PDA

View Full Version : QRS



grenthor
10-12-2008, 07:48 PM
Anyone know of an active download link for QRS for the wizard? I can't find any that aren't broken and I can't find anything on the boards - though I'm sure it's somewhere.

Bobmuhthol
10-12-2008, 07:56 PM
Going off of the request specifically for Wizard, if you get the script for SF just remove the double % (it's something like %1%%2%%3%%4%) and make it %1%2%3%4, I'm going off of memory from years ago but that's the only change you need to make for it to work.

Gan
10-12-2008, 08:04 PM
Heres my copy.

Will not upload. :(

_______________________



#QRS lookup!

if_1 goto %1%2%3%4
else
echo QRS is a Quick Reference Script for Gemstone Mechanics. If you're looking for a quick table or chart, here's the list of available help files:
echo EXAMPLE: Type '.qrs help' to get more assistance on using QRS.
echo culture - Dye colors, clothing definitions, gods, more to come.
echo mechanics - Mechanical information. Combat-related information, character manager,
echo . AI crystal, lockpicking and more.
echo tutorial - Brief tutorials on various subjects.
echo
echo calendar - Calendar information
echo items - Some of the more common items around (What's the stats on a fishspine?)
echo healing - Healing herbs and such.
echo profession - Enter profession or title, get level and profession for title
echo spellnumber - Enter spell number, get back short description.
echo weaponname - Enter weapon name, get base. Enter base, get alternate names.
echo acronyms - Enter slang or acronym term, find out what it means.
echo
echo help - Help for using QRS.
echo update - Do you need to update QRS?
echo websites - Helpful or neat Gemstone websites.
echo credits - Who did this or where did the information come from?
exit

mechanic:
mechanics:
echo ai - AI crystal information
echo cm - Character Manager and statistics information
echo combat - All sorts of combat-related information. Weapons, armor, AvDs, DFs, etc.
echo material - Material information. Much more than the METAL verb.
echo picking - Locks and pick information
echo society - Signs and symbols for COL and Voln.
echo encumbrance - Checks your encumbrance for you
echo encumb info - What encumbrance means
exit

ai:
echo aiweapon - AI crystal weapons ratings
echo aiarmor - AI crystal armor readings
echo aicharges- AI crystal charges measurements
echo aicolors - AI crystal colors general reference
exit

calendar:
echo Enter Elanthian or English month or day, get the opposite.
echo The CALENDAR verb gives all of them and major holidays.
exit

cm:
echo <race> - type a race to get back racial benefits
echo <race> age - the age range for that race
echo mana - mana stat for each profession
echo race info - explanation/help for <race>
echo races - stat bonuses, maximum HP
echo skills - skill cost charts for all professions
echo tps - TP calculations, profession stat bonuses
exit

combat:
echo edgedavd - AvD chart for edged weapons
echo bluntavd - Ditto, for blunts
echo twohandavd- Ditto, for twohanders
echo poleavd - Ditto, for polearms
echo rangedavd - Ditto, for ranged weapons
echo boltavd - Ditto, for bolts
echo df - What's a damage factor and how does it affect you?
echo
echo edged - Edged weapon tables
echo blunt - Blunt weapon tables
echo twohand - Twohanded weapon tables
echo pole - Polearm weapon tables
echo ranged - Ranged weapon tables
echo thrown - Thrown weapon tables
echo brawl - Brawling weapon tables
echo
echo armor - Armor hindrances
echo armor1 - Spell hindrance training requirements
echo armor2 - Crit divisors
echo armor3 - roundtime, maneuver and guild skill penalties
echo
echo weighting - Critical weighting and padding explanation
echo mstrike - Mstriking formulas
echo crit - Crit tables
exit

culture:
echo arkati - Brief rundown of the gods and spirits
echo clothes - Medieval, renaissance & unusual clothing, also alphabetic list
echo cultures - Elanthian cultures
echo dyes - Dye colors, arranged by category or alphabetically
echo instruments - Where to get and definitions of instruments
echo material - Metal properties, rarities, cultural assignation and wood information
echo shift - More player culture than Elanthian. Removed from the game, added to QRS!
exit

healing:
echo herbs - Landing area herbs
echo iceherbs - Icemule healing items
echo zulherbs - Zul Logoth healing items
echo pineherbs - Pinefar healing potions
echo terasherbs - Teras healing ales
exit

material:
echo metal - Metal information. Similar to the verb, but with more.
echo metal1 - Metals listed by rarity. Very rare or above is difficult to get at a merchant.
echo metal2 - Metals, sorted. Flaring, Elven, Dwarven and lockpick-only.
echo wood - Elanthian woods
exit

picking:
echo locks - IC/OOC lock information
echo picks - Lockpick information
echo picks1 - Lockpick formula information
echo
echo For much more picking information, get Porcell's Critter Locks (cl) script.
exit

society:
echo voln - Voln symbols, cost and effect
echo col - COL signs, cost and effect
exit


#================================================= =========================
#
# End sub-menu section, continue to individual menus and entries
#
#================================================= =========================

arkati:
echo Usage is .qrs arkati <god>
echo LIABO NEUTRAL LORNON MINOR SPIRITS
echo (good) (evil) (Young Arkati, half-arkati, immortals)
echo ================================================== =====================
echo Charl Gosaena Andelas Aeia
echo Cholen Zelia Eorgina Amasalen
echo Eonak Fash'lo'nae Arachne
echo Imaera Ivas The Huntress
echo Jastev Luukos Illoke
echo Kai Marlu Jaston
echo Koar Mularos Khaarne
echo Lorminstra Sheru Kuon
echo Lumnis V'tull Laethe
echo Oleani Leya
echo Phoen Meyno
echo Ronan Niima
echo Tonis Onar
echo . Tilamaire
echo . Voaris
echo . Voln
exit



acronym:
acronyms:
acronymlist:
echo Acronym lists:
echo To pull up a list, go to "acronym <list>"
echo Example: ".qrs acronym spells" to get spell acronyms and slang.
echo Or to get a specific acronym, use ".qrs <acronym>"
echo Example: ".qrs WoF" to get informationon Wall of Force.
echo
echo Available lists:
echo Spells - spell acronyms and slang
echo Locations - acronyms and shorthands for location names
echo Skills - skill acronyms
echo Other - Game mechanics, general slang, and other things that don't fit elsewhere
exit

acronymspell:
acronymspells:
echo These are the currently known spell acronyms and shorthands
echo Use ".qrs <acronym>" to get the information
echo AD dexterity fog MjE swarm
echo airwall dims GT MjS TS
echo alkars disk gate MnE traplore
echo blessing dispel gaze MnS true strike
echo blues e-blade guards mobiles unstun
echo brights e-blast guard true node WE
echo BB e-strike imbed opals word of return
echo brillies e-wave LD powerful look WoF
echo camo edge lifekeep purify WoL
echo CW FI light blues sanct
echo DC FLD locklore shimmers
echo dark blues FM MD silveries
exit

acronymskill:
acronymskills:
echo These are the currently known skill acronyms
echo Use ".qrs <acronym>" to get the information
echo CM PP
echo FA PT
echo MIU SA
echo MOC SR
echo MS TWC
exit

acronymlocation:
acronymlocations:
echo These are the currently known location acronyms and shorthands
echo Use ".qrs <acronym>" to get the information
echo AI the moon TC
echo DS NG TSC
echo EG RR VC
echo EN SH WG
echo GY SG WL
echo HS ST ZL
echo IMT Ta'I
echo MC Ta'V
exit

acronymother:
acronymothers:
acronymrandom:
acronymgeneral:
acronymmechanics:
echo These are the currently known acronyms and shorthands that don't fall into another category
echo Use ".qrs <acronym>" to get the information
echo AS GH MD
echo AvD GM MS
echo CB GP ROI
echo CS HP RT
echo CvA HSN staff
echo DB MA TD
echo DF MAvA THT
echo DS MB TTM
exit

# Acronyms for Minor Spiritual spells (100s)

lightblues:
darkblues:
deepblues:
blues:
echo Light Blues = Spirit Warding I (spell 101)
echo Dark Blues = Spirit Warding II (spell 107)
goto 101

airwall:
echo Airwall = Spirit Barrier (spell 102)
goto 102

powerfullook:
look:
echo Powerful Look = Spirit Defense (spell 103)
goto 103

unstun:
echo Unstun = Stun Relief (spell 108)
goto 108

alkar:
alkars:
echo Alkars = Lesser Shroud (spell 120)
goto 120

fog:
wordofreturn:
wor:
echo Fog/Word of Return = Spirit Guide (spell 130)
goto 130

WoF:
walls:
echo WoF/Walls = Wall Of Force (spell 150)
goto 150

# Acronyms for Major Spiritual spells (200s)

dims:
dimaura:
echo Dims/Dim Aura = Spirit Shield (spell 202)
goto 202

sanct:
echo Sanct = Minor Sanctuary (spell 213)
goto 213

opals:
opalaura:
opal:
echo Opals = Spell Shield (spell 219)
goto 219

# Acronyms for Cleric Base spells (300s)

repel:
echo Repel = Repel Undead (spell 302)
goto 302

blessing:
bless:
echo Bless = Holy Blade (spell 304)
goto 304

lifekeep:
keep:
lk:
echo Lifekeep = Preservation (spell 305)
goto 305

WoL:
echo WoL = Well of Life (spell 308)
goto 308

# Acronyms for Minor Elemental spells (400s)

silvers:
silveries:
echo Silvers/Silveries = Elemental Defense I (spell 401)
goto 401

locklore:
picklore:
pickinglore:
echo Lock Lore = Picking Enhancement (spell 403)
goto 403

traplore:
disarmlore:
echo Trap Lore = Disarming Enhancement (spell 404)
goto 404

detect:
echo Detect = Elemental Detection (spell 405)
goto 405

brights:
echo Brights = Elemental Defense II (spell 406)
goto 406

e-blast:
eblast:
echo E-Blast = Elemental Blast (spell 409)
goto 409

ewave:
e-wave:
echo E-Wave = Elemental Wave (spell 410)
goto 410

eblade:
e-blade:
echo E-Blade = Elemental Blade (spell 411)
goto 411

brills:
brillies:
guards:
massguards:
massbrillies:
echo Brillies/Guards = Elemental Defense III (spell 414)
echo Mass Brillies/Guards = Mass Elemental Defense (spell 419)
goto 419

estrike:
e-strike:
echo E-Strike = Elemental Strike (spell 415)
goto 415

gaze:
echo Gaze = Piercing Gaze (spell 416)
goto 416

dispel:
echo Dispel = Elemental Dispel (spell 417)
goto 417

node:
echo Node = Mana Focus (spell 418)
goto 418

imbed:
echo Imbed = Magic Item Creation (spell 420)
goto 420

TS:
targetting:
truestrike:
echo True Strike = Elemental Targetting (spell 425)
goto 425

GT:
guardtrue:
echo Guard True = Elemental Barrier (spell 430)
goto 430

# Acronyms for Major Elemental Spells (500s)

disk:
echo Disk = Floating Disk (spell 510)
goto 511

# Acronyms for Ranger Base spells (600s)

masscolors:
echo Colors = Natural Colors (spell 601)
echo Mass Colors = Mass Colors (spell 611)
goto 611

shimmers:
echo Shimmers = Resist Elements (spell 602)
goto 602

camo:
echo Camo = Camouflage (spell 608)
goto 608

swarm:
echo Swarm = Call Swarm (spell 615)
goto 615

dex:
mobile:
mobiles:
dexterity:
echo Dex/Mobiles = Mobility (spell 618)
goto 618

# Acronyms for Sorcerer Base spells (700s)

BB:
echo BB = Blood Burst (spell 701)
goto 701

MD:
echo MD = Maneuver Defense
echo MD = Mana Disrupt (spell 702)
goto 702

FLD:
LD:
echo LD = Limb Disruption (spell 708)
echo FLD = Focused Limb Disruption (focused version of spell 708)
goto 708

FM:
echo FM = Focused Maelstrom (focused version of spell 710)
goto 710

WE:
echo WE = Will Enhancement (non-implemented spell 714)
goto 714

DC:
echo DC = Dark Catalyst (spell 719)
goto 719

FI:
echo FI = Focused Implosion (focused version of spell 720)
goto 720

AD:
echo AD = Animate Dead (non-implemented spell 730)
goto 730

# Acronyms for Wizard Base spells (900s)

edge:
edging:
echo Edge = Minor Elemental Edging (spell 902)
goto 902

CW:
echo CW = Call Wind (spell 912)
goto 912

gate:
echo Gate = Familiar Gate (spell 930)
goto 930

# Acronyms for Bard Base spellsongs (1000s)

vibe:
vibes:
vibechant:
echo Vibe Chant = Vibration Chant (spellsong 1002)
goto 1002

purify:
echo Purify = Purification Song (spellsong 1004)
goto 1004

# Acronyms for spell circles

MiE:
MinE:
MnE:
echo MnE = Minor Elemental (400s spells)
exit

MaE:
MajE:
MjE:
echo MjE = Major Elemental (500s spells)
exit

MiS:
MinS:
MnS:
echo MnS = Minor Spiritual (100s spells)
exit

MaS:
MajS:
MjS:
echo MjS = Major Spiritual (200s spells)
exit

# Acronyms for skills

CM:
echo CM = Combat Maneuvers skill
exit

FA:
echo FA = First Aid skill
exit

MIU:
echo MIU = Magic Item Use skill
exit

MOC:
echo MOC = Multi Opponent Combat skill
exit

MS:
echo MS = Maneuver Strength
echo MS = Mana Share skill
exit

PP:
echo PP = Picking Pockets skill
exit

PT:
echo PT = Physical Training skill
exit

SA:
echo SA = Spell Aiming skill
exit

SR:
echo SR = Scroll Reading skill
exit

TWC:
echo TWC = Two Weapon Combat skill
exit

# Acronyms for general game stuff

AS:
echo AS = Attack Strength
exit

AvD:
echo AvD = Attack versus Defense. Higher means you hit more often.
exit

CB:
echo CB = Current Bid (when heard over the amunet)
exit

CS:
echo CS = Casting Strength (How hard you cast)
echo Most CS spells need a 101 endroll (after the equals sign) after all the numbers are added together to affect something. They're usually very good once they have that 101, but getting it on something your level is often chancy.
echo To learn how CS is calculated and can be increased, type ".qrs tutorial CS"
exit

CvA:
echo CvA = Cast versus Armor
exit

DB:
echo DB = Defensive Bonus (items which increase your defense while worn, yet aren't armor)
exit

DF:
echo DF = Damage Factor (based on weapon and armor, relationship between endroll and damage done)
goto damagefactor
exit

DS:
echo DS = Defense Strength (How hard it is to hit something with an arrow, fireball or weapon)
echo DS = Darkstone Castle (an abandoned castle near the Landing)
exit

staff:
GM:
SGM:
GH:
SGH:
AGM:
MOD:
echo AGM = Assistant Gamemaster
echo GM = Gamemaster
echo SGM = Senior Gamemaster
echo GH = Gamehost
echo SGH = Senior Gamehost
echo MOD = Board Moderator
exit

GP:
GP2:
GPII:
GPIII:
GP3:
echo GP = Growing Pains
echo GPII = Growing Pains, phase II
echo GPIII = Growing Pains, phase III
exit

HP:
echo HP = Hit Points
exit

HSN:
echo HSN = Hot Summer Nights
exit

CBSS:
echo CBSS = Character Background Statistics System
exit

HERT:
echo HERT = 'Haven Emergency Response Teams
exit

NF:
echo NF = Northern Fury
exit

MA:
echo MA = Maneuver Attack
MAer:
echo MA/MAer = Multi-Accounting/Multi-Accounter
exit

MvA:
echo MAvA = Maneuver Attack versus Armor
exit

MB:
echo MB = Maneuver Bonus
echo MB = Minimum Bid (when heard over the amunet)
exit

ROI:
echo ROI = Rate of Increase (the normal amount something will increase each level, such as AS)
exit

RT:
echo RT = Roundtime
exit

TD:
echo TD = Target Defense (how hard it is to affect something with CS-based spells)
echo Based on aura bonus (for elemental spells), wisdom bonus (for spiritual spells), level * 3 and any protective spells that add TD.
exit

THT:
echo THT = To Hit Target
exit

TTM:
echo TTM = Think To Me (when heard over the amunet)
exit

# Acronyms for locations

AI:
echo AI = Abandoned Inn (also known as the Hanging Inn, located south of the Landing)
exit

EG:
echo EG = East Gate (usually of Icemule Trace)
echo EG = Ebon's Gate (the gate through which the souls of the dead pass, also an annual festival honoring the dead)
exit

EN:
echo EN = Elven Nations (usually, all locations from Zul Logoth east, including Ta'Illistim, Ta'Vaalor, and surroundings)
exit

GY:
echo GY = The Graveyard (a huge hunting ground of undead near the Landing)
exit

HS:
echo HS = Hearthstone Manor (a resting place for famous people just outside the Landing)
exit

IT:
IM:
IMT:
echo IT/IM/IMT = Icemule Trace (city in the snow north of the Landing)
exit

MC:
echo MC = Misty Chamber (a room inside the Monestary in the Lyserian Hills)
exit

themoon:
moon:
echo The Moon = The Broken Lands (all areas past the Misty Chamber)
exit

NG:
echo NG = North Gate (most often, the northern gate of the Landing)
exit

RR:
echo RR = River's Rest (a town far away from the others, accessible through a portal near the Landing)
exit

SH:
echo SH = Solhaven (a town south of the Landing)
echo SH = South 'Haven (the southern half of Solhaven)
exit

SG:
echo SG = South Gate (usually of Icemule Trace)
exit

ST:
echo ST = Spider Temple (a temple filled with creatures near the Landing)
exit

TI:
TaI:
Ta'I:
echo Ta'I = Ta'Illistim (Elven city on the eastern side of the Dragonspine)
exit

TV:
TaV:
Ta'V:
echo Ta'V = Ta'Vaalor (Elven city on eastern side of the Dragonspine)
exit

TC:
echo TC = Town Center (the center and main gathering place of Icemule)
exit

TS:
TSSW:
TSSE:
TSW:
TSE:
TSNE:
TSNW:
TSC:
echo TS = Town Square (the seven room city center of the Landing)
echo The rooms are each denoted by their direction from center
echo IE: TSC = Town Square Center, TSW = Town Square West, etc
exit

VC:
echo VC = Victory Court (the central gathering place in Ta'Vaalor)
exit

WG:
echo WG = West Gate (usually of the Landing)
exit

WL:
echo WL = Wehnimer's Landing (the main town on the western side of the Dragonspine)
exit

