. It is based on the
skill/spell level, your learned proficiency in the skill/spell, your class's
main stat, and your weapons, with the most damage coming from your main
stat. Evolution races also give a small damage boost. Damroll from buffs
and equipment is also calculated into skill and spell damage. If you only
have a skill or spell practiced to 50%, it will only do 50% damage.
The following is an overview of how skill/spell damage calculates weapon
damage bonus:
‑ If you are wielding only a primary weapon and are skilled in the weapon
type, at least 50% or more, damage will add your weapon's damage to your
skill/spell damage.
‑ If you are not wielding a primary weapon but you are wielding a secondary
weapon in which you are skilled, the damage of that weapon will be added to
your skills and spells.
‑ If you are wielding both a primary and secondary weapon and are skilled in
both, it will average the two weapons' damage and add that to your
skill/spell damage.
‑ If you are wielding both a primary weapon and a secondary weapon but you
are only skilled in the primary, it will ignore the secondary weapon and
only add that weapon's damage. If you are only skilled in the secondary
weapon, it will only add that weapon's damage.
‑ Damroll increases melee and skill attack damage and magicroll increases
spell attack damage.
12. learnskills
Syntax: learn <playername>
learn cost <amount> <skillName>
learn here (<playerName>)
learn list <skillName>
learn <playername> <skill name or number>
learn decline <playername>
If a player offers to help you increase your learned proficiency in a
skill or spell, you can either accept the lesson by typing 'learn
<playername>' or you can decline with 'learn decline <playername>'.
Typing 'learn here' will display who in the room can teach you, which skills
and spells are available to learn, the cost in practice sessions, what your
current proficiency is and the max proficiency the teacher can help you
improve your skill to. Supplying player name to the syntax, such as 'learn
here <playerName>' will display the skills and spells a particular person
can teach you.
The command 'learn list <skillName>' will display who in the room can teach
that particular skill or spell.
Typing 'learn <playername> <skill or spell>' will attempt to learn the skill
or spell from another player in the room. The teacher must have 'toggle
teach' turned on.
The command 'learn cost <amount> <skillName>' can be used to check what the
cost would be to practice a skill. Amount is the increases to the mastery.
To check what it would cost to improve kick's mastery by 10%, the command
would be 'learn cost 10 kick', for example.
It is not possible to learn the 'teach' skill.
13. spy skill
Syntax: spy <target>
Spies are adept in furtively observing others around them, allowing them to
glean information such as the amount of mana, hitpoints, and gold someone
has on hand.
If this skill is not mastered, there is a chance it will fail and the target
will notice the spy's attempt to secretively discover information about
them. Once the skill has been fully mastered, the spy can view the
hitpoints of the target and can do so without being caught.
There is no lag upon using this skill, unless it fails.
14. contracted killer
Syntax: automatic
As Mercenaries are known for successfully fulfilling quest contracts in
return for rewards and wealth, they usually have to wait for a shorter
period of time to get employed again by the quest giver. The more often
Mercenaries complete their contracts, the more acknowledgment they receive
from contractors, leading to shorter waiting periods between quests. When a
quest is failed, the waiting period is also slightly decreased. This skill
works for quests, expeditions, and junkyards.
15. killsurge
Syntax: automatic
With this ability, the Diabolist fuels all summoned familiars with malice
and the desire to inflict suffering upon others, increasing the familiar's
hitpoints, damroll, and resistance to damage. This skill will automatically
have a chance to increase when the familiar is in battle in the same room as
the Diabolist. The higher this skill has been learned, the stronger the
spell will be. When the skill proficiency increases, the effects on the
familiar will also be increased automatically. If you switch subclasses,
the killsurge effect will be stripped from the familiar. Once you switch
back, the effect will be automatically re‑added to your familiar.
16. autoskill
Syntax: autoskill <skill or spell name>
autoskill <enable|disable>
autoskill argument <theArgument>
autoskill update
The autoskill feature will automatically execute a skill or spell of
choice in combat without having to repeatedly enter it.
To add a skill or spell, use 'autoskill <skill or spell name>'. To enable
autoskill, use 'autoskill enable'. If you want autoskill to update which
skill or spell it uses during combat, simply turn on 'autoskill update' and
type the name of the skill.
An example of a skill that allows a special argument is the shoot skill. To
enable ballistic arrows, the syntax would be 'autoskill argument all'.
Autoskill does not work for remote attacking. Autoskill will halt while
stunned and magic casting will halt while silenced. Rooms that block usage
of skills and spells will also halt the repetition. An autoskill must be at
least 50% learned to fire automatically.
Inspired by players concerned about carpal tunnel :).
