Skills and Spells

Skills & Spells give you the abilities to perform certain tasks on the mud. To get a list of the skills/spells you have access to at your level, go to the guild book and type 'list skills' or 'list spells'. To train a spell, use the study command, 'study [spell]', or 'train [skill]' if it's a skill you wish to advance. Now if you have the exp to advance a skill/spell it will advance 5%. Also, as you advance in your guild, you may get special bonuses to a certain type of spell or skill so your true % in a skill or spell maybe higher than the amount you trained that skill or spell up to. Note that training/studying doesn't cost any gold until the skill/spell is more than 60%, or you pass level 13.

If you want help on a specific skill or spell, use the help command 'help skill [skill name]' or 'help spell [spell name].

Now when you type 'show spells' or 'show skills', you'll get a list of skills and spells you have studied and what % you have studied them too. The % indicates the chance of a successful attempt when using that skill or spell.

In order to use a spell, you use the 'cast' command, Example: cast [spell] at [target (if a target is required)]. and for skills you will use the 'use' command, Example: use [skill] at [target (if a target is required)].

Train your skills and spells. Now is not the time for wandering or exploring. Leaving that critical training room could mean the difference between life and death. Walking out of there without the necessary skills for survival will mean your a quick death. The following skills and spells are critical to your survival, if your guild offers any one of these, you should train or study them up to at most 60% (higher charges you cash for training and studying). For more information do a HELP SKILL or HELP SPELL on that particular skill or spell.

ATTACK (skill): This skill is the fighter's friend. Attack determines your chances of hitting your target when engaging in combat.

CONSIDER (skill): Consider is an ability which allows the user to determine whether or not he or she can "take on" the target in question. **It is suggested you use this ability on EVERY being you meet!** By doing so, you will quickly learn which creatures you can kill and which you cannot, without learning the hard way (by dying).

CURE LIGHT WOUNDS (spell): This spell will heal a small amount of your hit points. Critical for times when you cannot afford to wait around to heal. Since it can be cast in combat, you can cast it on yourself while you fight.
Important Note
While light is a convenience, darkness is a requirement for some races and they will die if exposed to the sunlight for too long!
DARKNESS (spell): This spell causes you to actually radiate a personal field of magical darkness, reducing light levels in the whatever room you're in for the duration of the spell! Some races do not regenerate in sunlight either, therefore making darkness a critical tool for their survival. Of course, if you have darkness, you'll also need to see in the dark. If you see messages like: 'The sunlight BURNS your skin!' you should probably cast this spell.
DETECT ALIGNMENT (spell): This spell allows you determine the general ethos the target in question follows. **For races that must be good or evil, they need to kill creatures of the opposing alignment to stay that way!** Also some guilds have alignment restrictions (paladins, fallen) and therefore their alignment is critical. Important Note
However, first aid can bring a person back from negative hit points (and unconsciousness)!
Important Note
If you cannot see, you will not be able to cast a skill or spell at a monster or initiate combat!
FIRST AID (skill): This skill is often overlooked because it cannot heal hit points as much as cure light wounds (q.v.) can. This skill is critical in helping out your friends, and can also be used to heal yourself for endurance point cost only (saving valuable spell points for spell casters). Unlike cure light wounds, it cannot be used in combat.
LIGHT (spell): This spell provides light for those races who require light to see by, or for those who only regenerate in light. If you cannot see in the dark (infravision) and don't want to be stuck to scrounging for torches and adventuring above ground during the daytime, this is an important investment.

MAGIC MISSILE (spell): This is the mage's standby. It causes a magical bolt of pure energy to streak towards the target, unerringly hitting it. While mages cannot do much physically, they can certainly harm their foes with this spell.

WEAPON SKILLS: There are different types of weapon skills for each weapon (dagger, polearm, staff, bludgeon, axe, ancient, thin blade, broad blade, bow, sling). These determine the amount of damage you do when that weapon is wielded.