ZL:
echo ZL = Zul Logoth (dwarven city underneath Dragonspine mountains)
exit





#Liabo Pantheon
ARKATICHARL:
echo
echo CHARL, Lord of the Seas
echo Ice Age Name: Shaal
echo God of the Oceans, Storms, and Revolution
echo Symbol: an emerald trident on a field of blue
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Charl will be able to cast Bane
exit
ARKATICHOLEN:
echo
echo CHOLEN, The Jester
echo Ice Age Name: Kieron
echo God of Festivals, Performing Arts, and Humor
echo Symbol: a crimson lute on a field of gold
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Cholen will be able to cast Smite
exit
ARKATIEONAK:
echo
echo EONAK, Master of the Forge
echo Ice Age Name: Iorak
echo God of Craftsmanship, Labor, and Triumph Over Adversity
echo Symbol: a golden anvil on a field of brown
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Eonak will be able to cast Smite
exit
ARKATIIMAERA:
echo
echo IMAERA, Lady of the Green
echo Ice Age Name: Iloura
echo Goddess of Nature, Harvest, Plants and Animals, Healing and Autumn
echo Symbol: a golden sheaf of grain on a field of green (when worshipped by farmers)
echo Symbol: a brown doe on a field of green (when worshipped by sylvans)
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Imaera will be able to cast Smite
exit
ARKATIJASTEV:
echo
echo JASTEV, The Soothsayer
echo Ice Age Name: Jaysek
echo God of Visual Arts and Prophecy
echo Symbol: a black artist's brush on a field of grey
echo Symbol: a silver crystal ball on a field of grey
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Jastev will be able to cast Smite
exit
ARKATIKAI:
echo
echo KAI, Master of Battle
echo Ice Age Name: Cay
echo God of Strength, Athletic Powers, and Skill at Arms
echo Symbol: a silver arm with fist clenched on a field of crimson
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Kai will be able to cast Smite
exit
ARKATIKOAR:
echo
echo KOAR, King of the Gods
echo Ice Age Name: Kuor
echo God of Justice, Loyalty, and Law
echo Symbol: a golden crown set on a circle of white
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Koar will be able to cast Smite
exit
ARKATILORMINSTRA:
echo
echo LORMINSTRA, The Gatekeeper
echo Ice Age Name: Eissa
echo Goddess of Death and Rebirth, Winter and Deliverance
echo Symbol: a golden key set upon a gate of black
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Lorminstra will be able to cast Smite
exit
ARKATILUMNIS:
echo
echo LUMNIS, Queen of Enlightenment
echo Ice Age Name: Valris
echo Goddess of Wisdom and Knowledge
echo Symbol: a golden scroll overlaying five conjoined circles, symbolizing her mastery of the Spheres of Knowledge
echo The circles are red (Planar), blue (Spiritual), black (Chaos), green (Elemental), and white (Order)
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Lumnis will be able to cast Smite
exit
ARKATIOLEANI:
echo
echo OLEANI, Mistress of Adoration
echo Ice Age Name: Oriana
echo Goddess of Love, Spring, and Fertility
echo Symbol: a red heart with a budding flower growing from it
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Oleani will be able to cast Smite
exit
ARKATIPHOEN:
echo
echo PHOEN, The Sun God
echo Ice Age Name: Phaon
echo God of the Sun, Summer, and Fatherhood
echo Symbol: a golden sunburst on a field of blue
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Phoen will be able to cast Smite
echo
exit
ARKATIRONAN:
echo
echo RONAN, Lord of Dreams
echo Ice Age Name: Reann
echo God of Night and Dreams
echo Symbol: a black sword with a silver edge on a field of black
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Ronan will be able to cast Smite
echo
exit
ARKATITONIS:
echo
echo TONIS, The Fleetfooted, King of Thieves
echo Ice Age Name: Teris
echo God of Speed, Travel, and Thieves
echo Symbol: a golden pegasus on a field of blue
echo Pantheon: Liabo
echo Bane/Smite: Clerics who worship Tonis will be able to cast Smite
echo
exit
#Lornon Pantheon
ARKATIANDELAS:
echo
echo ANDELAS, The Cat
echo Ice Age Name: Andaras
echo God of Felines and Hunting
echo Symbol: a black cat's head on a field of red
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Andelas will be able to cast Smite
exit
ARKATIEORGINA:
echo
echo EORGINA, Queen of the Dark
echo Ice Age Name: Orgiana
echo Goddess of Darkness, Domination, and Tyranny
echo Symbol: red, stylized flames on a field of grey
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Eorgina will be able to cast Bane
exit
ARKATIFASH'LO'NAE:
ARKATIFASHLONAE:
echo
echo FASH'LO'NAE, The Grandfather
echo Ice Age Name: Kesh'ta'kai
echo God of Magic, Forbidden Knowledge, and Libraries
echo Symbol: a yellow, slit-pupilled eye on a field of grey
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Fash'lo'nae will be able to cast Smite
exit
ARKATIIVAS:
echo
echo IVAS, The Seductress
echo Ice Age Name: Inis
echo Goddess of Lust, Desire, and Passion
echo Symbol: a stylized green wisp of smoke on a field of red
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Ivas will be able to cast Bane
exit
ARKATILUUKOS:
echo
echo LUUKOS, Eater of Souls
echo Ice Age Name: Klysus
echo God of Death, Lies, and Undeath
echo Symbol: a green serpent on a field of brown
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Luukos will be able to cast Bane
exit
ARKATIMARLU:
echo
echo MARLU, The Destroyer
echo Ice Age Name: Morgu
echo God of Demonic Summoning, Destruction, and Power
echo Symbol: a black six-tentacled star on a field of grey
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Marlu will be able to cast Bane
exit
ARKATIMULAROS:
echo
echo MULAROS, The Suffering
echo Ice Age Name: Moralis
echo God of Suffering and Torture
echo Symbol: a heart with a dagger piercing it on a field of white
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Mularos will be able to cast Bane
exit
ARKATISHERU:
echo
echo SHERU, Bringer of Terror
echo Ice Age Name: Scalu
echo God of Night, Nightmares, Insanity, and Terror
echo Symbol: a black jackal's head on a field of gold
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship Sheru will be able to cast Bane
exit
ARKATIV'TULL:
ARKATIVTULL:
echo
echo V'TULL, The Berserker
echo Ice Age Name: Z'Taar
echo God of Combat and Bloodlust
echo Symbol: a black scimitar on a field of red
echo Pantheon: Lornon
echo Bane/Smite: Clerics who worship V'tull will be able to cast Bane
exit
#Neutral Gods
ARKATIGOSAENA:
echo
echo GOSAENA, Mistress of Eternity
echo Ice Age Name: Kadaena
echo Goddess of Death
echo Symbol: a silver or grey sickle on a field of green
echo Pantheon: Neutral
echo Bane/Smite: Clerics who worship Gosaena will be able to cast Bane
exit
ARKATIZELIA:
echo
echo ZELIA, Keeper of the Moons
echo Ice Age Name: Zania
echo Goddess of the Moons and Insanity
echo Symbol: a silver crescent moon on a field of black
echo Pantheon: Neutral
echo Bane/Smite: Clerics who worship Zelia will be able to cast Smite
exit
#Other Gods
ARKATIAEIA:
echo
echo AEIA, The Mother
echo Ice Age Name: n/a
echo Patroness of Earth and Gardens
echo Symbol: a white lily on a field of green
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Aeia will be able to cast Smite
exit
ARKATIAMASALEN:
echo
echo AMASALEN, The Executioner
echo Ice Age Name: Akalatan
echo Patron of Sacrifice
echo Symbol: a purple two-headed serpent twined about a crimson hand
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Amasalen will be able to cast Bane
exit
ARKATIARACHNE:
echo ARACHNE, The Betrayer
echo Ice Age Name: Hrassk
echo Patroness of Spiders and Betrayal
echo Symbol: a black widow spider on a field of red
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Arachne will be able to cast Bane
exit
ARKATITHEHUNTRESS:
ARKATIHUNTRESS:
echo THE HUNTRESS
echo Ice Age Name: n/a
echo Patroness of Vengeance and The Hunt
echo Symbol: a silver eight-pointed star on a field of black
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship The Huntress will be able to cast Bane
exit
ARKATIILLOKE:
echo ILLOKE, The Upstart
echo Ice Age Name: n/a
echo Son of Meyno
echo Symbol: none
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Illoke must select 'other' and cast
echo a weakened version of Smite.
exit
ARKATIJASTON:
echo
echo JASTON, The Windrunner
echo Ice Age Name: Jaynor
echo Spirit of the Air, Patron of the Four Winds and Birds
echo Symbol: a white feather on a field of green and white
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Jaston will be able to cast Smite
exit
ARKATIKHAARNE:
echo
echo KHAARNE, The First Son
echo Ice Age Name: n/a
echo Son of Meyno
echo Symbol: none
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Khaarne must select 'other' and cast
echo a weakened version of Smite.
exit
ARKATIKUON:
echo
echo KUON, The Green
echo Ice Age Name: Quen
echo Patron of Herbs and Flowers
echo Symbol: a gold leaf on a field of brown
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Kuon will be able to cast Smite
exit
ARKATILAETHE:
echo
echo LAETHE, The Lovelorn
echo Ice Age Name: n/a
echo Patron of Young Love and Lost Love
echo Symbol: a black rose on a field of purple
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Laethe will be able to cast Smite
exit
ARKATILEYA:
echo
echo LEYA, Master of Martial Arts
echo Ice Age Name: Laia
echo Patroness of Amazons and Martial Arts
echo Symbol: an ivory-hilted dagger on a field of deep blue
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Leya will be able to cast Smite
exit
ARKATIMEYNO:
echo
echo MEYNO, The Matriarch
echo Ice Age Name: n/a
echo Matriarch of the Stone Giant Tribes
echo Symbol: she has no known symbol as the giants are simple people who do not hold with this kind of symbolism
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Meyno must select 'other' and cast
echo a weakened version of Smite.
exit
ARKATINIIMA:
echo
echo NIIMA, The Wavedancer
echo Ice Age Name: Neela
echo Patroness of Water, Sailors, and Sea Life
echo Symbol: a grey or silver dolphin on a field of blue
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Niima will be able to cast Smite
exit
ARKATIONAR:
echo
echo ONAR, The Assassin
echo Ice Age Name: Omir
echo Patron of Homicide
echo Symbol: a broken white skull on a field of black
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Onar will be able to cast Smite
exit
ARKATITILAMAIRE:
echo
echo TILAMAIRE, The Lithe
echo Ice Age Name: Talaraine
echo Patron of Music and Dance
echo Symbol: a yellow note on a field of blue
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Tilamaire will be able to cast Smite
exit
ARKATIVOARIS:
echo
echo VOARIS, The Charming
echo Ice Age Name: n/a
echo Patron of Young Love and Forbidden Love
echo Symbol: a yellow rose on a field of red
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Voaris will be able to cast Smite
exit
ARKATIVOLN:
echo
echo VOLN, The Paladin
echo Ice Age Name: Vult
echo Destroyer of the Undead
echo Symbol: a white shield on a field of black
echo Pantheon: Lesser Spirits & Other Immortals
echo Bane/Smite: Clerics who worship Voln will be able to cast Smite
exit


clothing:
clothes:
echo To find a specific clothing item and definition, use as follows:
echo .qrs cavalier hat
echo
echo Or for a full list of available clothing definitions use:
echo .qrs clothes list
exit

acorncap:
echo It's a brimless hat that looks similar to the cap on top of an acorn.
exit

anadem:
echo It's a garland or wreath for the head.
exit

arisaidh:
echo It's a woman's plaid worn like a shawl with large brooches at the shoulder or breast.
exit

armlet:
echo It's an ornamental band worn on the arm, esp. a bracelet worn high on the arm, rather than on the wrist.
exit

ascot:
echo It's a necktie or scarf with broad ends, tied and arranged so that the ends are laid flat, one across the other, sometimes with a pin to secure them.
exit

baldric:
echo It's a belt, sometimes richly ornamented, worn diagonally from shoulder to hip, supporting a sword, horn, etc.
exit

bandoleer:
echo It's a belt fitted with small pockets or loops for carrying cartridges and worn across the chest.
exit

bandolier:
goto bandoleer

bangle:
echo It's a rigid, ring-shaped bracelet usually made without a clasp so as to slip over the hand.
exit

barbette:
echo It's a linen chin band, pinned in position on top of the head often worn with a fillet.
exit

basque:
echo It's a close-fitting bodice, sometimes having an extension that covers the hips.
exit

beret:
echo It's a soft, visorless cap with a close-fitting headband and a wide, round top often with a tab at its center.
exit

bertha:
echo It's a collar or trimming, as of lace, worn about the shoulders by women, over a low-necked waist or dress.
exit

bliaut:
echo It's a fitted gown with long, loose trailing sleeves and worn over an undergown.
exit

bloomers:
echo They're any of various women's garments with full-cut legs gathered at the bottom edge.
exit

bonnet:
echo It's a hat, usually tied under the chin and often framing the face.
exit

braces:
echo They're suspenders.
exit

braies:
echo They're a loose form of shapeless trousers worn by men.
exit

breechclout:
echo It's a cloth worn about the breech and loins; loincloth.
exit

breeches:
echo They're knee-length trousers, often having ornamental buckles or elaborate decoration at or near the bottoms.
exit

breeks:
echo They're breeches or trousers.
exit

britches:
echo They're knee-length trousers, often having ornamental buckles or elaborate decoration at or near the bottoms.
exit

brogans:
echo They're a heavy, sturdy shoe, esp. an ankle-high work shoe.
exit

brogues:
echo It's a coarse, usually untanned leather shoe.
exit

buckskins:
echo They're pants or shoes made of the skin of a buck or deer.
exit

burnoose:
echo It's a hooded mantle or cloak.
exit

buskins:
echo They're a thick-soled, laced boot or half boot.
exit

caftan:
echo It's a long garment having long sleeves and tied at the waist by a girdle.
exit

calash:
echo It's a large folding hood supported by hoops, designed to be raised or lowered.
exit

cameo:
echo It's a small relief carving, usually a portrait on striated precious or semiprecious stones or on shell.
exit

camisole:
echo It's a woman's sleeveless long undergarment.
exit

capelet:
echo It's a short cape usually covering just the shoulders.
exit

capuchin:
echo It's a point-hooded cape, the top stiffened down the center.
exit

carcanet:
echo It's a woman's ornamental circlet for the hair, often of gold decorated with jewels or pearls.
exit

cassock:
echo It's a long, close-fitting garment worn by members of the clergy.
exit

caul:
echo It's a headdress arrangement of a net of silver or gold cord, interspaced with jewels and beads.
exit

cavalierhat:
echo It's a wide brimmed hat trimmed with plumes. Usually one side of the brim is cocked or rolled.
exit

chamarre:
echo It's a broad shouldered and loose fitting over coat or robe, normally worn over a doublet and jerkin.
exit

chapeau:
echo It's a low-crowned hat with a turned-up brim.
exit

chaperon:
echo It's a round headdress of stuffed cloth with wide cloth streamers that fall from the crown or are draped around it.
exit

chaplet:
echo It's a wreath or garland for the head.
exit

chasuble:
echo It's a sleeveless outer vestment.
exit

chatelaine:
echo It's a hooklike clasp or a chain for suspending keys, trinkets, scissors, a watch, etc.
exit

chausses:
echo They're tights worn over the legs and feet usually by men.
exit

chaussures:
echo They're shoes.
exit

chemise:
echo It's a light loose sleeveless undergown.
exit

chimneypothat:
echo It's a high silk hat; top hat.
exit

chopines:
echo It's a shoe having a thick sole, usually of cork, suggesting a short stilt.
exit

cincher:
echo It's also called a ceinture or cincture, a belt or sash for the waist.
exit

cincture:
echo It's a belt or girdle.
exit

circlet:
echo It's a ring-shaped ornament for the head.
exit

clogs:
echo They're a shoe or sandal with a thick sole of wood, cork, rubber, or the like.
exit

codpiece:
echo It's a flap or cover for the crotch in men's hose or tight-fitting breeches, usually matching the costume and often decorated.
exit

coif:
echo It's a hood-shaped cap made of cloth, leather or mail.
exit

coronet:
echo It's a small crown of gold or jewels.
exit

cotehardie:
echo It's a close-fitting outer garment with long sleeves, hip-length for men and full-length for women, often laced or buttoned down the front or back.
exit

coverchief:
echo It's a handkerchief type piece of cloth used as a covering for the head
exit

cowl:
echo It's a monk's hood attached to a cloak.
exit

coxcomb:
echo It's a cap, resembling a cock's comb, worn by professional fools.
exit

cravat:
echo It's a cloth, often made of or trimmed with lace, worn about the neck by men.
exit

crespine:
echo It's braided coils of hair worn over each ear, covered with nets of fine gold or silver wire strung with jewels or pearls and a band around the head.
exit

crespinette:
echo It's a variation of the crispine.
exit

crinoline:
echo It's a petticoat of haircloth or other stiff material, worn under a full skirt to keep it belled out.
exit

cummerbund:
echo It's a wide sash worn at the waist.
exit

cyclas:
echo It's a tunic or surcoat, longer in back than in front, worn over armor.
exit

derby:
echo It's a stiff felt hat with rounded crown and narrow brim.
exit

diadem:
echo It's a fillet of silk, wool, or linen tied about the head of a king, queen, or priest as a distinguishing mark.
exit

djellaba:
goto jellaba

djellabah:
goto jellaba

domino:
echo It's a large, hooded cloak with a mask covering the eyes, worn at masquerades or the mask itself.
exit

doublet:
echo It's a close-fitting outer garment, with or without sleeves and sometimes having a short skirt.
exit

fedora:
echo It's a soft felt hat with a curled brim, worn with the crown creased lengthwise.
exit

ferroniere:
echo It's a jewel in middle of forehead, suspended from a fine chain or ribbon that was tied around the head.
exit

fichu:
echo It's a woman's kerchief or shawl, generally triangular in shape, worn draped over the shoulders or around the neck with the ends drawn together on the breast.
exit

fillet:
echo It's a narrow band of ribbon or the like worn around the head, usually as an ornament headband.
exit

flagon:
echo It's a large bottle for wine, liquors, etc.
exit

flask:
echo It's a flat metal or glass bottle for carrying in the pocket.
exit

flatcap:
echo It's a beret, with small brim, made of wool, felt, or knitted of black woolen yarn.
exit

fob:
echo It's a short chain or ribbon, usually with a medallion or similar ornament, worn hanging from a pocket or the medallion or ornament itself.
exit

frock:
echo It's a gown or dress.
exit

frog:
echo It's a loop suspended from a belt and supporting a scabbard.
exit

gaberdine:
echo It's a long, loose coat or frock for men.
exit

galligaskins:
echo They're loose hose or breeches.
exit

galoshes:
echo It's a waterproof overshoe, esp. a high one.
exit

gambeson:
echo It's a quilted garment worn under mail.
exit

gaskins:
echo They're hose or breeches.
exit

gillies:
echo It's the traditional leather laced up footwear worn with a kilt.
exit

girdle:
echo It's a belt, cord, sash, or the like, worn about the waist.
exit

gorget:
echo It's draped linen or silk cloth, covering neck and pinned to hair plaits or chin strap.
exit

habit:
echo It's the garb of a particular rank, profession, religious order, etc.
exit

headrail:
echo It's a headdress , consisting of drapery wrapped over the head, around the neck, and crossed over the shoulder.
exit

hennin:
echo It's a conical or heart-shaped hat, sometimes extremely high, with a flowing veil or piece of starched linen about the crown.
exit

houppelande:
echo It's a robe, gown or long tunic, belted or with a fitted bodice, usually having full trailing sleeves and often trimmed or lined with fur.
exit

housewife:
echo It's a sewing box; a small case or box for needles, thread, etc.
exit

jabot:
echo It's a decorative ruffle or other arrangement of lace or cloth attached at the neckline and extending down the front of a woman's blouse or dress or, formerly, of a man's shirt.
exit

jack:
echo It's a defensive coat, usually of leather, worn by foot soldiers and others.
exit

jellaba:
echo It's a long, loose, hooded garment with full sleeves.

jerkin:
echo It's a close-fitting jacket or short coat, usually sleeveless and of leather.
exit

jersey:
echo It's a close-fitting, knitted sweater or shirt.
exit

jupon:
echo It's a close-fitting tunic, usually padded and bearing heraldic arms, worn over armor.
exit

kirtle:
echo It's a woman's loose gown or man's tunic.
exit

leine:
echo It's a light loose long sleeved undergown, usually white and of linen.
exit

liripipe:
echo It's a hood with a long, hanging peak or a long strip or tail of fabric hanging from a garment or headdress.
exit

mandelion:
echo It's a tabard.
exit

manteau:
echo It's a mantle or cloak, esp. one worn by women.
exit

mantilla:
echo It's a silk or lace head scarf arranged over a high comb and falling over the back and shoulders.
exit

mantle:
echo It's a loose, sleeveless cloak or cape.
exit

mobcap:
echo It's a soft cloth cap with a full crown, fitting down over the ears and frequently tying beneath the chin.
exit

moggans:
echo They're footless stockings referred to as short hose due to the below-the-knee length.
exit

monocle:
echo It's an eyeglass for one eye.
exit

muff:
echo It's a thick, tubular case for the hands, covered with fur or other material.
exit

muffincap:
echo It's bag hat that is a peasant version of the caul, mainly a large circle of cloth gathered into a band.
exit

muffler:
echo It's a scarf worn around one's neck for warmth.
exit

musette:
echo It's a small leather or canvas bag with a shoulder strap.
exit

nightrail:
echo It's a night gown.
exit

pall:
echo It's a large, rectangular mantle.
exit

palla:
echo It's a voluminous square of cloth draped around the body as a mantle or wrap.
exit

pallium:
echo It's a large, rectangular mantle.
exit

pannier:
echo It's a basket for carrying on a person's back.
exit

pantaloons:
echo It's close-fitting garment for the hips and legs.
exit

partlet:
echo It's a garment for the neck and shoulders, usually ruffled and having a collar.
exit

pattens:
echo They're any of various kinds of footwear, as a wooden shoe, a shoe with a wooden sole, a chopine, etc., to protect the feet from mud or wetness.
exit

peacoat:
echo It's a short coat of thick wool, usually double-breasted and navy in color.
exit

pelerine:
echo It's a woman's cape of fur or cloth, usually waist-length in back with long descending ends in front.
exit

pelicon:
echo It's is a sleeveless outer garment, comprised of a huge oval of cloth with a hole near the middle for a hood and two slits for the arms.
exit

pelisse:
echo It's a woman's long cloak with slits for the arms.
exit

peplum:
echo It's a short full flounce or an extension of a garment below the waist, covering the hips.
exit

petasus:
echo It's a broad-brimmed hat.
exit

petticoat:
echo It's an underskirt, esp. one that is full and often trimmed and ruffled and of a decorative fabric.
exit

pinafore:
echo It's a woman's sleeveless garment, low-necked, tying or buttoning in the back, and worn as an apron or as a dress, usually over another dress.
exit

plaid:
echo It's a long, rectangular piece of cloth any fabric woven of differently colored yarns in a crossbarred pattern commonly worn by a woman similar to a kilt but worn dress-like.
exit

poke:
echo It's a bag or sack, esp. a small one.
exit

pommander:
echo It's a ball, box, or other case with a mixture of aromatic substances in it carried on the person.
exit

portmanteau:
echo It's a case or bag to carry clothing in while traveling, esp. a leather trunk or suitcase that opens into two halves.
exit

poulaines:
echo They're wooden clogs any of various kinds of footwear, as a wooden shoe, a shoe with a wooden sole, a chopine, etc., to protect the feet from mud or wetness.
exit

rabat:
echo It's a sleeveless, backless, vestlike garment extending to the waist, worn by a cleric.
exit

reliquary:
echo It's a repository or receptacle for relics.
exit

reticule:
echo It's a small purse or bag.
exit

riviere:
echo It's a necklace of diamonds or other gems, esp. in more than one string.
exit

rollhat:
echo It's a stuffed cloth circle worn on the head, often with a veil.
exit

roquelaure:
echo It's a cloak reaching to the knees.
exit

ruana:
echo It's a poncholike outer garment of heavy wool.
exit

ruff:
echo It's a neckpiece or collar of lace, lawn, or the like, gathered or drawn into deep, full, regular folds.
exit