17. scarce kills experience
Monsters that go unkilled for longer than an hour reward scarce kill
experience. The longer the mob goes without being killed, the more bonus
experience it will reward the next time it is killed.
‑ If you kill a scarce kill mob, they do not get reset to normal. They will
continue rewarding lower and lower scarce kill experience with each kill so
it is worth finding multiples of scarce kill mobs and killing them more than
once.
‑ Killing a mob will affect all other mobs of the same id, ie there may be
multiples of 'a dragon' which is a scarce kill. You kill the dragon and
receive scarce kill experience, then you kill another and you also receive
scarce kill experience but this time a little less.
‑ If you would not earn experience from killing a monster, you will not earn
the scarce kill experience for killing it. It will also not decrease the
scarce kill experience for other players if you kill a mob which you would
not earn experience for.
‑ Experience is rewarded to group members as well.
‑ You will see a separate line stating how much scarce kill experience you
have received.
‑ Scarce kill data saves through copyovers/game reboots and is automatically
saved once an hour in case of crash.
18. shatter skill gems
Syntax: shatter <gem> <victim>
This Artisan‑only skill infuses a gem with raw power, suffusing all of its
facets with enough energy to cause it to shatter, the shards causing
piercing damage to its victim. The damage is based on the level of the gem
and the Artisan, and the quality of the gem.
19. killskill
Syntax: killskill <skill or spell name>
killskill <enable|disable>
The killskill feature will automatically use a skill or spell of choice
as an opener when using the kill command.
20. blessing of kextra skill
Syntax: automatic
The "Blessing of Kextra" is indeed a powerful and valuable skill, bestowing
upon her followers the automatic doubling of experience when crafting an
item or performing any crafting related activity that rewards experience.
It is an automatic ability, only given to those that are members of her
faith. With her blessing, she rewards those who craft and create, for they
are passions of the Goddess herself.
21. skills activities activity
While most skills your character will learn are intended to help defeat
your enemies or travel around the realm, your character can also learn
several skills associated with more peaceable activities such as crafting,
gardening, potion brewing and fishing.
As skills, these need to be learned and practiced, though unlike more
martial skills, they can only be learned from specific npc teachers in
Erion, usually after completing a mission.
Also, practices cannot be spent on activity skills, only time and hard work
will make a novice into a master.
In the dwarven city of crafter's forge players can learn:
Foraging: How to find usable items in the wilderness, everything from cotton
and wool to eggs and food.
Woodworking, fell trees and split logs.
Tailoring: How to weave thread and sew textile items, from willow baskets to
prayer rugs.
Leatherworking: learn how to skin corpses, tan Hydes and producing leather.
Mining: The beloved dwarven art of finding and digging valuable gems and
ore. Blacksmithing: Smelting raw ores into usable metal bars.
Lapidary: The art of gem polishing and melting, not to mention imbuing those
gems into magical items.
And crafting: how to put all of these ingredients together to produce a
diverse range of items from tools and toys to weapons and holy items.
In crafter's forge players may also learn gardening:
The art of planting, sowing, and harvesting magical sprouts to produce
strands of magic, as well as cultivating cottonseed and other seeds for more
mundane harvests.
These skills also have more advanced iterations, which can be learned once
the initial skill is mastered.
(In addition to the skills taught at crafter's forge, players can visit the
alchemy academy to learn the skill of alchemy: The difficult business of
brewing magical potions, from foraging for rare ingredients to learning
recipes.
Finally, if players visit the cook in the house of Lucius, they can be sent
off to catch some fish, which will begin their journey to master the art of
fishing, catching fish from the river or sea with rod, bait and tackle,
either for food, competition, or just a bit of quiet recreation.
Note that while there are a variety of other peaceful activities players can
engage in, from cooking meat or fish over a campfire, to shearing sheep,
painting portraits or hunting items for religious pilgrimages or junkyard
quests, none of them take specific skills to master at this point, being
considered just part of the general life of an adventurer, though it is
likely more skills tied to different activities may appear in the future.
22. crafting skill
The crafting skill can be acquired from the master crafter in Crafters
Forge once lapidary, foraging, mining, blacksmithing, leatherworking,
woodworking, and tailoring have been acquired.
Experience is rewarded for successfully crafting an item. The more metals
to craft the item, the higher the experience reward.
Once the crafting skill reaches 25%, the crafter can start imbuing gems into
items. At 100% learned, a max of 4 gems can be added.
At 20% crafting skill mastery, the crafter can start imbuing plates of
electrum into items, which increases the number of rune slots on the item.
Items can be imbued with plates if their total rune slots are below 10. At
100% learned, you can increase the total rune slots up to 10.