sabots:
echo They're shoes with a thick wooden sole and sides and a top of coarse leather.
exit

sark:
echo It's any long, shirtlike garment worn next to the skin, as a chemise, nightshirt, or the like.
exit

scrinium:
echo It's a cylindrical container to hold scrolls.
exit

clothingshift:
echo It's a straight, loose-fitting dress worn with or without a belt; a woman's chemise or slip.
exit

skippet:
echo It's a small, round box for protecting an official or personal seal, as on a document.
exit

slouchcap:
echo It's a soft felt hat with broad flexible brim in various shapings.
exit

smock:
echo It's a loose, lightweight overgarment worn to protect the clothing while working.
exit

snood:
echo It's a netlike hat or part of a hat or fabric that holds or covers the back of a woman's hair.
exit

spencer:
echo It's a short, close-fitting jacket, frequently trimmed with fur.
exit

sporran:
echo It's a large pouch for men, commonly of fur, worn, suspended from a belt, in front of a kilt.
exit

stole:
echo It's a woman's shoulder scarf of fur, marabou, silk, or other material.
exit

stomacher:
echo It's a richly ornamented garment covering the front of the bodice.
exit

sugarloafhat:
echo It's a tall hat with curved crown that resembles the loaf shape into which refined sugar was made.
exit

surcoat:
echo It's a garment worn over armor, often embroidered with heraldic arms.
exit

surcote:
echo It's the same as surcoat.
exit

surtout:
echo It's a man's close-fitting overcoat, esp. a frock coat.
exit

swathe:
echo It's a sash worn around the chest or waist.
exit

tabard:
echo It's a loose outer garment, sleeveless or with short sleeves usually emblazoned with arms.
exit

tam:
echo It's a cap usually made of wool, having a round, flat top that projects all around the head and has a pompon at its center.
exit

tamo'shanter:
goto tam-o-shanter

tam-o-shanter:
echo It's a cap usually made of wool, having a round, flat top that projects all around the head and has a pompon at its center.
exit

tiara:
echo It's a woman's crown-like headdress of jewels.
exit

tippet:
echo It's a scarf, usually of fur or wool, for covering the neck, or the neck and shoulders and usually having ends hanging down in front.
exit

topknot:
echo It's a knot or bow of ribbon worn on the top of the head.
exit

toque:
echo It's a velvet hat with a narrow, sometimes turned-up brim, a full crown, and usually a plume.
exit

torc:
echo It's a collar, necklace, or similar ornament consisting of a twisted narrow band, usually of precious metal.
exit

torque:
echo It's a collar, necklace, or similar ornament consisting of a twisted narrow band, usually of precious metal.
exit

trews:
echo They're close-fitting tartan trousers.
exit

tricorne:
echo It's a hat with the brim turned up on three sides.
exit

trunkhose:
echo They're full, baglike breeches covering the body from the waist to the middle of the thigh or lower.
exit

tunic:
echo It's a gownlike outer garment, with or without sleeves and sometimes belted.
exit

turban:
echo It's a headdress consisting of a long cloth of silk, linen, cotton, etc., wound either about a cap or directly around the head.
exit

turnshoe:
echo It's a very common, simple leather shoe that has either a central upper seam or a flap and toggle closure, made inside-out and then turned around.
exit

valise:
echo It's a small piece of luggage that can be carried by hand.
exit

vasculum:
echo It's a kind of case or box used by botanists for carrying specimens as they are collected.
exit

vestment:
echo It's an official or ceremonial robe.
exit

waistcoat:
echo It's a man's body garment, often quilted and embroidered and having sleeves, worn under the doublet.
exit

wimple:
echo It's a woman's headcloth drawn in folds about the chin.
exit

clotheslist:
echo acorn cap camisole crespine headrail partlet snood
echo anadem capelet crespinette hennin pattens spencer
echo arisaidh capuchin crinoline houppelande peacoat sporran
echo armlet carcanet cummerbund housewife pelerine stole
echo ascot cassock cyclas jabot pelicon stomacher
echo baldric caul derby jack pelisse sugarloaf hat
echo bandoleer cavalier hat diadem jellaba peplum surcoat
echo bandolier chamarre djellaba jerkin petasus surcote
echo bangle chapeau djellabah jersey petticoat surtout
echo barbette chaperon domino jupon pinafore swathe
echo basque chaplet doublet kirtle plaid tabard
echo beret chasuble fedora leine poke tam
echo bertha chatelaine ferroniere liripipe pommander tam-o-shanter
echo bliaut chausses fichu mandelion portmanteau tiara
echo bloomers chaussures fillet manteau poulaines tippet
echo bonnet chemise flagon mantilla rabat topknot
echo braces chimneypot hat flask mantle reliquary toque
echo braies chopines flat cap mobcap reticule torc
echo breechclout cincher fob moggans riviere torque
echo breeches cincture frock monocle roll hat trews
echo breeks circlet frog muff roquelaure tricorne
echo britches clogs gaberdine muffin cap ruana trunkhose
echo brogans codpiece galligaskins muffler ruff tunic
echo brogues coif galoshes musette sabots turban
echo buckskins coronet gambeson night rail sark turnshoes
echo burnoose cotehardie gaskins pall scrinium valise
echo buskins coverchief gillies palla shift vasculum
echo caftan cowl girdle pallium skippet vestment
echo calash coxcomb gorget pannier slouch cap waistcoat
echo cameo cravat habit pantaloons smock wimple
exit

cultures:
echo Elf: | Dwarf: | Giantkin: | Human:
echo ---- | ------ | --------- | ------
echo Ardenai | Egrentek Clan | Araime Clan | Aldora
echo Ashrim | Gotronek Clan | Grishknel Clan | Allace
echo Illistim | Greetok Clan | Grot'karesh Clan | Bourth
echo Loenthra | Grenroa Clan | Issimir Clan | Chastonia
echo Nalfein | Gulroten Clan | Maeramil Clan | Dragach
echo Vaalor | Kazunel Clan | T'Kirem Clan | Estoria
echo . | Kikthuum Clan | Vaikalimara Clan | Hendor
echo Dark Elf: | Khanashael | | Honneland
echo --------- | Krenlumtrek Clan | Halfling: | Highmount
echo Dhe'nar | Krethuum Clan | --------- | Jantalar
echo Faendryl | Mithrenek Clan | Brughan | Mestanir
echo . | Mordrakam Clan | Malghava | Oire
echo . | Oltregek Clan | Mhoragian | Riverwood
echo . | Parkshnuum Clan | Paradis | Seareach
echo . | Ralgrenek Clan | | Selanthia
echo . | Ragnak Clan | | Talador
echo . | Reznek Clan | | Tehir Tribes
echo . | Roramnoak Clan | | Torre
echo . | Schneckgren Clan | | Trauntor
echo . | Sharznekgren Clan | | Vornavis
echo . | Smaelton Clan | |
echo . | Toktrog Clan | | Sylvankind:
echo . | | | -----------
echo . | | | Fresiawn D'ahranal
echo . | | | Kytawa D'ahranal
echo . | | | Lassaran D'ahranal
echo . | | | Tyesteron D'ahranal
echo
echo Note: Half-Elves can be of any Elven or Human culture, and also can be
echo Faendryl or Half-Sylvan, but have no specific culture of their own.
exit

kytawad'ahranal:
kytawa:
echo In sylvan culture, Kytawa D'ahranal sylvankind are those best suited for leadership and public service positions. Their symbol is a pelican.
exit

fresiawnd'ahranal:
fresiawn:
echo Fresiawn D'ahranal sylvankind are the artisans of sylvan culture. Their symbol is a doe.
exit

tyesterond'ahranal:
tyesteron:
echo Tyesteron D'ahranal sylvankind are the warriors and hunters of sylvan culture.
exit

lassarand'ahranal:
lassaran:
echo A conglomerate of the other three sylvan cultures, Lassaran D'ahranal sylvankind are distinguished by the fact that they have left the Homeland to wander the world amongst the other races. Their symbol is a hawk.
exit

d'ahranal:
echo A sort of caste within elven culture. There are four D'aranals: Kytawa, Fresiawn, Tyseteron and Lassaran.
exit

mhoragian:
echo Originating from the northern steppes of the eastern Elanthian continent, Mhorgian Halflings lead primarily a hunter/gatherer lifestyle.
exit

brughan:
echo Settled mainly around the shores of Lake Khesta 'Dahl, Brughan Halflings specialize in hunting and fishing, as well as some limited farming.
exit

malghava:
echo Settled in Shirelands of northeastern Elanthia, Malghava Halflings live a predominantly
settled and agrarian lifestyle.
exit

paradis:
echo Split off from the rest of Halfling Culture following the Undead Wars, Paradis Halflings
inhabit the region about the city of Icemule Trace.
exit

faendryl:
echo Once the dominant House within the Elven Empire, the Faendryl were banished to Rhoska-Tor following for unleashing the sorcery of Demonic Summoning to fight Despana's hordes during the Undead War. They physically changed due to the intense concentrations of mana foci in their new home, and now appear as Dark Elves. The Faendryl now rule their own Empire, centered around the city of New Ta'Faendryl.
exit

dhe'nar:
echo The first Dhe'nar left their brethren before the founding of the Elven Empire, taking up
residence in the caves of Rhoska-Tor, where their physical features changed so that they are now dark elves. The Dhe'nar are committed to perfection in all forms, physical and mental, following a philosophy known as 'The Way'. Dhe'nar are generally the most egotistical and conceited of all the elves.
exit

t'kirembearclan:
t'kiremclan:
bearclan:
t'kirem:
echo The oldest giantkin clan, T'Kirem Bear Clan produces fierce warriors almost exclusively,
echo though sometimes a T'Kirem ranger or rogue endures the harsh initiation and becomes a part
echo of the clan.
exit

wsalamirarcticclan:
wsalamirclan:
arcticclan:
wsalamir:
echo Wsalamir Arctic Clan is probably the most secluded of the known giantkin clans, residing
echo in the center of the DragonSpine Mountains. Many Wsalamir giantkin choose not to speak,
echo but when they do, it is in quiet, deep tones. They are said to be very in tune with nature.
exit

grishknelwolfclan:
grishknelclan:
wolfclan:
grishknel:
echo Grishknel Wolf Clan is known for its scouts and rogues. Any who shows aptitude for the
echo skill of hiding and stalking may find a place in the Clan. They are skilled at garnering
echo information and setting up ambushes, and favor stealth over toe-to-toe combat.
exit

issimirogreclan:
issimirclan:
ogreclan:
issimir:
echo Issimir Ogre Clan is well known for its shrewd business practices, are the most sedentary of
echo the giantkin clans. Issimir giantkin who feel the need to roam often become mercenaries.
exit

grot'kareshhammerclan:
grot'kareshclan:
hammerclan:
grot'karesh:
echo Grot'Karesh Hammer Clan is believed to have been formed after the Battle of Maelshyve.
echo Grot'Karesh giantkin are magic users who believe that a doom will eventually arise from
echo the ashes of Maelshyve, and live in vigilance and preparedness for such a day.
exit

araimesunclan:
araimeclan:
SunClan:
Araime:
echo Giantkin of Araime Sun Clan practice a form of elemental worship, rather than being distinguished
echo by a proficiency in one professional area or another. Some Araime giantkin follow the elements of
echo fire, water, earth or air, while others turn to the sun or moons.
exit

MaeramilWindRunnerClan:
MaeramilClan:
WindRunnerClan:
Maeramil:
echo Giantkin of Maeramil Wind Runner Clan cherish freedom above all else are are mainly composed of
echo rangers. It is also the youngest of the known giantkin clans.
exit

VaikalimaraClan:
Vaikalimara:
echo Vaikalimara Clan is mysterious clan composed entirely of females. It's believed that the
echo Vaikalimara are handmaidens to some god or greater power, and also believed that they're all insane.
echo To maintain their numbers, the Vaikalimara give aid to giantkin women who have fallen in combat
echo and would have died, and initiate them into the culture. Strangely, no Vaikalimara ever returns
echo to their old life.
exit

Khanshael:
echo So-called "dark dwarves". Initially slaves of the Dhe'nar, Khanshael dwarves over time managed
echo to earn rights and respect under Dhe'nar society and are now a valued merchant class in Dhe'nar
echo culture.
exit

GrevnekClan:
Grevnek:
echo A dwarven clan that specializes in general mining. They are primarily located in the subterranean
echo city of Zul Logoth.
exit

KrenlumtrekClan:
Krenlumtrek:
echo A dwarven clan that specializes in lumbering. They are primarily located in the surface village of
echo Zhindel's Post.
exit

GreetokClan:
Greetok:
echo A dwarven clan which specializes in gem cutting. They are primarily located in the city of Greetok
echo near Rhoska-Tor.
exit

ToktrogClan:
Toktrog:
echo A dwarven clan which specializes in trailsmithing. They are not found in numbers in any particular
echo town or city.
exit

RoramnoakClan:
Roramnoak:
echo A dwarven clan which specializes in trading. They are primarily located in the subterranean city of
echo Zul Roram, the surface village of Khazar's Hold, and the subterranean city of Zul Brechinzm in the
echo Turamzyrrian Empire.
exit

KrethuumClan:
Krethuum:
echo A dwarven clan which specializes in raising roltons. They are primarily located in Vaslavia Meadows.
exit

RalgrenekClan:
Ralgrenek:
echo A dwarven clan which specializes in vegetation and toadstool farming. They are not found in numbers
echo in any particular town.
exit

GotronekClan:
Gotronek:
echo A dwarven clan which specializes in stone masonry. They are primarily found in the subterranean city
echo of Rockmelderam.
exit

OltregekClan:
Oltregek:
echo A dwarven clan which specializes in gem mining. They are primarily found in the subterranean city of
echo Kherrem Olt Dzu, near Rhoska-Tor.
exit

EgrentekClan:
Egrentek:
echo A dwarven clan which specializes in silver mining. They are primarily found in the subterranean city
echo of Zul Zybrano, in the Turamzyrrian Empire.
exit

ParkshnuumClan:
Parkshnuum:
echo A dwarven clan which specializes in iron mining. They are primarily found in the subterranean city of
echo Eregendo Dzu, and Parshillam Dzu, which is in the Turamzyrrian Empire.
exit

MordrakamClan:
Mordrakam:
echo A dwarven clan which specializes invar mining. They are primarily found in the subterranean city of
echo Mordram.
exit

GrenroaClan:
Grenroa:
echo A dwarven clan which specializes in tunning mining. They are primarily found in the subterranean city
echo of Chiostolis.
exit

KikthuumClan:
Kikthuum:
echo A dwarven clan which specializes in water channeling. They are primarily found in the subterranean
echo city of Lake Jostallim.
exit

GulrotenClan:
Gulroten:
echo A dwarven clan which specializes in atmospherics. They are primarily found in the surface city of
echo Bortrazo's Canyon and the subterannean city of Zol Golorot.
exit

SharznekgrenClan:
Sharznekgren:
echo A dwarven clan which specializes in goldsmithing. They are primarily found in the surface city of
echo Ghareschnek.
exit

MithrenekClan:
Mithrenek:
echo A dwarven clan which specializes in mithrilsmithing. They are primarily found in the subterranean
echo city of Gezunel.
exit

RagnakClan:
Ragnak:
echo A dwarven clan which specializes in general construction. They are primarily found in the surface
echo city, Kragnek Dzu.
exit

KazunelClan:
Kazunel:
echo A dwarven clan which specializes in weaponsmithing. They are primarily found in the subterranean
echo city of Gezunel.
exit

ReznekClan:
Reznek:
echo A dwarven clan which specializes in armorsmithing. They are primarily found in the subterranean
echo city of Grentok.
exit

SmaeltonClan:
Smaelton:
echo A dwarven clan which specializes in smelting. They are primarily found in the subterranean city
echo of Eregnek.
exit

Ta'Vaalor:
Vaalor:
echo The city of Ta'Vaalor is known as the "Fortress City". Elves in the line of Aradnul Vaalor are the
echo finest warriors of the elven race. All Vaalor elves, male and female, enter the military at a young
echo age, serving for some hundred years. They are also the most haughty of all the elves, and were
echo the chief rivals of House Faendryl, before the Faendryl were exiled.
exit

Ta'Nalfein:
Nalfein:
echo The city of Ta'Nalfein is the center of elven politics. Elves in the line of Zishra Nalfein do not
echo are varied in their skills, but chief talent lies in stealth: both on the battlefield and in politics.
exit

Ta'Ardenai:
Ardenai:
echo Sharyth Ardenai was the founded of Ta'Ardenai, and elves of that state remain truest to their forest
echo dwelling roots, with the exception of the sylvankind. The Ardenai tend to be the most accepting of
echo all the elves of other races.
exit

Ta'Loenthra:
Loenthra:
echo Ta'Loenthra is the cultural center of the Elven Nations, and the line of Callisto Loenthra is one of
echo poets, craftsmen and artisans. They tend to look upon the ways of other races as being uncivilized
echo to the point of barbarism.
exit

Ta'Illistim:
Illistim:
echo Ta'Illistim, also known as the "Shining City", was founded by Linsandrych Illistim and is the
echo greatest scholar in elven history. Elves of his line tend to follow in his footsteps, and today they
echo remain the greatest masters of lore. They also produce skilled mages, and some of the most powerful
echo artifacts have come from the labratories of the Illistim.
exit

Ta'Ardenai:
Ardenai:
echo The "sea elves", now scattered and extinct as a culture. The Ardenai were once masters of elemental
echo magic and as skilled sailors as the world has ever seen, but their city was decimated in a war with
echo the Faendryl, and theirs is now a dead culture.
exit

Aldora:
echo The Duchy of Aldora is located in the southern reaches of the Turamzyrrian Empire and is dominated by
echo the Gattrof mountains. House Chandrennin oversees the district. Unlike some of the more influential
echo families in the Empire, the Duke Bannon Chandrennin is a devout follower of Voln. Because of the
echo depredations of the Horned Cabal and the aid rendered by the Order of Voln, non-humans find a greater
echo degree of tolerance in Aldora than anywhere else in the southern region of the Empire. The Duchy of
echo Aldora is known for its skilled weavers of brocade cloth and magnificent wineries.
echo
echo The city of Elstreth is located within the Duchy, and hosts a Voln monastery called the House of the
echo Paladin. The city also hosts a satellite college of the Hall of Mages.
exit

Allace:
echo The County of Allace is a small, strategically located territory in the southern reaches of the
echo Turamzyrrian Empire, with a vast stretch of coastal land. House Calquinor oversees the district.
echo The sea's bounty is the distict's main trade.
echo
echo The city of Ubl is located within the County, and its people are easy-going and friendly. The
echo military presence is not great, and the people are possessed of a fondness for nature. Nearly every
echo citizen of Ubl owns a pet, and even newborns are given a pet on the day of their birth.
exit

Bourth:
echo The Barony of Bourth is a heavily forested area in the eastern region of the Turamzyrrian Empire.
echo House Caulfield oversees the district.
echo
echo Bourth's territory encompasses the dark Wyrdeep, the greatest forest to be found within the
echo Empire. The forest is the home to communities of elves and sylvankind who have fled Imperial
echo oppression. The human residents of Bourth have many superstitous legends concerning the forest,
echo including that of the Wyrdeep Huntsman.
echo
echo The city Gallardshold is a stout military garrison that lies on the edge of the Wyrdeep Forest.
echo Due to having lived so long in proximity to the elven communities of the Wyrdeep, Gallardshold has
echo taken on some aspects of elven culture. Some citizens of the city wear a feather braided in the
echo right side of their hair, to indicate that they believe the elves of the Wyrdeep should be exempt
echo from Chaston's Edict, while others wear white leather bracelets on their left wrist to indicate
echo that they believe that Chaston's Edict should be enforced.
echo
echo The city of Krestle is also a part of the Barony and is a hub for travellers. It is noted for its
echo close proximity to the site of the first Voln monastery, founded by the Lord Fasthr K'Tafali in the
echo days of the Kannalan Empire. The monastery is the still active, though less so than some of the
echo larger monasteries to be found within the Empire.
exit

Chastonia:
echo The Earldom of Chastonia is located in the southern reaches of the Turamzyrrian Empire. House
echo Kestrel oversees the district. Because it is bordered on the west by mountains, it has some
echo shelter from storms, providing an area ripe for farming. It produces considerable quantities of
echo food and a fair quality wine.
echo
echo The city known as The Swale is located within the Earldom is a center for trade, as many trade
echo routes intersect the city. Residents of The Swale are wary of strangers since so many traders
echo make their way through the city with ill intentions. Numerous powerful trading companies are
echo based in The Swale.
echo
echo Chastonia also encompasses the land known as the Ba'Lathon, or the Wizardwaste, created in a
echo magical catastrophe that occurred in Toullaire in the year 4593. Toullaire was once the home
echo of prominent Mage Households in the Empire.
exit

Dragach:
echo The Barony of Dragach is a harsh mountainous region located in the eastern reaches of the
echo Turamzyrrian Empire. House McGarry oversees the district. The powerful winds and blizzards
echo in the region are the source of much superstition for the people of Dragach.
echo
echo One of the cities located within the Barony is Connedale, a town located in a valley between
echo two vast arms of the DragonSpine mountains. The city is a waystation for travelers at the
echo northern end of MacGregor's Pass.
echo
echo The other major city in Dragach is Krinklehorn, which sprung up in another valley within
echo the DragonSpine range, on the southern end of the Pass. The town is named for bighorn ram
echo that confounded hunters in the region for a decade.
exit

Estoria:
echo The Earldom of Estoria is a large peninsula located in the southern reaches of the Empire.
echo House Hurrst oversees the district. The area sees hot summers and bitter, cold winters,
echo and bears the brunt of storms from the south. The people of Estoria rely on the sea
echo for most of their livelihood, but also barely manage to produce a rich red wine with its
echo inland vineyards.
echo
echo The city of Idolone is found within Estoria, and is a major port in the Empire and is open
echo to ships from all ports, though non-humans are treated with suspicion.
exit

Honneland:
echo The Earldom of Honneland is located in the eastern reaches of the Turamzyrrian Empire, nestled
echo between mountain ranges of the north and south. House Feurstein oversees the district.
echo Honneland enjoys warm weather and mild winter and frequent rain. The Earldom's history as a
echo borderland and the fact that it's located near the Wizardwaste has given rise to a tradition
echo of chivalry in Honneland to rival even that of the Duchy of Selanthia. Farming and tending
echo livestock are the district's sources of trade, and the region is famed for its wild horses.
echo It also has plentiful silver mines.
echo
echo The city of Immuron, named in honor of the legendary emperor, is found within the borders of
echo Honneland. It is a well-fortified city that can act as a stronghold in times of war. The
echo people are orderly and civil, and peace is assured by the Immuron's city guard, the Silver
echo Shields.
exit

Highmount:
echo The Barony of Highmount is located in the eastern reaches of the Turamzyrrian Empire, bordered
echo in the north and east by largely impassable mountains, with the remainder of the region covered
echo by lake and forest. House Hammarskal oversees the district. The varied terrain makes for
echo varied lifestyles and people in the distrct.
echo
echo The city of Maelligh is a large city on the banks of Lake Maelshey and provides a way of life
echo for the city, with a booming fishing industry and boat travel, which is often preferable to
echo braving the surrounding forests. The people of Maelligh enjoy boating as a past time in the
echo city.
echo
echo Kragsfell is located in the mountainous region of the Barony. The city has become known for
echo both is gems and its artisans, and many of the residents of the city worship Eonak. The dour
echo nature of the people of Kragsfell and their skill with gem and stone often results in people
echo likening them to dwarves.
exit

Jantalar:
echo The Barony of Jantalar is a hilly region interspersed by fertile plains and rivers, in the
echo northern region of the Turamzyrrian Empire. House Hochstib oversees the district. There is
echo a strong military presence in Jantalar due to humanoid incursions, and recently Jantalar,
echo under the rulership of the Baron Lerep Hochstib, has taken over the Baronies of Talador and
echo Mestanir, in the north and west, with their sights set on Vornavis and Wehnimer's Landing
echo in the northwest. Chaston's Edict sees especially strict enforcement in Jantalar.
echo
echo The city of Jantalar is the center of the Barony of Jantalar. Jantalar is famed for its
echo skilled woodworkers, and Jantalarian furniture is in much demand throughout the Empire.
echo
echo Also see: Mestanir, Talador.
exit

Mestanir:
echo Mestanir is a mountainous territory north of the Sea of Fire in the Turamzyrrian Empire.
echo Once a Barony of its own, it has since been conquered by Jantalar under the direction of
echo the Baron Hochstib. Mestanir is known for its community of rogue spellcasters who taught
echo and practiced magic outside the restrictions of the Hall of Mages, which was the Baron
echo Hochstib's pretext for invasion. Aside from the magic users of the area, Mestanir is famed
echo for its fine brown ales and honey meads.
echo
echo Also see: Jantalar.
exit

NorthHendor:
echo The Earldom of North Hendor is a land of abundant natural resources located in the northern
echo region of the Turamzyrrian Empire. House Jovery oversees the district. Hendor was once
echo a kingdom of its own, apart from the Empire, but fell in the year 4630 after the appearance
echo of Issyldra, the Ice Queen. The liberation of Hendor from occupying humanoids brought it
echo in to the Empire some years later. The people of North Hendor tend to be rather superstitious
echo due to the prevalence of mining in their society, and the attacks of the Ice Queen.
echo
echo The city of Lolle can be found in North Hendor. The residents of the city remain militant
echo and vigilant in the wake of the attacks of the Ice Queen. The city serves as busy thoroughfare
echo for traders and miners working the imperial mines of the DragonSpine. Lolle is renowned for
echo producing some of the finest jewelry in the Empire.
echo
echo Mensyl Keep also resides within the borders of North Hendor and is a gateway to northern
echo expansion. The fortress city supports a large militia force and fights hard to protect the
echo indigenous humanoids from threatening the nearby traders and villages.
exit

Oire:
echo The Barony of Oire is located on the west coast of the continent of Elanith, between Torre
echo and Seareach. House Villaunne oversees the district. Oire is poor in natural resources,
echo aside from the land which proves good for farming and raising cattle. The people of Oire
echo are little bothered by and little concerned with the politics of the rest of the Empire, and
echo wish it to remain that way. The one area where the people of Oire have a great measure of
echo pride is their wines, and Oirean vintage is held in high praise throughout the emprie.
echo
echo The sprawling city of New Myssar is the center of Oire and offers little in the way of
echo luxury to visiting dignitaries, and is rarely traveled to. The troops there are few and
echo poorly maintained.
exit

Riverwood:
echo The Barony of Riverwood is a plush, wooded region crossed by many rivers in the northern
echo region of the Turamzyrrian Empire. House Helt oversees the district. In addition to
echo worship of the arkati, Riverwood is noted for its worship of a local deity named
echo Jes'Tamaline.
echo
echo Helt is also the name of the Barony's chief city. The city is proud and rich, prospering
echo due to the access to two major rivers which provide excellent trade routes to surrounding
echo cities. The troops of Helt are skilled with a bow and are great huntsman.
exit

Seareach:
echo The County of Seareach is a vast, coastal territory in the north of the Empire. House
echo Tramini oversees the district. The climate is mild and the district hosts many port towns
echo where trading is common. Seareach also lays claim to the vast desert known as the Sea
echo of Fire. As a result, exotic trade goods can be found in Seareach, copper from the
echo imperial mines in the desert. However, due to conflict over the mines, trading relations
echo are tenuous.
echo
echo The city of Phannus is found within Seareach, sitting atop a hill range north of the
echo Sea of Fire. The military presence in Phannus is small, though skilled at negotiations,
echo having to deal often with the nomads of the desert.
echo
echo Brisker's Cove is a well-off port city which benefits much from the trade of goods from
echo within the Sea of Fire and elsewhere. The people of the city are well educated, though
echo snobbish even by empire standards.
exit

Selanthia:
echo The Duchy of Selanthia is located in the southern region of the empire, split north and
echo south by the Yssian mountains, bordered on the west by coastline and to the east by hills.
echo House Anodheles oversees the district. The district has an abundance of farms and
echo vineyards and the surrounding small mountains produce mines that produce gems, precious
echo metals and iron.
echo
echo The Duchy is home to the city of Tamzyrr, the capital of the Turamzyrrian Empire and it
echo is the political and economic heart of the Empire. It is the home to the Hall of Mages,
echo and also hosts the Imperial Drakes, the magical branch of the Turamzyrrian military.
echo Numerous chivalric orders can also be found in the city due to its royal heritage
echo and rich history, and the fact that knights can travel southwards to prove themselves
echo in battle against the Horned Cabal, or aid in the defense of the Demonwall. Tamzyrr
echo is the richest port in the Empire and is renowned for its skilled shipwrights.
exit

SouthHendor:
echo The plush and resourceful lands of the Earldom of South Hendor are located in the northern
echo region of the Turamzyrrian Empire. House Weirlund oversees the district. Hendor was
echo once a Kingdom echo in its own right until the appearance of the Ice Queen Issyldra.
echo When Hendor was liberated, it became a part of the Turamzyrrian Empire. South Hendor
echo is famed for its echo weavers of silk and are said to be the most skilled in the Empire.
echo
echo The city of Waterford in South Hendor is a rich hub of trade and commerce for the entire
echo Empire, and is well ordered and lawfully ruled. Justice is swift in Waterford, though
echo residents pay high taxes for such protection.
echo
echo Nydds is also found within South Hendor, and is noted as the scholastic center of the
echo Empire. It hosts a satellite college of the Hall of Mages, and also a Voln monastery
echo known as the Halls of Solace, which is one of the largest and most influential in the
echo Empire. Due to the influence of the Order of Voln in the area and the open nature of
echo the society of scholars, foreigners are welcomed in Nydds more so than many other cities
echo in the Empire.
exit

Talador:
echo The district of Talador is a thickly wooded land on the northern border of the Turamzyrrian
echo Empire. Now part of the Barony of Jantalar, Talador is under the domain of the Baron
echo Lerep Hochstib.
echo
echo The city of Talador relied primarily on mining, and the dwarves of Talador were renowned
echo for their goods and services. The city was primarily held by the dwarves until the
echo silver mines were depleted. When the dwarves moved elsewhere to find richer mines,
echo humans moved in to occupy the area.
echo
echo Doggoroth Keep was also built by the dwarves in the time of Talador's prosperity. The
echo Keep was overrun by orcish hordes that were recently driven out by the Jantalarians,
echo who now occupy the Keep. Due to this the humanoid threat in the area has been greatly
echo diminished.
echo
echo Also see: Jantalar.
exit

Torre:
echo The County of Torre is located in the center of the Turamzyrrian Empire on the western
echo coast. House Claybourne oversees the district.
echo
echo Fairport is the County's major port. The customs of the people of Fairport are
echo married to the sea with speech littered with many references to seafaring life. The
echo bulk of the County's population is found in Fairport.
echo
echo River's Rest is a smaller town which was a beacon of art and trade during the rule of
echo the Kannalan Empire. The Great Quake of 4565 prevented the city from once again
echo rising in prominence, as the island it rests on was decimated by the quake, and the
echo Tempest River was disrupted by the creation of the Tempest Falls, making trade via
echo the river much more difficult. As a result, the Empire lost much of its interest
echo in the city, which has resulted in it becoming a haven outlaws, smugglers and pirates.
echo Some of River's Rest's locals worship a local spirit named Aeia, who is a patron of
echo gardens.
exit

Trauntor:
echo The County of Trauntor is dominated by hilly lands and occasional mountain peaks in
echo the eastern region of the Turamzyrrian Empire. House Greythane oversees the district.
echo The County was once a badlands with continued hostility from the demonspawn of the
echo south, but since the building of the Demonwall, it has flourished.
echo
echo Brantur is the city closest to the Demonwall, with a strong complement of knights of
echo the Order of the Golven Star and is very militaristic. Crime is dealt with harshly
echo and as such is rare. People of Brantur are distrustful, even of each other, and
echo especially of sorcerers.
echo
echo The Citadel of Barrett's Gorge is also quite martial, and is really more of a military
echo installation than a city. Barrett's Gorge is the primary training area for the
echo Demonwall Watch, and this branch of the OGS prides itself particularly on its zealous
echo committment to the Order, the Empire, and duty.
exit

Vornavis:
echo The Barony of Vornavis is a coastal province in the northern reaches of the Turamzyrrian
echo Empire. House Malwind oversees the district. The vineyards of Vornavis are lush
echo and bountiful.
echo
echo The city of Vornavis itself is high-walled and well-guarded, and none may enter the city
echo unless they are a citizen of the city itself, or have the special permission from the Baron.
echo
echo Solhaven is a town located just adjacent to Vornavis, and is known for its open access to
echo all sorts of tradesmen and merchants. Recently Solhaven was the site of the assassination
echo of the Empress Mynal'lyanna, an event which has thrown the future of the former Free Port
echo into uncertainty.
exit

Tehir:
TehirTribes:
echo The Tehir are a relatively primitive nomadic culture of humans and a few half-elves that
echo makes its home the desert of the Sea of Fire. Sometimes referred to as the Veiled Men,
echo Tehiri men wear veils over their mouses and noses when they come of age. Tehiri women
echo do not wear veils, but rather a head scarf once they have come of age. Tehiri women often
echo have elaborate facial tattoos, which are considered by the Tehir to be quite attractive.
echo
echo Though there are some Tehir tribes and clans which are on good or neutral terms with the
echo Turamzyrrians, most of the Tehir are embroiled in a fierce conflict over control of the
echo rich copper mines found in the desert. Tehiri hit-and-run tactics coupled with their
echo harsh environment make them a difficult enemy for the Empire to beat, but by the same token,
echo Tehir assaults have little effect on well fortified mines or well-guarded caravans.
echo
echo Prior to the discovery of the copper mines that attracted the interest of the Empire, Tehiri
echo clans often fought in conflicts with one another in conflicts over oases and herds. The
echo capture and enslavement of defeated enemies was not unheardof in these days, and there are
echo some who say that there are imperial soldiers who have been taken captive as slaves, though
echo the practice of enslaving captives has dwindled or died out in most Tehir tribes.
exit

Half-Sylvan:
echo A half-elf of human and sylvan parentage. While half-sylvan may not be permitted to take
echo part in certain facets of sylvan culture, by and large they are better accepted in sylvan
echo culture than they would be in human or elven society.
exit

Hendor:
echo See: North Hendor and South Hendor.
exit

colors:
dyes:
echo Wehnimer's Landing Tent Dye Colors
echo (Also useful when selecting colors for alterations)
echo Usage is as follows:
echo
echo .qrs dyes red
echo .qrs dyes orange
echo .qrs dyes yellow
echo .qrs dyes brown
echo .qrs dyes green
echo .qrs dyes blue
echo .qrs dyes purple **includes pinks**
echo .qrs dyes black **includes whites**
echo .qrs dyes grey
echo .qrs dyes metal
echo .qrs dyes all -One long list. This will *SCROLL* your screen!
exit

dyesred:
echo blood red
echo brick red
echo bright crimson
echo bright magenta
echo bright red
echo bright scarlet
echo burgundy red
echo dark maroon
echo dingy red
echo dull red
echo faded maroon
echo fiery scarlet
echo glossy red
echo mottled scarlet
echo plain red
echo ruby red
echo shiny red
echo vibrant red
exit

dyesorange:
echo bright orange
echo burnt orange
echo carnelian orange
echo fiery orange
echo pale orange
echo reddish orange
exit

dyesyellow:
echo bright yellow
echo dingy yellow
echo garish yellow
echo golden yellow
echo lemon yellow
echo mottled ochre
echo muted ochre
echo pale yellow
echo plain yellow
echo saffron yellow
echo smoky amber
echo sunny yellow
echo topaz yellow
echo warm ochre
exit

dyesbrown:
echo burnt umber
echo coppery brown
echo dark brown
echo dark russet
echo dingy brown
echo dull beige
echo faded taupe
echo glossy brown
echo golden brown
echo mottled beige
echo mottled brown
echo muddy brown
echo warm brown
exit

dyesgreen:
echo bright green
echo dark green
echo emerald green
echo forest green
echo hunter green
echo jade green
echo lime green
echo mint green
echo moss green
echo mottled green
echo olive green
echo opalescent green
echo plain green
echo sea green
echo silvery green
echo verdant green
exit

dyesblue:
echo aquamarine blue
echo bright blue
echo cobalt blue
echo deep blue
echo deep indigo
echo dingy blue
echo dusky blue
echo glossy blue
echo greyish blue
echo icy blue
echo iridescent blue
echo lavender blue
echo marine blue
echo midnight blue
echo mottled blue
echo opalescent blue
echo pale blue
echo periwinkle blue
echo plain blue
echo powder blue
echo sapphire blue
echo sea blue
echo shiny blue
echo silvery blue
echo twilight blue
exit

dyespurple:
dyespink:
echo amethyst purple bright fuchsia
echo deep violet carnation pink
echo dusky mauve dusty rose
echo faded purple marbled pink
echo glossy puce opalescent pink
echo mottled purple pale pink
echo pale lilac pearly pink
echo royal purple rosy pink
echo . shell pink
echo . speckled pink
exit

dyesblack:
dyeswhite:
echo coal black alabaster white
echo dull black bleached white
echo glossy black bone white
echo inky black bright white
echo jet black chalky white
echo matte black cloudy white
echo mottled black frosty white
echo pitch black ghostly white
echo plain black glossy white
echo . iridescent white
echo . opalescent white
echo . pale ivory
echo . pearly white
echo . pure white
echo . silvery white
exit

dyesgrey:
echo ash grey
echo charcoal grey
echo cloudy grey
echo dappled grey
echo dark grey
echo dingy grey
echo faded grey
echo marbled grey
echo misty grey
echo mottled grey
echo pearly grey
echo silvery grey
echo slate grey
echo somber grey
echo speckled grey
echo steel grey
echo stone grey
echo storm grey
echo twilight grey
echo yellowish grey
exit

dyesmetal:
echo bright silvery
echo glittering golden
echo pale golden
exit

dyesall:
echo alabaster white
echo amethyst purple
echo aquamarine blue
echo ash grey
echo bleached white
echo blood red
echo bone white
echo brick red
echo bright blue
echo bright crimson
echo bright fuchsia
echo bright green
echo bright magenta
echo bright orange
echo bright red
echo bright scarlet
echo bright silvery
echo bright white
echo bright yellow
echo burgundy red
echo burnt orange
echo burnt umber
echo carnation pink
echo carnelian orange
echo chalky white
echo charcoal grey
echo cloudy grey
echo cloudy white
echo coal black
echo cobalt blue
echo coppery brown
echo dappled grey
echo dark brown
echo dark green
echo dark grey
echo dark maroon
echo dark russet
echo deep blue
echo deep indigo
echo deep violet
echo dingy blue
echo dingy brown
echo dingy grey
echo dingy red
echo dingy yellow
echo dull beige
echo dull black
echo dull red
echo dusky blue
echo dusky mauve
echo dusty rose
echo emerald green
echo faded grey
echo faded maroon
echo faded purple
echo faded taupe
echo fiery orange
echo fiery scarlet
echo forest green
echo frosty white
echo garish yellow
echo ghostly white
echo glittering golden
echo glossy black
echo glossy blue
echo glossy brown
echo glossy puce
echo glossy red
echo glossy white
echo golden brown
echo golden yellow
echo greyish blue
echo hunter green
echo icy blue
echo inky black
echo iridescent blue
echo iridescent white
echo jade green
echo jet black
echo lavender blue
echo lemon yellow
echo lime green
echo marbled grey
echo marbled pink
echo marine blue
echo matte black
echo midnight blue
echo mint green
echo misty grey
echo moss green
echo mottled beige
echo mottled black
echo mottled blue
echo mottled brown
echo mottled green
echo mottled grey
echo mottled ochre
echo mottled purple
echo mottled scarlet
echo muddy brown
echo muted ochre
echo olive green
echo opalescent blue
echo opalescent green
echo opalescent pink
echo opalescent white
echo pale blue
echo pale golden
echo pale ivory
echo pale lilac
echo pale orange
echo pale pink
echo pale yellow
echo pearly grey
echo pearly pink
echo pearly white
echo periwinkle blue
echo pitch black
echo plain black
echo plain blue
echo plain green
echo plain red
echo plain yellow
echo powder blue
echo pure white
echo reddish orange
echo rosy pink
echo royal purple
echo ruby red
echo saffron yellow
echo sapphire blue
echo sea blue
echo sea green
echo shell pink
echo shiny blue
echo shiny red
echo silvery blue
echo silvery green
echo silvery grey
echo silvery white
echo slate grey
echo smoky amber
echo somber grey
echo speckled grey
echo speckled pink
echo steel grey
echo stone grey
echo storm grey
echo sunny yellow
echo topaz yellow
echo twilight blue
echo twilight grey
echo verdant green
echo vibrant red
echo warm brown
echo warm ochre
echo yellowish grey
exit

encumbrance:
put encumb
match enc1 You adjust your gear comfortably
match enc2 Your load is a bit
match enc3 You feel somewhat
match enc4 You can't quite
match enc5 Your shoulders are
match enc6 The weight you are
match enc7 You are beginning
match enc8 It is difficult to
match enc9 You find it nearly
match enc10 You are so weighed down
matchwait

enc1:
echo Encumbrance level 1, not encumbered
Type .qrs encumb info for more information about encumbrance.
exit

enc2:
echo Encumbrance level 2
Type .qrs encumb info for more information about encumbrance.
exit

enc3:
echo Encumbrance level 3
Type .qrs encumb info for more information about encumbrance.
exit

enc4:
echo Encumbrance level 4
echo Type .qrs encumb info for more information about encumbrance.
exit

enc5:
echo Encumbrance level 5
echo Type .qrs encumb info for more information about encumbrance.
exit

enc6:
echo Encumbrance level 6
echo Type .qrs encumb info for more information about encumbrance.
exit

enc7:
echo Encumbrance level 7
echo Type .qrs encumb info for more information about encumbrance.
exit

enc8:
echo Encumbrance level 8
echo Type .qrs encumb info for more information about encumbrance.
exit

enc9:
echo Encumbrance level 9
echo Type .qrs encumb info for more information about encumbrance.
exit

enc10:
echo Encumbrance level 10
echo Type .qrs encumb info for more information about encumbrance.
exit

encumbinfo:
echo You can be totally unencumbered if you do not carry more than [15 + STR Bonus]% of your body weight. Racial stength bonuses are ignored here, except for dwarves who gain +5% for being "solid" individuals. This means you figure your bonus by using the formula (50-STR)/2 if your strength is lower than 50, or (STR-50)/2 if it is above 50. Encumbrance will increase roundtimes by one second for every 5% of your body weight that your load is over this amount.
exit

instruments:
echo <instrumentname> - Description of instrument.
echo
echo Usage is: .qrs cittern
echo
echo instruments <landing||icemule||tavaalor> - Instruments and locations for each music shop
echo
echo Usage is: .qrs instruments landing
exit
instrumentslanding:
instrumentswhenimer:
instrumentswhenimer'slanding:
echo Lute's Liltings, South Ring Road, Wehnimer's Landing--GO SHOP [one west of the Gemcutter's]
echo
echo 1. A maoral flute--woodwind--12000 silvers
echo 2. A modwir piccolo--woodwind--12000 silvers
echo 3. A thanot cittern--necked stringed--14000 silvers
echo 4. A fel lute--necked stringed--14000 silvers
echo 5. A rosewood mandolin--necked stringed--15000 silvers
echo 6. Some finger cymbals--percussion--10,000 silvers
echo 7. A haon tambourine--percussion--11000 silvers
echo 8. An ebonwood lysard--horn--14000 silvers
echo 9. A monir crumhorn--horn--14000 silvers
echo 10. A tanik shawm--horn--14000 silvers
echo 11. Some monir and cloth bagpipes--pipes--14000 silvers
echo 12. A haon lyre--stringed--14000 silvers
echo 13. A modwir harp--stringed--14000 silvers
echo 14. A mistwood zither--stringed--14000 silvers
echo
echo All prices are set and unaffected by trading skill.
exit

instrumentsicemule:
instrumentsmule:
instrumentstrace:
instrumentsicemuletrace:
echo Trill's Music Shop, Commerce Burrow, Dwarven Circle, Icemule Trace--GO DOORWAY [one northwest of Furryback's Pelts and Skins]
echo
echo 1. A thanot flute--woodwind--12000 silvers
echo 2. A haon fife--woodwind--12000 silvers
echo 3. A maoral cittern--necked stringed--14000 silvers
echo 4. An ebonwood lute--necked stringed--14000 silvers
echo 5. A golden oak theorbo--necked stringed--15000 silvers
echo 6. Some finger cymbals--percussion--10000 silvers
echo 7. A thanot tambourine--percussion--11000 silvers
echo 8. A rosewood cornett--horn--14000 silvers
echo 9. An ebonwood crumhorn--horn--14000 silvers
echo 10. A modwir shawm--horn--14000 silvers
echo
echo All prices are set and unaffected by trading skill.
exit

instrumentstavaalor:
instrumentsvaalor:
instrumentsta'vaalor:
echo Ambra's Musicalities, Aethenireas Wey, Ta'Vaalor--GO SHOP [one south of Saphrie's Herbs and Healing]
echo
echo 1. a beribboned haon tambourine--percussion--10200 silvers
echo 2. a carved rosewood piccolo--woodwind--10200 silvers
echo 3. a pale white ash mandolin--necked stringed--10200 silvers
echo 4. a pale monir lysard--horn--10200 silvers
echo 5. a carved monir lute--necked stringed--1000 silvers
echo 6. a carved thanot fife--woodwind--10200 silvers
echo 7. a pair of silver finger cymbals--percussion--10200 silvers
echo 8. a dark ironwood crumhorn--horn--10200 silvers
echo 9. a polished rosewood cittern--necked stringed--10200 silvers
echo 10. a set of ebony chantered bagpipes--pipes--11900 silvers
echo 11. a silvery haon flute--woodwind--10200 silvers
echo
echo All prices are set and unaffected by trading skill.
exit

<instrumentname>:
echo You ain't too bright there, are ya? I'll run this past you one more time. Type .qrs and follow it with whatever instrument you want to find out more about. Some people's children...
exit

fife:
echo It's a small flute with six to eight finger holes and usually no keys. Fifes are woodwinds.
exit

flute:
echo It's a long slim cylindrical woodwind instrument with either finger holes or keys and a mouth hole on the side of the flute. Flutes are woodwinds.
exit

piccolo:
echo It's a short small flute which plays an octave higher than a flute does. Piccolos are woodwinds.
exit

cittern:
echo It's a necked stringed instrument. It is flat-backed, has a pear-shaped body, and is strung with wire strings. It is strummed or plucked with a quill. Citterns and mandolins are lighter than lutes and theorbos.
exit

lute:
echo It's a necked stringed instrument with a bowl-shaped body and a headstock (the part where the tuning pegs are) that is cranked back at sharp angle to the neck. Lutes and theorbos are heavier than citterns and mandolins.
exit

mandolin:
echo It's a necked stringed instrument--the smallest member of the lute family--with a pear-shaped body, a round back, a fretted neck, and a variable number of strings that can be plucked either with the fingers or with a plectrum. Citterns and mandolins are lighter than lutes and theorbos.
exit

theorbo:
echo It's a necked stringed instrument, the largest of the lute family. Sometimes called an archlute or a bass lute, the theorbo was used primarily as bass accompaniment in an ensemble piece. Lutes and theorbos are heavier than citterns and mandolins.
exit

cymbals:
echo Finger cymbals are a percussion instrument used especially by dancers that consists of two small shells of hard wood fastened to the thumb and clicked together by the other fingers. Cymbals are percussion instruments.
exit

tambourine:
echo It's a a small hand-held shallow drum that has mini-cymbals set into its circular frame. It's a percussion instrument.
exit

cornett:
echo It's a long, straight, wooden horn-type instrument, lip vibrated with finger holes and cup shaped mouthpiece. It has a wide conical bore and side holes for a thumb and six fingers. It's similar in sound to a crumhorn.
exit

crumhorn:
echo It's a J-shaped horn-type instrument, closely resembling a large, hefty, wooden umbrella handle, or a hockey stick with finger holes.
exit

lysard:
echo It's a horn-type instrument, closely resembling an elongated, flattened S.
exit

shawm:
echo It's a large double-reed instrument, with a thin cane reed at the top of the instrument which the player blows into, a long slender body with fingerholes instead of keys, and a bell-shaped mouth surrounded by a crenallated metal band. Shawms are horn-type instruments.
exit

bagpipes:
echo It's a leather air bag and three sounding pipes. The player fills the bag through a mouthpiece and presses the air out the sounding pipes. Two of the sounding pipes produce fixed tones, called
the bass or key tones, and the drone. The third pipe, the chanter, produces the melody. Bagpipes are pipes.
exit

harp:
echo It's an ancient stringed instrument,usually triangular in shape, having anywhere from 1 to 47 strings. It is either strummed or played with a plectrum.
exit

lyre:
echo It's an ancient stringed instrument, with a body made of wood or tortoise shell, curved arms and five to twelve gut strings. It's plucked with a plectrum.
exit

zither:
echo A stringed instrument constructed of a flat sound box with its 30-40 strings stretched over it horizontally. It is played with a plectrum or plucked.
exit


items:
echo Forest Green Brigandine: +17, heavy crit padding
echo Pyrothag Hide Brigandine: +25, somewhat crit padding
echo Supple black hunting leathers: +18 double leather, somewhat crit padding
echo Siren scale leather: +25 reinforced leather, somewhat crit padding
echo Imflass alloy double ring mail: +12 hauberk, decent damage padding
echo Black plate armor: +25, full plate, somewhat crit padding
echo mithril-linked brigandine: +10, brigandine, somewhat damage padding
echo
echo Fish spine sword: +0, broadsword, exceptional crit weighting
echo Jagged edged fishspine sword: +10, broadsword, somewhat damage weighting
echo A jagged edged mithril falchion, +15, somewhat damage weighting
echo Fel-hafted vultite waraxe: +20, handaxe, heavy crit weighting
echo Faenor waraxe: +8, handaxe, very heavy crit weighting
echo Viciously spiked rolaren mace: +20, mace, heavy crit weighting
echo Golvern morning star: +25, morning star, somewhat crit weighting
echo Krolvin backslasher: +25, short sword, somewhat crit weighting
echo Opaque vultite falchion: +20, falchion, somewhat damage weighting
echo A glaes-hafted shimmering ora warmace +22, mace, somewhat crit weighting
exit

locks:
echo
echo Lock Description (IC) Lock Rating (OOC)
echo
echo Primitive .................. -5 to -35
echo Rudimentary ............... -40 to -75
echo Very Basic ................ -80 to -115
echo Easy ..................... -120 to -155
echo Simple ................... -160 to -195
echo Fairly Simple ............ -200 to -235
echo Tricky ................... -240 to -275
echo Somewhat Difficult ....... -280 to -315
echo Moderately Difficult ..... -320 to -355
echo Difficult ................ -360 to -395
echo Very Difficult ........... -400 to -435
echo Intricate ................ -440 to -475
echo Very Intricate ........... -480 to -515
echo Extremely Difficult ...... -520 to -555
echo Absurdly Difficult ....... -560 to -595
echo Extremely Complicated .... -600 to -635
echo Amazingly Well-Crafted ... -640 to -675
echo Masterfully Crafted ...... -680 to -715
echo Incredibly Intricate ..... -720 to -755
echo Masterfully Intricate .... -760 to -795
echo Amazingly Difficult ...... -800 to -835
echo Unbelievably Intricate ... -840 to -875
echo Astoundingly Complex ..... -880 to -915
echo Unbelievably Complicated . -920+
exit

picks:
echo Lockpick Modifier Ranks Price Quality Strength Bonus Location
echo Copper 1.00 0 100 Crude Poor Worst WN/Ice/Teras
echo Brass 1.00 0 250 Crude Very Weak Poor SH
echo Steel 1.10 1 500 Common Average Average WN/Ice/Teras
echo Ivory 1.20 1 750 Common Above Average Average SH
echo Gold 1.20 3 2000 Common Weak Average WN/Ice
echo Silver 1.30 3 2500 Common Average Average SH/Teras
echo Ora 1.55 5 5000 Good Strong Average WN/SH/Ice
echo Mithril 1.45 5 6000 Good Very Strong Average WN/SH/Ice/Teras
echo Glaes 1.60 8 9500 Good Incredible Above Average WN/SH/Ice/Teras
echo Laje 1.75 12 17000 Good Average Very Good SH
echo Alum 2.30 16 23000 Prof. Very Weak Excellent WN/Ice/Teras
echo Vultite 1.80 20 30000 Prof. Average Above Average Teras
echo Rolaren 1.90 20 36000 Prof. Very Strong Excellent WN/Ice
echo Veniom 2.20 25 50000 Superb Excellent Excellent Teras
echo Kelyn 2.40 25 62000 Superb Excellent Incredible WN
echo Invar 2.25 35 75000 Superb Incredible Excellent WN/Ice/Teras
echo Golvern 2.30 40 95000 Superb Highest Excellent Merchant Only?
echo Vaalin 2.50 50 125000 Superb Incredible Highest Guilds
echo
echo picks1 for formulas
exit

picks1:
echo Max Lock = (lockpick skill + wisdom bonus + lore bonus) * modifier
echo
echo Lock Lore Bonus = Level/2 + Skill Bonus/10 + (Dex Bonus + Wisdom Bonus)/4
echo If not self-cast, base off caster's skill, divide by 2.
echo
echo Max Trap = disarm skill + wisdom bonus + lore bonus
echo
echo Trap Lore Bonus = Level/2 + Skill Bonus/10 + (Ref Bonus + Dis Bonus)/4
echo Divide this by 2 if not Self Cast (& base it off the casters skill or your own if from an imbed).
exit

echo
metal:
echo METAL STR/DUR Weapon/Armor Rarity Description
echo alexandrite -40/-100 -19:NA 5 Clear green in day/violet by torchlight
echo black-alloy 0/0
echo bronze -15/-50 -5:-5 2
echo coraesine 20/40 +15:NA 6 Misty white w/dark grey veins
echo drakar 0/0 +5:NA 5 Brilliant white/crimson speckled
echo drake 0/0
echo eahnor 24/50 +18:+18 7 Crimson metal
echo eonake 20/55 +20:NA 6 White to silvery-grey, lustrous, shiny
echo faenor 15/45 +8:NA 6 Light green w/dark green veins
echo feras 0/0
echo glaes 24/65 +15:+15 5 Translucent black volcanic glass
echo gold 0/0
echo golvern 24/99 +25:+25 7 Rich gold, sometimes red tinge
echo gornar 0/0 +5:NA 5 Ruddy brown, stonelike appearance
echo high steel 0/0
echo imflass 20/40 +12:+12 4 Silver usually w/blue or green tinge
echo invar 5/15 +2:NA 3 Matte black steel w/red speckles
echo iron -10/-10 -10:-10 7
echo ironwood 5/10 0:0 3 Meavy, strong hardwood
echo kelyn 15/55 +10:NA 6 Matte black, mottled red, dark green
echo krodera 5/60 +25:NA 7 Silvery, distorts reflections
echo laje 0/0 Soft, chalky dark red
echo leather -10/-50 NA:-5 1
echo low steel 0/0
echo mein 24/65 +15:+15 5 Trade argot for glaes
echo mithglin 20/50 +15:+15 6 Blue w/black swirls
echo mithril 20/40 +5:+5 4 Dull grey or bluish
echo modwir -10/-80 2 Scaly grey barked softwood
echo obsidian -15/-50 -5:NA 3 Brittle, sharp, black volcanic glass
echo ora 15/30 +10:+10 4 Dull grey, sometimes pitted
echo ora-white 15/30 +10:+10 4 Dull white, sometimes pitted
echo ora-black 15/30 +10:+10 7 Dull black, sometimes pitted
echo razern 5/15 +10:NA 6 Black shards, sometimes blue streak
echo rhimar 0/0 +5:NA 5 Blue-white to deep steel-blue
echo rolaren 20/65 +20:+20 6 Deep blue-grey to black
echo ruby -40/-100
echo steel 0/0 1
echo urglaes 15/30 +12:+24 6 Deep black;sometimes crimson veins
echo urnon 20/70 +20:NA 7 Chaotic, changes randomly
echo vaalorn 10/30 +18:+18 7 Sparkling blue & white streaks
echo veil-iron 24/75 +25:+25 7 Black/grey w/white or blue specks
echo veniom 0/0 5 Sky blue w/silvery specks
echo vultite 15/40 +20:+20 4 Light blue-grey w/silver veins
echo white-alloy 0/0
echo witchwood -15/-80 -5:NA 6 Dark grey or brown shrubwood
echo wood -20/-90 -20:0 1
echo zorchar 0/0 +5:NA 5 Bright white/dark blue, may glow
echo
echo You may not hold a metal until you have at least half the bonus in levels. For example, vultite is +20. You must be level 10 to use it. Mithril is +5. You must be at least level 3, since 2.5 rounds up.
echo
echo Go to metal1 for rarity key
echo Go to metal2 for further details on metal categories.
exit

metal1:
echo
echo very common -iron, leather, steel, wood
echo
echo common - bronze, modwir
echo
echo infrequent - invar, ironwood, obsidian,
echo
echo uncommon - imflass, mithril, ora, ora (white), vultite,
echo
echo rare - drakar, glaes/mein, gornar, rhimar, veniom, zorchar
echo
echo very rare - coraesine, eonake, faenor, kelyn, mithglin, razern, rolaren, urglaes, witchwood
echo
echo extremely rare - eahnor, golvern, krodera, ora (black), urnon, vaalorn, veil iron
exit

metal2:
echo
echo flaring metals: Elven metals: Dwarven metals:
echo zorchar (lightning) Faenor (+8) Eonake (+20, sancted)
echo gornar (earth) Eahnor (+18) Glaes (+15)
echo urnon (acid) Vaalorn (+18) Golvern (+25)
echo rhimar (cold) Vaalin (lockpick, soft) Invar (+2, dwarf steel)
echo drakar (fire)
echo coraesine (air, double)
echo
echo lockpick metals:
echo Alum, Laje, Vaalin
exit

woods:
wood:
echo
echo ebonwood hardwood tree w/very black heartwood
echo ironwood heavy, strong hardwood, color unknown, also 'elanthian ironwood'
echo fel dark hardwood, just short of ebony
echo haon silvery-grey tree, smooth bark, wide, translucent leaves
echo linden light-colored, soft, supple, large clusters of gold flowers
echo maoral tropical, large deciduous conifer w/ heavy & durable red wood
echo mistwood diseased ironwood, pale blond wood w/ decorative grain
echo modwir scaly grey-barked softwood, quick growing pine
echo monir vaguely similar to oak, but larger; pale, hard wood
echo rosewood reddish tropical hardwood w/very dark, wide grain
echo tanik striking blueish colored pine tree
echo thanot sturdy, bluish shrub
echo witchwood dark grey or brown shrubwood
echo
echo http://www.play.net/gs3/info/flora/trees.asp for detailed information
echo
exit

aiweapon:
echo -------------------------------------
echo Silver Nimbus Blessed or Holy
echo Pure High Note Voln or Pure-Potion Blessed
echo Shrill Piercing Note Elemental Flares
echo Low Mellow Tone Defender Weapon (DS bonus in off)
echo Low Resonate Tone Crit-Weighted
echo Deep Bass tone Damage-Weighted
echo Shadow Cursed
echo Red Beam +1 to +5 bonus
echo Orange Beam +6 to +10 bonus
echo Yellow Beam +11 to +15 bonus
echo Green Beam +16 to +20 bonus
echo Blue Beam +21 to +25 bonus
echo Indigo Beam +26 to +30 bonus
echo Violet Beam +31 bonus and above
exit

aiarmor:
echo -------------------------------------
echo Silver Nimbus Blessed or Holy
echo Pure High Note Voln or Pure-Potion Blessed
echo Shrill Piercing Note Elemental Flares
echo Low Mellow Tone Defender Weapon (DS bonus in off)
echo Low Resonate Tone Crit-Weighted
echo Deep Bass tone Damage-Weighted
echo Shadow Cursed
echo Red Beam +1 to +5 bonus
echo Orange Beam +6 to +10 bonus
echo Yellow Beam +11 to +15 bonus
echo Green Beam +16 to +20 bonus
echo Blue Beam +21 to +25 bonus
echo Indigo Beam +26 to +30 bonus
echo Violet Beam +31 bonus and above
exit

weighting:
padding:
echo Lightly 1-2
echo Fairly 3-4
echo Somewhat 5-6
echo Decent 7-8
echo Heavy 9-11
echo Very Heavy 12-14
echo Exceptional 15-19
echo Masterful 20-24
echo Incredible 25+
echo
echo Basic summary of what the numbers mean:
echo Damage weighting: Adds that amount of damage to the hit. No additional crits.
echo Crit weighting: Adds half that amount of damage for purposes of critical hit determination. Armor2 has more information on how that works. Note that no additional damage is actually added, but the wounds are treated as if it was.
echo Padding subtracts instead of adding.
exit

aicharges:
echo Golden scintillating light Imbeddable
echo Shrill piercing note Above 32 charges remaining
echo High Ringing Note 17 to 32 charges remaining
echo Pure High Note 9 to 16 charges remaining
echo Clear even note 5 to 8 charges remaining
echo Low mellow note 3 to 4 charges remaining
echo Low resonate note 2 charges remaining
echo Deep bass note 1 charge remaining
exit

aicolors:
echo Red Beam +1 to +5 bonus
echo Orange Beam +6 to +10 bonus
echo Yellow Beam +11 to +15 bonus
echo Green Beam +16 to +20 bonus
echo Blue Beam +21 to +25 bonus
echo Indigo Beam +26 to +30 bonus
echo Violet Beam +31 bonus and above
echo
echo Just think Roy G. Biv!
exit

voln:
echo Symbol Function Favor cost
echo Recogniton :Shows Voln members and undead :0
echo Blessing :Blesses all "normal" weapons. :12
echo Thought :Sends message over Voln-net :12
echo Recovery :10 health :24
echo Courage :+1 AS per step :24
echo Protection :+1 DS per step :24
echo Throw : Use as 'Throw target' :0, 6 if living
echo Punch : Use as 'Punch target' :0, 6 if living
echo Kick : Use as 'Kick target' :0, 6 if living
echo Calming : CS based Calm. Mass or focus :48
echo Sleep : Puts target to sleep, CS base:60, 2 if it works
echo Turning : Mass Repel :72
echo Mana : 50 mana :84, plus 0-2 deeds
echo Sight :Sight other Volners for 15 sec:96
echo Holiness :Bless magical or attack undead:108
echo Submission :Drops stance and induces RT :108
echo Restoration:50 health :120
echo Need :Broadcasts your location :132
echo Retribution:Attacks all or targeted undead:144 (even if no undead)
echo Preservation:LK, step/2 minutes :156
echo Dreams :Speeds EXP, spirit, HP, mana :168
echo Return :Fogs you and group to Voln :204
echo
echo Rated by levels of undead killed. One spin is approximately 500 levels.
exit

col:
echo Recognition | Says hi to CoL members
echo Warding | +5 DS, 1 mana
echo Striking | +5 AS, 1 mana
echo Clotting | stops bleeding, 1 mana
echo Thought | amulet on, 1 mana
echo Defending | +10 DS, 2 mana
echo Smiting | +10 AS, 2 mana
echo Staunching | stops bleeding 2x as long as clotting, 2 mana
echo Deflection | +20 bolt DS, 3 mana
echo Hypnosis | Calm 1 critter, 1 spirit
echo Swords | +20 AS, 1 spirit
echo Shields | +20 DS, 1 spirit
echo Dissipation | +20 TD, 1 spirit
echo Healing | Full health, 2 spirit
echo Madness | +50 AS, -50 DS, 3 spirit
echo Possession | Mass calm, 3 spirit
echo Wracking | Full mana, 5 spirit
echo Darkness | Return to CoL, 6 spirit
echo Hopelessness| Autodecay.
exit

skills:
echo Skill \ cost (P/M) Warr Rogu Wiza Cler Empa Sorc Rang Bard
echo ------------------ ---- ---- ---- ---- ---- ---- ---- ----
echo Two Wpn Cbat 5/1 5/3 25/20 14/12 25/20 25/20 5/4 5/5
echo Armor Use 2/0 3/0 14/1 5/1 15/1 15/1 4/0 5/0
echo Shield Use 2/0 3/0 8/1 5/1 7/1 8/1 4/0 5/0
echo Cbt Maneuvers 4/3 4/5 15/8 9/4 20/15 22/15 6/3 8/3
echo Edged Weapons 2/1 3/1 9/1 6/1 10/1 10/1 3/1 4/1
echo Blunt Weapons 2/1 3/1 9/1 5/1 9/1 10/1 4/2 10/1
echo Two-Hdd Wpons 4/1 8/2 20/3 13/2 20/3 20/3 10/2 15/2
echo Ranged Weapons 3/2 5/1 20/3 12/1 20/3 20/3 4/1 8/2
echo Thrown Weapons 4/1 4/1 20/3 12/1 20/3 20/3 10/2 12/2
echo Pole Arm Weapons 4/1 11/2 20/3 12/1 20/3 20/3 12/2 6/2
echo Climbing 4/1 2/1 6/2 4/1 6/2 6/2 2/1 4/1
echo Swimming 3/0 2/0 3/1 3/1 3/1 3/1 2/0 4/1
echo Multi-Opp Combat 5/2 10/3 20/25 10/4 20/25 20/25 10/4 9/4
echo Disarming Traps 2/4 1/1 2/7 2/7 2/9 2/7 2/4 2/3
echo Picking Locks 2/4 1/1 2/8 2/8 2/8 2/7 3/4 2/4
echo Stalking and Hiding 3/2 1/1 5/3 5/4 6/5 6/5 2/1 3/2
echo Perception 0/3 0/1 0/3 0/3 0/3 0/3 0/3 0/3
echo Spell Research 0/160 0/80 0/10 0/10 0/10 0/10 0/32 0/24
echo Scroll Reading 0/7 0/6 0/1 0/3 0/3 0/2 0/5 0/4
echo Magic Item Use 0/10 0/7 0/2 0/3 0/4 0/3 0/6 0/5
echo Mana Sharing 0/25 0/25 0/7 0/2 0/2 0/3 0/3 0/10
echo Spell Aiming 5/25 4/22 2/1 3/2 3/2 3/1 5/15 3/10
echo Ambush 4/4 1/2 15/10 12/12 15/15 15/14 3/2 5/6
echo Physical Training 2/0 3/0 8/0 6/0 2/0 8/0 4/0 5/0
echo First Aid 1/3 1/3 3/3 2/1 1/0 3/2 2/2 2/3
echo Trading 0/4 0/3 0/3 0/3 0/3 0/3 0/3 0/2
echo Picking Pockets 3/3 1/0 3/3 3/3 3/3 3/3 2/3 2/2
echo Brawling 2/1 3/2 20/3 7/2 20/3 20/3 5/1 5/1
echo
echo tps or races for more character creation data
exit

races:
echo Race ST R CH WI AU CO DE DI LO IN HPF Max TruMax
echo -----------------------------------------------------------------------------------------------
echo Human +5 0 0 0 0 0 0 0 +5 +5 6 150 175
echo Gman +15 -5 +5 0 -5 +10 -5 0 0 -5 7 200 235
echo Half-Elf 0 +10 +5 0 0 0 +5 -5 0 0 5 130 155
echo Sylvan 0 +5 +5 0 +5 0 +5 -5 0 0 5 130 155
echo Dark Elf 0 +5 -5 +5 +10 -5 +10 -10 0 +5 5 120 140
echo Elf -5 +15 +15 0 +5 0 +5 -20 0 0 5 130 155
echo Dwarf +10 -5 -10 0 -10 +15 0 +10 +5 0 6 140 180
echo Halfling -20 +10 -15 0 -5 +10 +15 -5 +5 +10 4 100 135
echo
echo These numbers are added or subjected from each stat bonus. HPF is your Hit Point
echo Factor. You gain this many HPs when you train in Physical Training, + or - one
echo HP per 10 bonus or negative your Constitution Stat Bonus is. You can gain HPs up
echo to your Max, modified by your Constitution bonus. If you have a 100 Constitution,
echo you may have up to TruMax hit points.
echo
echo tps or skills for more character creation data
exit

tps:
echo Training points (TP)
echo Physical = ( CO + ST + DE + RE + DI + AU ) / 10
echo Mental = ( LO + IN + CH + WI + DI + AU ) / 10
echo The maximum number of TP's a character could have is 60/60.
echo
echo Warrior STR+CON
echo Rogue REF+DEX
echo Wizard AUR+INT
echo Cleric WIS+LOG
echo Empath WIS+LOG
echo Sorcerer WIS+AUR
echo Ranger WIS+CON
echo Bard AUR+LOG
echo
echo races or skills for more character creation data
exit

mana:
echo Bard - Aura
echo Cleric - Wisdom
echo Empath - Wisdom
echo Ranger - Wisdom
echo Rogue - Aura
echo Sorcerer - Aura
echo Warrior - Aura
echo Wizard - Aura
exit

human:
humans:
echo Humans:
echo Racial bonuses: ST +5, LO +5, IN +5
echo Hit point factor: 6
echo Max hitpoints: 150
echo Base hitpoint regeneration: 2
echo Spirit Regeneration: 1:1 on node, 1:2 off node
echo Decay timer length: 14 minutes
echo Chest-worn item weight multiplier: 1.00
echo Base body weight: 180 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: 0
echo Spiritual: 0
echo Sorcerer: 0
echo Poison: 0
echo Disease: 0
echo
echo Use 'race info' for explanations of these values
echo Use 'human age' to get the age ranges for humans
exit

humanage:
humansage:
humanages:
humansages:
echo Human Ages:
echo 20 to 25 appears to be very young
echo 26 to 31 appears to be young
echo 32 to 37 appears to be mature
echo 38 to 43 appears to be in the prime of life
echo 44 to 49 appears to be advanced in years
echo 50 to 55 appears to be senescent
echo 56 to 61 appears to be old
echo 62 to 67 appears to be elderly
echo 68 to 73 appears to be ancient
echo 74 to 79 appears to be in his dotage
echo 80 to ? appears to be wizened with age
exit

halfling:
halflings:
hobbit:
hobbits:
echo Halflings:
echo Racial bonuses: ST -20, RE +10, CH -15, AU -5, CO +10, DE +15, DI -5, LO +5, IN +10
echo Hit point factor: 4
echo Max hitpoints: 100
echo Base hitpoint regeneration: 3
echo Spirit regeneration: 4:3 on node, 2:3 off node
echo Decay timer length: 16 minutes
echo Chest-worn item weight multiplier: 0.50
echo Base body weight: 90 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: +50
echo Spiritual: 0
echo Sorcerer: +25
echo Poison: +30
echo Disease: +30
echo
echo Use 'race info' for explanations of these values
echo Use 'halfling age' to get the age ranges for halflings
exit

halflingage:
halflingsage:
halflingsages:
halflingages:
echo Halfling Ages:
echo 30 to 38 appears to be very young
echo 39 to 47 appears to be young
echo 48 to 56 appears to be mature
echo 57 to 65 appears to be in the prime of life
echo 66 to 74 appears to be advanced in years
echo 75 to 83 appears to be senescent
echo 84 to 92 appears to be old
echo 93 to 101 appears to be elderly
echo 102 to 110 appears to be ancient
echo 111 to 119 appears to be in his dotage
echo 120 to ? appears to be wizened with age
exit

dwarf:
dwarves:
echo Dwarves:
echo Racial bonuses: ST +10, RE -5, CH -10, AU -10, CO +15, DI +10, LO +5
echo Hit point factor: 6
echo Max hitpoints: 140
echo Base hitpoint regeneration: 3
echo Spirit regeneration: 4:3 on node, 2:3 off node
echo Decay timer length: 16 minutes
echo Chest-worn item weight multiplier: 0.80
echo Base body weight: 155 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: +40
echo Spiritual: +20
echo Sorcerer: 0
echo Poison: +20
echo Disease: +15
echo
echo Use 'race info' for explanations of these values
echo Use 'dwarf age' to get the age ranges for dwarves
exit

dwarfages:
dwarfage:
dwarvesages:
dwarvesage:
echo Dwarf Ages:
echo 60 to 93 appears to be very young
echo 94 to 127 appears to be young
echo 128 to 161 appears to be mature
echo 162 to 195 appears to be in the prime of life
echo 196 to 229 appears to be advanced in years
echo 230 to 263 appears to be senescent
echo 264 to 297 appears to be old
echo 298 to 331 appears to be elderly
echo 332 to 365 appears to be ancient
echo 366 to 399 appears to be in his dotage
echo 400 to ? appears to be wizened with age
exit

giant:
giantman:
giants:
giantmen:
echo Giantmen:
echo Racial bonuses: ST +15, RE -5, CH +5, AU -5, CO +10, DE -5, IN -5
echo Hit point factor: 7
echo Max hitpoints: 200
echo Base hitpoint regeneration: 3
echo Spirit regeneration: 1:1 on node, 1:2 off node
echo Decay timer length: 13 minutes
echo Chest-worn item weight multiplier: 1.33
echo Base body weight: 240 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: -5
echo Spiritual: 0
echo Sorcerer: +5
echo Poison: 0
echo Disease: ??
echo
echo Use 'race info' for explanations of these values
echo Use 'giantman age' to get the age ranges for giantmen
exit

giantmanage:
giantmenage:
giantmenages:
giantmanages:
echo Giantman Ages:
echo 30 to 38 appears to be very young
echo 39 to 47 appears to be young
echo 48 to 56 appears to be mature
echo 57 to 65 appears to be in the prime of life
echo 66 to 74 appears to be advanced in years
echo 75 to 83 appears to be senescent
echo 84 to 92 appears to be old
echo 93 to 101 appears to be elderly
echo 102 to 110 appears to be ancient
echo 111 to 119 appears to be in his dotage
echo 120 to ? appears to be wizened with age
exit

halfelf:
half-elf:
half-elves:
halfelves:
echo Half-Elves:
echo Racial bonuses: RE +10, CH +5, DE +5, DI -5
echo Hit point factor: 5
echo Max hitpoints: 135
echo Base hitpoint regeneration: 2
echo Spirit regeneration: 1:1 on node, 1:2 off node
echo Decay timer length: 10 minutes
echo Chest-worn item weight multiplier: 0.92
echo Base body weight: 165 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: -5
echo Spiritual: -5
echo Sorcerer: -5
echo Poison: 0
echo Disease: +50
echo
echo Use 'race info' for explanations of these values
echo Use 'half elf age' to get the age ranges for half-elves
exit

halfelfages:
half-elfages:
halfelfage:
half-elfage:
echo Half-Elf Ages:
echo 80 to 221 appears to be very young
echo 222 to 363 appears to be young
echo 364 to 505 appears to be mature
echo 506 to 647 appears to be in the prime of life
echo 648 to 789 appears to be advanced in years
echo 790 to 931 appears to be senescent
echo 932 to 1073 appears to be old
echo 1074 to 1215 appears to be elderly
echo 1216 to 1357 appears to be ancient
echo 1358 to 1499 appears to be in his dotage
echo 1500 to ? appears to be wizened with age
exit

elf:
elves:
pureelf:
pureelves:
echo Pure Elves:
echo Racial bonuses: ST -5, RE +15, CH +15, AU +5, DE +5, DI -20
echo Hit point factor: 5
echo Max hitpoints: 130
echo Base hitpoint regeneration: 1
echo Spirit regeneration: 2:5 on node, 1:5 off node
echo Decay timer length: 10 minutes
echo Chest-worn item weight multiplier: 0.78
echo Base body weight: 140 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: -5
echo Spiritual: -5
echo Sorcerer: -5
echo Poison: +10
echo Disease: ??
echo
echo Use 'race info' for explanations of these values
echo Use 'elf age' to get the age ranges for elves
exit

elfage:
elfages:
pureelfages:
pureelfage:
echo Pure Elf Ages:
echo 100 to 389 appears to be very young
echo 390 to 679 appears to be young
echo 680 to 969 appears to be mature
echo 970 to 1259 appears to be in the prime of life
echo 1260 to 1549 appears to be advanced in years
echo 1550 to 1839 appears to be senescent
echo 1840 to 2129 appears to be old
echo 2130 to 2419 appears to be elderly
echo 2420 to 2709 appears to be ancient
echo 2710 to 2999 appears to be in his dotage
echo 3000 to ? appears to be wizened with age
exit

sylvan:
sylvans:
sylvankind:
woodelf:
woodelves:
sylvanelf:
sylvanelves:
echo Sylvan Elves:
echo Racial bonuses: RE +5, CH +5, AU +5, DE +5, DI -5
echo Hit point factor: 5
echo Max hitpoints: 130
echo Base hitpoint regeneration: 1
echo Spirit regeneration: 2:5 on node, 1:5 off node
echo Decay timer length: 10 minutes
echo Chest-worn item weight multiplier: 0.81
echo Base body weight: 145 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: -5
echo Spiritual: -5
echo Sorcerer: -5
echo Poison: +10
echo Disease: ??
echo
echo Use 'race info' for explanations of these values
echo Use 'sylvan age' to get the age ranges for sylvans
exit

sylvanage:
sylvanages:
sylvankindages:
sylvankindage:
echo Sylvankind Ages:
echo 100 to 389 appears to be very young
echo 390 to 679 appears to be young
echo 680 to 969 appears to be mature
echo 970 to 1259 appears to be in the prime of life
echo 1260 to 1549 appears to be advanced in years
echo 1550 to 1839 appears to be senescent
echo 1840 to 2129 appears to be old
echo 2130 to 2419 appears to be elderly
echo 2420 to 2709 appears to be ancient
echo 2710 to 2999 appears to be in his dotage
echo 3000 to ? appears to be wizened with age
exit

darkelf:
darkelves:
echo Dark Elves:
echo Racial bonuses: RE +5, CH -5, WI +5, AU +10, CO -5, DE +10, DI -10, IN +5
echo Hit point factor: 5
echo Max hitpoints: 120
echo Base hitpoint regeneration: 1
echo Spirit regeneration: 2:5 on node, 1:5 off node
echo Decay timer length: 10 minutes
echo Chest-worn item weight multiplier: 0.84
echo Base body weight: 155 pounds
echo ------------------
echo PseudoTD bonuses:
echo Elemental: -5
echo Spiritual: -5
echo Sorcerer: -5
echo Poison: +10
echo Disease: ??
echo
echo Use 'race info' for explanations of these values
echo Use 'dark elf age' to get the age ranges for dark elves
exit

darkelfages:
darkelfage:
darkelvesages:
darkelvesage:
echo Dark Elf Ages:
echo 100 to 389 appears to be very young
echo 390 to 679 appears to be young
echo 680 to 969 appears to be mature
echo 970 to 1259 appears to be in the prime of life
echo 1260 to 1549 appears to be advanced in years
echo 1550 to 1839 appears to be senescent
echo 1840 to 2129 appears to be old
echo 2130 to 2419 appears to be elderly
echo 2420 to 2709 appears to be ancient
echo 2710 to 2999 appears to be in his dotage
echo 3000 to ? appears to be wizened with age
exit

race:
raceinfo:
racesinfo:
echo Racial bonus: The change in stat bonus based on race. Any stats not listed have no change.
echo
echo Hit point factor: The base number of hit points gained when Physical Training is trained in. This number is changed by 1 for each full +/-10 CO bonus (ie, a CO bonus of +15 would be HPF+1, a CO bonus of -15 would be HPF-1)
echo
echo Max hitpoints: The base maximum number of hitpoints a race can have. A character's CO stat bonus is added to their racial max hitpoints to determine the character's max hitpoints.
echo
echo Base hitpoint regeneration: The normal amount of hitpoints a character regenerates every pulse, subject to constitution and Physical Training skill.
echo
echo Spirit regeneration: Listed in terms of spirit:minutes. A listing of 4:3 means every 3 minutes the character will regenerate 4 spirit points. Spirit pulses happen on the minute, so this character will gain 1 spirit on the first pulse, 1 spirit on the second pulse, and 2 spirit on the third pulse.
echo
echo Decay timer length: The amount of time the character will have after death before automatically decaying.
echo
echo Chest-worn item weight multiplier: The change in weight for items worn in the chest slot (usually armor)
echo
echo Base body weight: The base body weight for the race. A character's body weight is determined by BASE BODY WEIGHT * (1 + (CO-50)/200 + (ST-50)/200)
echo
echo PseudoTD bonuses: The amount subtracted from the final amount of a CS/TD attack of the specified type, based on race (higher is better). Effectively, this is a TD boost based on race.
exit


title:
titles:
professions:
goto profession

profession:
echo
echo Usage: .qrs <profession> (e.g. .qrs warrior)
echo OR .qrs <title> (e.g. .qrs cavalier)
exit

Fighter:
Cadet:
Barbarian:
Squire:
Swordsman:
Swordswoman:
Raider:
Militiaman:
Soldier:
Mercenary:
Gladiator:
Myrmidon:
Fencer:
Hiresword:
Man-at-Arms:
Amazon:
Armiger:
Battlerager:
Blademaster:
Blademistress:
Marauder:
Berserker:
Protector:
Weaponmaster:
Weaponmistress:
Cavalier:
Destroyer:
Guardian:
Warlord:
Champion:
goto warrior


warrior:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Warrior Titles:
echo 00 - Fighter
echo 00 - Cadet
echo 05 - Barbarian
echo 05 - Squire
echo 10 - Swordsman / Swordswoman
echo 10 - Raider
echo 15 - Militiaman
echo 15 - Soldier
echo 20 - Mercenary
echo 20 - Gladiator
echo 25 - Myrmidon
echo 25 - Fencer
echo 30 - Hiresword
echo 30 - Man-at-Arms / Amazon
echo 35 - Armiger
echo 35 - Battlerager
echo 40 - Blademaster / Blademistress
echo 40 - Marauder
echo 45 - Berserker
echo 45 - Protector
echo 50 - Weaponmaster / Weaponmistress
echo 50 - Cavalier
echo 60 - Destroyer
echo 70 - Guardian
echo 80 - Warlord
echo 90 - Champion
echo 00 - Warrior
DeleteFromHighlightStrings string=%1
Exit

Cutpurse:
Prowler:
Pickpocket:
Hoodlum:
Footpad:
Bandit:
Smuggler:
Brigand:
Thief:
Locksmith:
Grifter:
Highwayman:
Filcher:
Stalker:
Sapper:
Thug:
Fingersmith:
Knave:
Blackguard:
BountyHunter:
Purloiner:
Cutthroat:
Waylayer:
Scoundrel:
MasterLocksmith:
MasterRogue:
goto rogue


rogue:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Rogue Titles:
echo 00 - Cutpurse
echo 00 - Prowler
echo 05 - Pickpocket
echo 05 - Hoodlum
echo 10 - Footpad
echo 10 - Bandit
echo 15 - Smuggler
echo 15 - Brigand
echo 20 - Thief
echo 20 - Locksmith
echo 25 - Grifter
echo 25 - Highwayman
echo 30 - Filcher
echo 30 - Stalker
echo 35 - Sapper
echo 35 - Thug
echo 40 - Fingersmith
echo 40 - Knave
echo 45 - Blackguard
echo 45 - Bounty Hunter
echo 50 - Purloiner
echo 50 - Cutthroat
echo 60 - Waylayer
echo 70 - Scoundrel
echo 80 - Master Locksmith
echo 90 - Master Rogue
echo 00 - Rogue
DeleteFromHighlightStrings string=%1
Exit

Scout:
Forager:
Explorer:
Forester:
Tracker:
Searcher:
Survivalist:
Rover:
Woodsman:
Woodswoman:
Plainsman:
Plainswoman:
Frontiersman:
Pioneer:
Pathfinder:
Trailsman:
Trailswoman:
Wayfarer:
Mountaineer:
Guide:
Gamekeeper:
Voyager:
Watcher:
Trailblazer:
Forestwalker:
Woodsmaster:
Woodsmistress:
Beastmaster:
Beastmistress:
Huntmaster:
Huntmistress:
ForestWarden:
goto ranger


ranger:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Ranger Titles:
echo 00 - Scout
echo 00 - Forager
echo 05 - Explorer
echo 05 - Forester
echo 10 - Tracker
echo 10 - Searcher
echo 15 - Survivalist
echo 15 - Rover
echo 20 - Woodsman / Woodswoman
echo 20 - Plainsman / Plainswoman
echo 25 - Frontiersman
echo 25 - Pioneer
echo 30 - Pathfinder
echo 30 - Trailsman / Trailswoman
echo 35 - Wayfarer
echo 35 - Mountaineer
echo 40 - Guide
echo 40 - Gamekeeper
echo 45 - Voyager
echo 45 - Watcher
echo 50 - Trailblazer
echo 50 - Forestwalker
echo 60 - Woodsmaster / Woodsmistress
echo 70 - Beastmaster / Beastmistress
echo 80 - Huntmaster / Huntmistress
echo 90 - Forest Warden
echo 00 - Ranger
DeleteFromHighlightStrings string=%1
Exit

Songsmith:
Busker:
Thespian:
Poet:
Poetess:
Skald:
Piper:
Storyteller:
Harper:
Gleeman:
Gleewoman:
Battlechanter:
Jongleur:
Spellsinger:
Rhymester:
Jester:
Loresinger:
Muse:
Balladeer:
Bladesinger:
Composer:
MasterPoet:
Minstrel:
Songmaster:
Songmistress:
Troubadour:
MasterStoryteller:
Loremaster:
Loremistress:
BardLaureate:
goto bard

Bard:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Bard Titles:
echo 00 - Songsmith
echo 00 - Busker
echo 05 - Thespian
echo 05 - Poet / Poetess
echo 10 - Skald
echo 10 - Piper
echo 15 - Storyteller
echo 15 - Harper
echo 20 - Gleeman / Gleewoman
echo 20 - Battlechanter
echo 25 - Jongleur
echo 25 - Spellsinger
echo 30 - Rhymester
echo 30 - Jester
echo 35 - Loresinger
echo 35 - Muse
echo 40 - Balladeer
echo 40 - Bladesinger
echo 45 - Composer
echo 45 - Master Poet
echo 50 - Minstrel
echo 50 - Songmaster / Songmistress
echo 60 - Troubadour
echo 70 - Master Storyteller
echo 80 - Loremaster / Loremistress
echo 90 - Bard Laureate
echo 00 - Bard / Bardess
DeleteFromHighlightStrings string=%1
Exit

Mender:
Pacifist:
Woundtender:
Consoler:
Healer:
Sustainer:
Botanist:
Caretaker:
Herbalist:
Nurse:
Phlebotomist:
Bloodletter:
Herbmaster:
Herbmistress:
Palliator:
Curer:
Butcher:
Meliorator:
Apothecary:
Rejuvenator:
Physician:
Chirurgeon:
Scourge:
Solacebringer:
Woundmaster:
Woundmistress:
Martyr:
MasterHealer:
goto empath

Empath:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Empath "Titles":
echo 00 - Mender
echo 00 - Pacifist
echo 05 - Woundtender
echo 05 - Consoler
echo 10 - Healer
echo 10 - Sustainer
echo 15 - Botanist
echo 15 - Caretaker
echo 20 - Herbalist
echo 20 - Nurse
echo 25 - Phlebotomist
echo 25 - Bloodletter
echo 30 - Herbmaster / Herbmistress
echo 30 - Palliator
echo 35 - Curer
echo 35 - Butcher
echo 40 - Meliorator
echo 40 - Apothecary
echo 45 - Rejuvenator
echo 45 - Physician
echo 50 - Chirurgeon
echo 50 - Scourge
echo 60 - Solacebringer
echo 70 - Woundmaster / Woundmistress
echo 80 - Martyr
echo 90 - Master Healer
echo 00 - Empath
DeleteFromHighlightStrings string=%1
Exit

Initiate:
Pilgrim:
Proselyte:
Crusader:
Acolyte:
Renouncer:
Sacristan:
Missionary:
Brother:
Sister:
Deacon:
Shaman:
Celebrant:
Intercessor:
Curate:
Preacher:
Confessor:
Priest:
Priestess:
Inquisitor:
Prior:
Prioress:
Heretic:
Theurgist:
Churchwarden:
Abbot:
Abbess:
SoulKeeper:
Prelate:
Patriarch:
Matriarch:
goto cleric

Cleric:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Cleric Titles:
echo 00 - Initiate
echo 00 - Pilgrim
echo 05 - Proselyte
echo 05 - Crusader
echo 10 - Acolyte
echo 10 - Renouncer
echo 15 - Sacristan
echo 15 - Missionary
echo 20 - Brother / Sister
echo 20 - Deacon
echo 25 - Shaman
echo 25 - Celebrant
echo 30 - Intercessor
echo 30 - Curate
echo 35 - Preacher
echo 35 - Confessor
echo 40 - Priest / Priestess
echo 40 - Inquisitor
echo 45 - Prior / Prioress
echo 45 - Heretic
echo 50 - Theurgist
echo 50 - Churchwarden
echo 60 - Abbot / Abbess
echo 70 - Soul Keeper
echo 80 - Prelate
echo 90 - Patriarch / Matriarch
echo 00 - Cleric
DeleteFromHighlightStrings string=%1
Exit

Conjurer:
Prestidigitator:
Boltwielder:
Spellweaver:
Spellbinder:
Evoker:
Rainmaker:
Firestormer:
Hedgewizard:
Magician:
Invoker:
BattleMage:
Elementalist:
Stormcaller:
ZephyrMage:
Icebringer:
Enchanter:
Enchantress:
Thaumaturge:
Pyromancer:
Geomancer:
Mage:
WarMage:
Mystic:
Adept:
Archwizard:
Archmage:
goto wizard

Wizard:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Wizzard Titles:
echo 00 - Conjurer
echo 00 - Prestidigitator
echo 05 - Boltwielder
echo 05 - Spellweaver
echo 10 - Spellbinder
echo 10 - Evoker
echo 15 - Rainmaker
echo 15 - Firestormer
echo 20 - Hedgewizard
echo 20 - Magician
echo 25 - Invoker
echo 25 - Battle Mage
echo 30 - Elementalist
echo 30 - Stormcaller
echo 35 - Zephyr Mage
echo 35 - Icebringer
echo 40 - Enchanter / Enchantress
echo 40 - Thaumaturge
echo 45 - Pyromancer
echo 45 - Geomancer
echo 50 - Mage
echo 50 - War Mage
echo 60 - Mystic
echo 70 - Adept
echo 80 - Archwizard
echo 90 - Archmage
echo 00 - Wizard
DeleteFromHighlightStrings string=%1
Exit

Transmuter:
Beguiler:
Hexer:
Ritualist:
Disruptor:
Cabalist:
Dissembler:
Harrower:
Incanter:
Incantress:
Tormenter:
Sacrificer:
Deceiver:
Re-Animator:
Plaguebringer:
Maledictor:
Enervator:
Soulslayer:
Necromancer:
Doomsayer:
Torturer:
Summoner:
Apostate:
Corruptor:
Cursebringer:
Demonmaster:
Demonmistress:
Warlock:
Witch:
goto sorcerer

Sorcerer:
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Sorcerer Titles:
echo 00 - Transmuter
echo 00 - Beguiler
echo 05 - Hexer
echo 05 - Ritualist
echo 10 - Disruptor
echo 10 - Cabalist
echo 15 - Dissembler
echo 15 - Harrower
echo 20 - Incanter / Incantress
echo 20 - Tormenter
echo 25 - Sacrificer
echo 25 - Deceiver
echo 30 - Re-Animator
echo 30 - Plaguebringer
echo 35 - Maledictor
echo 35 - Enervator
echo 40 - Soulslayer
echo 40 - Necromancer
echo 45 - Doomsayer
echo 45 - Torturer
echo 50 - Summoner
echo 50 - Apostate
echo 60 - Corruptor
echo 70 - Cursebringer
echo 80 - Demonmaster / Demonmistress
echo 90 - Warlock / Witch
echo 00 - Sorcerer / Sorceress
DeleteFromHighlightStrings string=%1
Exit

restday:
echo Restday - Sunday
exit

volnes:
echo Volnes - Monday
exit

tilamaires
echo Tilamaires - Tuesday
exit

Leyan:
echo Leyan - Wednesday
exit

Niiman:
echo Niiman - Thursday
exit

Huntress:
echo Day of the Huntress - Friday
exit

Feastday:
echo Feastday - Saturday
exit

sunday:
goto restday

monday:
goto volnes

tuesday:
goto tilamaires

wednesday:
goto leyan

thursday:
goto niiman

friday:
goto huntress

saturday:
goto feastday

lormesta:
echo Lormesta - January
exit

fashanos:
echo Fashanos - February
exit

charlatos:
echo Charlatos - March
exit

olaesta:
echo Olaesta - April
exit

ivastaen:
echo Ivastaen - May
exit

lumnea:
echo Lumnea - June
exit

koaratos:
echo Koaratos - July
exit

phoenatos:
echo Phoenatos - August
exit

imaerasta:
echo Imaerasta - September
exit

jastatos:
echo Jastatos - October
exit

eoantos:
echo Eoantos - November
exit

eorgaen:
echo Eorgaen - December
exit

january:
goto lormesta

february:
goto fashanos

march:
goto charlatos

april:
goto olaesta

may:
goto ivastaen

june:
goto lumnea

july:
goto koaratos

august:
goto phoenatos

september:
goto imaerasta

october:
goto jastatos

november:
goto eoantos

december:
goto eorgaen


crit:
echo There are three types of crits that standard weapons deal,
echo crush, slash and puncture. Future versions may include
echo impact and/or ensare tables.
echo To get a list, go to "crit crush" "crit slash" or "crit puncture".
exit

critcrush:
echo Available crit crush tables:
echo crit crush abs
echo crit crush back
echo crit crush chest
echo crit crush head
echo crit crush l arm
echo crit crush r arm
echo crit crush l hand
echo crit crush r hand
echo crit crush l eye
echo crit crush r eye
echo crit crush l leg
echo crit crush r leg
exit

critpuncture:
echo Available crit puncture tables:
echo crit puncture abs
echo crit puncture back
echo crit puncture chest
echo crit puncture head
echo crit puncture l arm
echo crit puncture r arm
echo crit puncture l hand
echo crit puncture r hand
echo crit puncture l eye
echo crit puncture r eye
echo crit puncture l leg
echo crit puncture r leg
exit

critslash:
echo Available crit slash tables:
echo crit slash abs
echo crit slash back
echo crit slash chest
echo crit slash head
echo crit slash l arm
echo crit slash r arm
echo crit slash l hand
echo crit slash r hand
echo crit slash l eye
echo crit slash r eye
echo crit slash l leg
echo crit slash r leg
exit

critcrushabs:
echo 0 abdomen 0 Hit glances off the giant rat's hip.
echo 1 abdomen 5 Stomach shot lands with a hollow *thump*.
echo 2 abdomen 10 Grazing blow to the stomach.
echo 3 abdomen 15 Internal organs bruised.
echo 4 abdomen 20 Stomach ripped open by mighty blow!
echo 5 abdomen 25 Knocked back several feet by blow to abdomen.
echo 6 abdomen 30 Blow ruptures the stomach!
echo 7 abdomen 50 Blow to stomach rearranges some organs!
echo 8 abdomen 60 Incredible smash to what used to be a stomach!
echo 9 abdomen 75 A mighty hit turns the giant rat's insides to outsides!
exit

critcrushback:
echo 0 back 0 Blow glances off the giant rat's shoulder.
echo 1 back 3 Jarring blow to the giant rat's back.
echo 2 back 10 Blow to back cracks several vertebrae.
echo 3 back 15 Respectable shot to the back.
echo 4 back 20 Flesh ripped from back, muscles exposed.
echo 5 back 25 Knocked sideways several feet by blow to back.
echo 6 back 30 Spinal cord damaged by smash to the back.
echo 7 back 50 Crushing blow to the spine!/ The giant rat slumps to the ground.
echo 8 back 60 Body pulped to a gooey mass./ Watch where you step!
echo 9 back 75 A mighty blow cleaves a swath through the giant rat's back, taking the/spine with it.
exit

critcrushchest:
echo 0 chest 0 Thumped the giant rat's chest.
echo 1 chest 5 Blow leaves an imprint on the giant rat's chest!
echo 2 chest 10 Mighty blow cracks several ribs.
echo 3 chest 15 Blow to chest causes the giant rat's heart to skip a beat.
echo 4 chest 20 Whoosh! Several ribs driven into lungs.
echo 5 chest 25 Whoosh! Several ribs driven into lungs.
echo 6 chest 45 Awesome shot collapses a lung!
echo 7 chest 60 Blow cracks a rib and punctures a lung./ Breathing becomes a challenge.
echo 8 chest 65 Massive blow punches a hole through the giant rat's chest!
echo 9 chest 70 Massive blow smashes through ribs and drives the giant rat's heart out the/back.
exit

critcrushhead:
echo 0 head 0 Love tap upside the giant rat's head!
echo 1 head 5 Blow to the head causes the giant rat's ears to ring!
echo 2 head 10 Hearty smack to the head.
echo 3 head 15 You broke the giant rat's nose!
echo 4 head 20 Skull cracks in several places.
echo 5 head 25 Solid strike caves the giant rat's skull in, resulting in instant death!
echo 6 head 30 Mighty swing separates head from shoulders.
echo 7 head 35 Tremendous blow crushes skull like a ripe melon.
echo 8 head 40 Brain driven into neck by mammoth downswing!
echo 9 head 50 Incredible blast shatters head into a red spray.
exit

critcrushlarm:
echo 0 l arm 0 A feeble blow to the giant rat's left arm!
echo 1 l arm 3 Blow raises a welt on the giant rat's left arm.
echo 2 l arm 7 Bones in left arm crack.
echo 3 l arm 8 Large gash to the left arm, several muscles torn.
echo 4 l arm 10 Left elbow smashed into a thousand pieces.
echo 5 l arm 15 Shield arm mangled horribly.
echo 6 l arm 20 Hard hit shatters shield arm.
echo 7 l arm 25 Left arm ripped from socket at the elbow!
echo 8 l arm 35 Lucky shot rips through bone and muscle sending shield arm flying.
echo 9 l arm 40 Shield arm removed at the shoulder!
exit

critcrushleye:
echo 0 l eye 0 Swing at the giant rat's eye catches an eyebrow instead!
echo 1 l eye 1 Cut over the giant rat's left eye.
echo 2 l eye 3 Strike to the eye clips the eyebrow.
echo 3 l eye 5 Smack to the eye bursts blood vessels.
echo 4 l eye 10 Crack to the head swells eye shut.
echo 5 l eye 15 Eye crushed by a hard blow to the face!
echo 6 l eye 20 Crushing blow to head closes that eye for good.
echo 7 l eye 40 Blow to eye impacts the brain./ The giant rat twitches violently, then dies.
echo 8 l eye 45 Left eye ripped from head, along with most of brain.
echo 9 l eye 50 Smash to cheek driving bone through the eye and into the brain.
exit

critcrushlhand:
echo 0 l hand 0 Your blow nicks the giant rat's left hand.
echo 1 l hand 1 Broken finger on the giant rat's left hand!
echo 2 l hand 3 Flattened the giant rat's left hand.
echo 3 l hand 5 Finger ripped away from left hand.
echo 4 l hand 7 Left hand smashed into a pulpy mass.
echo 5 l hand 8 Left hand mangled horribly.
echo 6 l hand 10 Blast to hand reduces it to pulp!
echo 7 l hand 15 Blast to hand sends fingers flying in several different directions.
echo 8 l hand 25 Lucky shot severs left hand and sends it flying.
echo 9 l hand 30 Left hand severed at the wrist!
exit

critcrushlleg:
echo 0 l leg 0 Glancing blow to the giant rat's left leg!
echo 1 l leg 7 Torn muscle in the giant rat's left leg!
echo 2 l leg 10 Smash to the kneecap.
echo 3 l leg 15 You ripped a chunk out of the giant rat's left leg with that one.
echo 4 l leg 17 Left kneecap smashed into pulp.
echo 5 l leg 20 Left leg mangled horribly.
echo 6 l leg 25 Hard blow breaks the femur!
echo 7 l leg 30 Left leg ripped from socket at the knee!
echo 8 l leg 40 Lucky shot rips through bone and muscle sending left leg flying.
echo 9 l leg 45 Left hip pulped, severing the leg.
exit

critcrushneck:
echo 0 neck 0 You leave a nice bruise on the giant rat's neck!
echo 1 neck 2 Whiplash!
echo 2 neck 5 Neck vertebrae snap.
echo 3 neck 10 Shot to the neck scrapes away skin./ Some nasty bleeding.
echo 4 neck 12 Throat nearly crushed. The giant rat makes gurgling noises.
echo 5 neck 15 Neck broken./ The giant rat twitches several times before dying.
echo 6 neck 20 You hear several snaps as the giant rat's neck is broken in several places.
echo 7 neck 25 Vertebrae in neck disintegrate from impact!/ Neck sinks into shoulders.
echo 8 neck 30 Shot to neck sends the giant rat into shock which leads very quickly to/death.
echo 9 neck 40 Neck removed, head falls to the ground.
exit

critcrushrarm:
echo 0 r arm 0 A feeble blow to the giant rat's right arm!
echo 1 r arm 3 Blow raises a welt on the giant rat's right arm.
echo 2 r arm 7 Bones in right arm crack.
echo 3 r arm 8 Large gash to the right arm, several muscles torn.
echo 4 r arm 10 Right elbow smashed into a thousand pieces.
echo 5 r arm 15 Weapon arm mangled horribly.
echo 6 r arm 20 Hard hit shatters weapon arm.
echo 7 r arm 25 Right arm ripped from socket at the elbow!
echo 8 r arm 35 Lucky shot rips through bone and muscle sending weapon arm flying.
echo 9 r arm 40 Weapon arm removed at the shoulder!
exit

critcrushreye:
echo 0 r eye 0 Swing at the giant rat's eye catches an eyebrow instead!
echo 1 r eye 1 Cut over the giant rat's right eye.
echo 2 r eye 3 Strike to the eye clips the eyebrow.
echo 3 r eye 5 Smack to the eye bursts blood vessels.
echo 4 r eye 10 Crack to the head swells eye shut.
echo 5 r eye 15 Eye crushed by a hard blow to the face!
echo 6 r eye 20 Crushing blow to head closes that eye for good.
echo 7 r eye 40 Blow to eye impacts the brain./ The giant rat twitches violently, then dies.
echo 8 r eye 45 Right eye ripped from head, along with most of brain.
echo 9 r eye 50 Smash to cheek driving bone through the eye and into the brain.
exit

critcrushrhand:
echo 0 r hand 0 Your blow nicks the giant rat's right hand.
echo 1 r hand 1 Broken finger on the giant rat's right hand!
echo 2 r hand 3 Flattened the giant rat's right hand.
echo 3 r hand 5 Finger ripped away from right hand.
echo 5 r hand 5 Right hand mangled horribly.
echo 4 r hand 7 Right hand smashed into a pulpy mass.
echo 6 r hand 10 Blast to hand reduces it to pulp!
echo 7 r hand 15 Blast to hand sends fingers flying in several different directions.
echo 8 r hand 25 Lucky shot severs right hand and sends it flying.
echo 9 r hand 30 Right hand severed at the wrist!
exit

critcrushrleg:
echo 0 r leg 0 Glancing blow to the giant rat's right leg!
echo 1 r leg 7 Torn muscle in the giant rat's right leg!
echo 2 r leg 10 Smash to the kneecap.
echo 3 r leg 15 You ripped a chunk out of the giant rat's right leg with that one.
echo 4 r leg 17 Right kneecap smashed into pulp.
echo 5 r leg 20 Right leg mangled horribly.
echo 6 r leg 25 Hard blow breaks the femur!
echo 7 r leg 30 Right leg ripped from socket at the knee!
echo 8 r leg 40 Lucky shot rips through bone and muscle sending right leg flying.
echo 9 r leg 45 Right hip pulped, severing the leg.
exit

Critpuncturehead:
echo Rank Damage Message
echo 0 0 Thrust catches chin. Leaves an impression but no cut.
echo 1 5 Glancing strike to the head!
echo 2 8 Nice shot to the head gouges the critter's cheek!
echo 3 10 Beautiful head shot! That ear will be missed!
echo 4 15 Strike to temple! Saved by thick skull!
echo 5 20 Beautiful shot pierces skull! Amazing the critter wasn't killed outright!
echo 6 25 Amazing shot through the critter's nose enters the brain!
echo 7 30 Strike though both ears, foe is quite dead!
echo 8 35 Strike pierces temple and kills foe instantly!
echo 9 40 Awesome shot skewers skull! The critter blinks once and falls quite dead!
exit

critpunctureneck:
echo Rank Damage Message
echo 0 0 Talk about a close shave! Let's try closer next time.
echo 1 3 Minor strike to neck.
echo 2 5 Well placed shot to the neck.
echo 3 7 Strike just below the jaw, nice shot to the neck!
echo 4 10 Pierced through the neck, a fine shot!
echo 5 15 Neck skewered, sliding past the throat and spine! That looks painful.
echo 6 15 Fine shot pierces jugular vein! The brain wonders where all its oxygen went, briefly.
echo 7 20 Strike clean through neck, what a shot! Good form!
echo 8 25 Strike punctures throat and ruins vocal cords!
echo 9 30 Incredible shot clean through the throat severs the spine!
exit

critpunctureCHEST:
echo Rank Damage Message
echo 0 0 Blow slides along ribs. Probably tickles.
echo 1 5 Minor puncture to the chest.
echo 2 10 Strike to the chest breaks a rib!
echo 3 15 Loud *crack* as the critter's sternum breaks!
echo 4 20 Well placed strike shatters a rib!
echo 5 25 Damaging strike to chest, several ribs shattered!
echo 6 30 Strong strike, punctures lung!
echo 7 35 Awesome shot shatters ribs and punctures lung!
echo 8 40 Beautiful shot pierces both lungs, the critter makes a wheezing noise, and drops dead!
echo 9 50 Incredible strike pierces heart and runs the critter clean through!
exit

critpunctureabs:
echo Rank Damage Message
echo 0 0 Poked in the tummy. Hehehe.
echo 1 5 Minor puncture to abdomen.
echo 2 10 Nice puncture to the abdomen, just missed vital organs!
echo 3 15 Strike pierces gall bladder! That's gotta hurt!
echo 4 20 Strike to abdomen punctures stomach!
echo 5 25 Vicious strike punctures intestines!
echo 6 25 Bladder impaled, what a mess!
echo 7 30 Deft strike to abdomen penetrates several useful organs!
echo 8 40 Strike to abdomen skewers the critter quite nicely!
echo 9 50 Perfect strike to the abdomen. The critter howls in pain and drops quite dead!
exit

critpunctureBACK:
echo Rank Damage Message
echo 0 0 Thrust slides along the back. Cuts a nagging itch.
echo 1 5 Minor puncture to the back.
echo 2 10 Nice puncture to the back, just grazed the spine!
echo 3 15 Strike connects with shoulder blade!
echo 4 20 Nailed in the lower back!
echo 5 25 Well placed strike to back shatters vertebrae!
echo 6 30 Deft strike to the back cracks vertebrae!
echo 7 35 Awesome shot shatters spine and punctures lung!
echo 8 40 Shot to back shatters bone and vertebrae!
echo 9 50 Incredible shot impales a kidney. Too painful to even scream.
exit

critpunctureREYE:
echo Rank Damage Message
echo 0 0 Attack bumps an eyebrow. Oh! So close!
echo 1 1 Minor strike under the right eye, that was close!
echo 2 5 Well aimed shot almost removes an eye!
echo 3 10 Slash across right eye! Hope the left is working.
echo 4 17 Attack punctures the eye and connects with something really vital!
echo 5 20 Shot knocks the critter's head back by pushing on the inside of the skull!
echo 6 25 Incredible shot to the eye penetrates deep into skull!
echo 7 30 Shot destroys eye and the brain behind it!
echo 8 35 Strike through eye, the critter is lobotomized!
echo 9 40 Strike to the eye penetrates skull, ocular fluid sprays widely!
exit

critpunctureLEYE:
echo Rank Damage Message
echo 0 0 Attack bumps an eyebrow. Oh! So close!
echo 1 1 Minor strike under the left eye, that was close!
echo 2 5 Well aimed shot almost removes an eye!
echo 3 10 Surgical strike removes the critter's left eye!
echo 4 17 Attack punctures the eye and connects with something really vital!
echo 5 20 Shot knocks the critter's head back by pushing on the inside of the skull!
echo 6 25 Incredible shot to the eye penetrates deep into skull!
echo 7 30 Shot destroys eye and the brain behind it!
echo 8 35 Strike through eye, the critter is lobotomized!
echo 9 40 Strike to the eye penetrates skull, ocular fluid sprays widely!
exit

critpunctureRLEG:
echo Rank Damage Message
echo 0 0 Thrust glances off the critter's knee without a lot of effect.
echo 1 5 Minor puncture to the right leg.
echo 2 9 Strike pierces thigh!
echo 3 13 Well aimed shot, punctures calf!
echo 4 17 Strike pierces calf!
echo 5 20 Well placed shot pierces knee, that hurt!
echo 6 23 Great shot penetrates thigh and shatters bone!
echo 7 27 Blow shatters knee and severs lower leg!
echo 8 30 Strike punctures thigh and shatters femur!
echo 9 35 Shot shatters hip and severs right leg!
exit

critpunctureLLEG:
echo Rank Damage Message
echo 0 0 Thrust glances off the critter's knee without a lot of effect.
echo 1 5 Minor puncture to the left leg.
echo 2 9 Strike pierces thigh!
echo 3 13 Well aimed shot, punctures calf!
echo 4 17 Strike pierces calf!
echo 5 20 Well placed shot pierces knee, that hurt!
echo 6 23 Great shot penetrates thigh and shatters bone!
echo 7 27 Blow shatters knee and severs lower leg!
echo 8 30 Strike punctures thigh and shatters femur!
echo 9 35 Shot shatters hip and severs left leg!
exit

critpunctureRARM:
echo Rank Damage Message
echo 0 0 Tap to the arm pricks some interest but not much else.
echo 1 3 Minor puncture to the right arm.
echo 2 5 Strike pierces upper arm!
echo 3 7 Well aimed shot, punctures upper arm!
echo 4 10 Strike pierces forearm!
echo 5 14 Elbow punctured, oh what pain!
echo 6 17 Well aimed strike shatters bone in right arm!
echo 7 22 Strike to right arm cleanly severs it at the shoulder!
echo 8 25 Strike to right arm shatters elbow and severs forearm!
echo 9 25 Shot shatters shoulder and severs right arm!
exit

critpunctureLARM:
echo Rank Damage Message
echo 0 0 Tap to the arm pricks some interest but not much else.
echo 1 3 Minor puncture to the left arm.
echo 2 5 Strike pierces upper arm!
echo 3 7 Well aimed shot, punctures upper arm!
echo 4 10 Strike pierces forearm!
echo 5 14 Elbow punctured, oh what pain!
echo 6 17 Well aimed strike shatters bone in left arm!
echo 7 22 Strike to the left arm cleanly severs it at the shoulder!
echo 8 25 Strike to the left arm shatters elbow and severs forearm!
echo 9 25 Shot shatters shoulder and severs left arm!
exit

critpunctureRHAND:
echo Rank Damage Message
echo 0 0 Strikes a fingernail. Bet it'll lose it now.
echo 1 1 Strike to right hand breaks a fingernail!
echo 2 3 Strike through the palm!
echo 3 5 Shot to the hand slices a finger to the bone!
echo 4 7 Shot pierces a wrist!
echo 5 9 Slash across back of hand, tendons sliced!
echo 6 12 Impressive shot shatters wrist!
echo 7 15 Strike to wrist severs right hand!
echo 8 18 Strike to wrist severs right hand!
echo 9 20 Strike to wrist severs right hand quite neatly!
exit

critpunctureLHAND:
echo Rank Damage Message
echo 0 0 Strikes a fingernail. Bet it'll lose it now.
echo 1 1 Strike to left hand breaks a fingernail!
echo 2 3 Strike through palm!
echo 3 5 Shot to the hand slices a finger to the bone!
echo 4 7 Shot pierces a wrist!
echo 5 9 Slash across back of hand, tendons sliced!
echo 6 12 Impressive shot shatters wrist!
echo 7 15 Strike to wrist severs left hand!
echo 8 18 Strike to wrist severs left hand!
echo 9 20 Strike to wrist severs left hand quite neatly!
exit

SLASH CRIT TABLE:

critslashHEAD:
echo Rank Damage Message
echo 0 0 Flashy swing! Too bad it only bopped the critter's nose.
echo 1 5 Quick slash catches the critter's cheek! Dimples are always nice.
echo 2 10 Blade slashes across the critter's face! Nice nose job.
echo 3 15 Blow to head!
echo 4 20 Quick flick of the wrist! The critter is slashed across its forehead!
echo 5 25 Hard blow to the critter's ear! Deep gash and a terrible headache!
echo 6 30 Gruesome slash opens the critter's forehead! Grey matter spills forth!
echo 7 35 Wild upward slash remove the critter's face from its skull! Interesting way to die.
echo 8 40 Horrible slash to the critter's head! Brain matter goes flying! Looks like it never felt a thing.
echo 9 50 Gruesome, slashing blow to the side of the critter's head! Skull split open! Brain (and life) vanishes in a fine mist.
exit

critslashNECK:
echo Rank Damage Message
echo 0 0 Close shave! The critter takes a quick step back.
echo 1 2 Attack hits the critter's throat but doesn't break the skin. Close!
echo 2 5 Strike dents the critter's larynx. Swallowing will be fun.
echo 3 10 Deft swing strikes the critter's neck. Maybe not fatal but it's sure distracting.
echo 4 12 Strong slash to throat nicks a few blood vessels.
echo 5 15 Fast slash to the critter's neck exposes its windpipe. Quick anatomy lesson, anyone?
echo 6 20 Deep slash to the critter's neck severs an artery! The critter chokes to death on its own blood.
echo 7 25 Gruesome slash to the critter's throat! That stings... for about a second.
echo 8 30 Awful slash nearly decapitates the critter! That's one way to lose your head.
echo 9 40 Incredible slash to the critter's neck! Throat and vocal cords destroyed! Zero chance of survival.
exit

critslashCHEST:
echo Rank Damage Message
echo 0 0 Weak slash across chest! Slightly less painful than heartburn.
echo 1 1 Deft slash across chest draws blood! The critter takes a deep breath.
echo 2 10 Slash to the critter's chest! That heart's not broken, it's only scratched.
echo 3 15 Slash to the critter's chest. Breathe deep, it'll feel better in a minute.
echo 4 20 Slashing blow to chest knocks the critter back a few paces!
echo 5 25 Crossing slash to the chest catches the critter's attention!
echo 6 45 Hard slash to the critter's side opens its spleen!
echo 7 60 Quick, powerful slash! The critter's chest is ripped open!
echo 8 65 Slash to the critter's ribs opens a sucking chest wound!
echo 9 70 Wicked slash slices open the critter's chest! Heart and lungs pureed! Sickening!
exit

critslashabs:
echo Rank Damage Message
echo 0 0 Light slash to the critter's abdomen! Barely nicked.
echo 1 5 Akward slash to the critter's stomach! Everyone needs another belly button.
echo 2 10 Smooth slash to the critter's hip! Nice crunching sound.
echo 3 15 Hard slash to belly severs a few nerve endings.
echo 4 20 Diagonal slash leaves a bloody trail across the critter's torso.
echo 5 25 The critter is backed up by a strong slash to its abdomen!
echo 6 30 Deep slash to the critter's right side! Several inches of padding sliced off hip.... From the inside!
echo 7 50 Amazing slash to the critter's belly! Nothing quite like that empty feeling inside.
echo 8 60 Bloody slash to the critter's side! Instant death, due to lack of intestines.
echo 9 75 Terrible slash to the critter's side! Entrails spill out, onto the ground! Death can be SO messy.
exit

critslashBACK:
echo Rank Damage Message
echo 0 0 Glancing blow to the critter's back. That could have been better.
echo 1 3 Weak slash to the critter's lower back!
echo 2 10 Feint to the left goes astray as the critter dodges! You scratch my back...
echo 3 15 Slash along the critter's lower back.
echo 4 20 Slash to the critter's lower back!
echo 5 25 Feint left spins the critter around! Jagged slash to lower back.
echo 6 30 The critter twists away but is caught with a hard slash! Back is broken!
echo 7 50 Deft slash! The critter is spun around and hit hard in its lower back.
echo 8 60 Slash to the critter's lower back! Kidneys sliced and diced! Death is slow and painful.
echo 9 75 Masterful slash to the critter's lower back! Spinal cord and life are just memories now.
exit

critslashREYE:
echo Rank Damage Message
echo 0 0 Quick slash at the critter's right eye. Strike lands but misses target.
echo 1 3 Slashing strike near forehead nicks an eyebrow! That must sting!
echo 2 3 Gash to the critter's right eyebrow. That's going to be quite a shiner!
echo 3 5 Grazing slash to the critter's face! Sratch to its eyelids. "When blood gets in your eyes..."
echo 4 20 Upward slash gouges the critter's cheek! Right eye lost! Pity.
echo 5 25 Slash strikes the critter's right eye. Seems there was a brain there after all.
echo 6 30 Slash to head destroys the critter's right eye! Doesn't do its brain any good either.
echo 7 40 Slash to the critter's right eye! Vitreous fluid spews forth! Seeya!
echo 8 45 Horrifying slash to the critter's head! Right eye sliced open! Brain pureed!
echo 9 50 Blast to the critter's head destroys right eye! Brain obliterated! Disgusting, but painful only for a second.
exit

critslashLEYE:
echo Rank Damage Message
echo 0 0 Quick slash to the critter's left eye. Strike lands but misses target.
echo 1 3 Slashing strike near forehead nicks an eyelid! That must sting!
echo 2 3 Gash to the critter's left eyebrow. That's going to be quite a shiner!
echo 3 5 Grazing slash to the critter's face! Scratches its left eye. Ouch!
echo 4 20 Upward slash gouges the critter's cheek! Left eye lost! Pity.
echo 5 25 Slash strikes the critter's left eye. Seems there was a brain there after all.
echo 6 30 Slash to head destroys the critter's left eye! Doesn't do its brain any good either.
echo 7 40 Slash to the critter's left eye! Vitreous fluid spews forth! Seeya!
echo 8 45 Horrifying slash to the critter's head! Left eye sliced open! Brain pureed!
echo 9 50 Blast to the critter's head destroys left eye! Brain obliterated! Disgusting, but painful only for a second.
exit

critslashRLEG:
echo Rank Damage Message
echo 0 0 Quick feint to the critter's right foot! Little extra damage.
echo 1 5 Slash to the critter's right leg hits high! Kinda makes your knees weak, huh?
echo 2 10 Banged the critter's right shin. That'll raise a good welt.
echo 3 10 Downward slash across the critter's right thigh! Might not scar.
echo 4 17 Deep, bloody slash to the critter's right thigh!
echo 5 20 Quick, powerful slash to the critter's right knee!
echo 6 25 Strong slash to the critter's right leg! Muscles exposed! Not a pretty sight.
echo 7 30 Wild downward slash severs the critter's right foot! Bloody stump, anyone?
echo 8 40 Powerful slash! The critter's right leg is severed at the knee!
echo 9 45 Powerful slash leaves the critter without a right leg!
exit

critslashLLEG:
echo Rank Damage Message
echo 0 0 Light, bruising slash to the critter's left thigh.
echo 1 5 Slash to the critter's left leg hits high! Kinda makes your knees weak, huh?
echo 2 10 Banged the critter's left shin. That'll raise a good welt.
echo 3 10 Downward slash across the critter's left thigh! Gouges bone!
echo 4 17 Deft slash to the critter's left leg digs deep! Bone is chipped!
echo 5 20 Quick, powerful slash to the critter's left knee!
echo 6 25 Weak diagonal slash catches the critter's left knee! It is dislocated.
echo 7 30 Wild downward slash severs the critter's left foot! Bloody stump, anyone?
echo 8 40 Powerful slash! The critter's left leg is severed at the knee!
echo 9 45 Powerful slash leaves the critter without a left leg!
exit

critslashRARM:
echo Rank Damage Message
echo 0 0 Weak slash to the critter's right arm. That doesn't even sting.
echo 1 3 Quick slash to the critter's upper right arm! Just a nick.
echo 2 7 Hesitant slash to the critter's upper right arm! Just a scratch.
echo 3 8 Slash to the critter's right arm! Slices neatly through the skin and meets bone!
echo 4 10 Powerful slash just cracks the critter's weapon arm!
echo 5 15 Deep slash to the critter's right forearm!
echo 6 20 Quick, hard slash to the critter's right arm! "CRACK"
echo 7 25 Hard slash to the critter's side! Right arm no longer available for use.
echo 8 35 Spectacular slash! The critter's right arm is neatly amputated!
echo 9 40 Awesome slash sever the critter's right arm! A jagged stump is all that remains!
exit

critslashLARM:
echo Rank Damage Message
echo 0 0 Hard blow, but deflected. Not much damage.
echo 1 3 Quick slash to the critter's upper left arm! Just a nick.
echo 2 7 Slash to the critter's shield arm! Shears off a thin layer of skin!
echo 3 8 Glancing slash to the critter's shield arm!
echo 4 10 Powerful slash just cracks the critter's shield arm!
echo 5 15 Deep slash to the critter's left forearm!
echo 6 20 Off-balance slash to the critter's left arm shatters its elbow. "CRUNCH"
echo 7 25 Hard slash to the critter's side! Left arm no longer available for use.
echo 8 35 Spectacular slash! The critter's left arm is neatly amputated!
echo 9 40 Awesome slash severs the critter's left arm! A jagged stump is all that remains!
exit

critslashRHAND:
echo Rank Damage Message
echo 0 0 Near-miss! That'll hurt tomorrow.
echo 1 1 Diagonal slash to the critter's weapon arm. Strike misses but bruises a few knuckles.
echo 2 3 Wild slash bounces off the back of the critter's hand.
echo 3 5 Feint to the critter's head! Quick flick at its weapon hand! Nasty cut to right hand!
echo 4 7 Strong slash to the critter's right hand cuts deep.
echo 5 5 Slash to the critter's weapon hand! Several finger fly!
echo 6 10 Rapped the critter's knuckles hard! Right hand sounds broken.
echo 7 15 Jagged slash to the critter's right arm! Cut clean through at the wrist. Need a hand?
echo 8 25 Powerful slash trims the critter's fingernails... and the remainder of its right hand!
echo 9 30 Off-balanced slash! Enough force to sever the critter's right hand! Amazing!
echo NOTE: A rank 5 right hand wound adds less damage than a rank 4 wound. Odd.
exit

critslashLHAND:
echo Rank Damage Message
echo 0 0 Near-miss! Knuckles kissed but little damage.
echo 1 1 Slash to the critter's shield arm. Strike trims off a few fingernails.
echo 2 3 Wild slash scratches the back of the critter's hand.
echo 3 5 Slice to the critter's left fingers. Nice move.
echo 4 7 Deep cut to the critter's left hand! Seems to have broken some finger too.
echo 5 8 Slash to the critter's left hand! Several fingers fly!
echo 6 10 Rapped knuckles hard! Left hand sounds broken.
echo 7 15 Jagged slash to the critter's left arm! Cut clean through at the wrist. Need a hand?
echo 8 25 Powerful slash trims the critter's fingernails... and the remainder of its left hand!
echo 9 30 Off-balanced slash! Enough force to sever the critter's left hand! Amazing!
exit

landingherbs:
herbs:
echo . W O U N D S
echo . Rank 1 Rank 2 Rank 3
echo Torso, Eyes Basal Moss Pothinir Grass Pothinir Grass
echo ------------------------------------------------------------------
echo Limbs Ambrominas Leaf Ephlox Moss Ephlox Moss
echo ------------------------------------------------------------------
echo Head & Neck Rosemarrow Potion Aloeas Stem Aloeas Stem
echo ------------------------------------------------------------------
echo Nerves Wolifrew Lichen Bolmara Potion Bolmara Potion
echo
echo . S C A R S
echo . Rank 1 Rank 2 Rank 3
echo Torso, Eyes Talneo Potion Wingstem Potion Wingstem Potion
echo ------------------------------------------------------------------
echo Limbs Cactacae Spine Calamia Fruit Sovyn Clove
echo ------------------------------------------------------------------
echo Head & Neck Haphip Root Brostheras Ptn. Brostheras Ptn.
echo ------------------------------------------------------------------
echo Nerves Torban Leaf Woth Flower Woth Flower
echo
echo Bur Clover potion will completely regenerate level 3 eye scars
echo Health - Acantha Leaf, Yabathilium Fruit
exit

#herbs:
#echo General Herbs for Injuries and Scars
#echo
#Echo Area of Body Type 3rd Degree 2nd Degree 1st Degree
#echo
#echo Abdomen, Back, Injury Pothinir Grass Pothinir Grass Basal Moss
#echo Chest, Eyes Scars Wingstem Potion* Wingstem Potion Talneo Potion
#echo
#echo Limbs: Arms, Injury Ephlox Moss Ephlox Moss Ambrominas Leaf
#echo Hands, Legs Scars Sovyn Clove Calamia Fruit Cactacae Spine
#echo
#echo Head, Face, Injury Aloeas Stem Aloeas Stem Rosemarrow Potion
#echo and Neck Scars Brostheras Ptn. Brostheras Ptn. Haphip Root
#echo
#echo Nervous Injury Bolmara Potion Bolmara Potion Wolifrew Lichen
#echo System Scars Woth Flower Woth Flower Torban Leaf
#echo
#echo
#echo Herbs for Concussion Trauma and Blood Loss:
#echo
#echo Acantha Leaf Cuctacae Berry Marallis Berry
#echo Strigae Cactus Yabathilium Fruit
#echo
#echo * = Eyes can be regenerated with the Bur Clover Potion.
#exit

iceherbs:
echo Ma Leaftoe's Wares for Injuries and Scars
echo
echo Area of Body Type 3rd Degree 2nd Degree 1st Degree
echo
echo Abdomen, Back, Injury Musk Ox Tart Musk Ox Tart Tundra Grass
echo Chest, Eyes Scars Earthworm Potion* Earthworm Potion Rocklizard Potion
echo
echo Limbs: Arms, Injury Frog'sBonePorridge Frog'sBonePorridge DabbingsFamilySpecial
echo Hands, Legs Scars Ptarmigan Feathers Walrus Blubber Elk Fat Gel
echo
echo Head, Face Injury Ram's Bladder Ram's Bladder Elk Horn Potion
echo and Neck Scars PolarBear Fat Soup PolarBear Fat Soup Sparrowhawk Pie
echo
echo Nervous Injury Snowflake Elixir Snowflake Elixir Leaftoe's Lichen Tart
echo System Scars Flower-Shaped Tart Flower-Shaped Tart Ma Leaftoe's Special
echo
echo Wares for Concussion Trauma and Blood Loss: Iceberry Tart for mild recovery.
echo
echo * = Eyes can be regenerated with the Starfish Potion.
exit

pineherbs:
echo Pinefar's Healing Teas and Potions for Injuries and Scars
echo
echo Area of Body Type 3rd Degree 2nd Degree 1st Degree
echo
echo Abdomen, Back, Injury GingkoNut Ptn Gingko Nut Ptn Gingko Nut Tea
echo Chest, Eyes Scars Wyrmwood Potion* Wyrmwood Potion Wyrmwood Tea
echo
echo Limbs: Arms, Injury Sweetfern Ptn Sweetfern Ptn Sweetfern Tea
echo Hands, Legs Scars AngelicaRootPtn Manroot Potion Manroot Tea
echo
echo Head, Face Injury Feverfew Potion Feverfew Potion Feverfew Tea
echo and Neck Scars Pennyroyal Ptn Pennyroyal Ptn Pennyroyal Tea
echo
echo Nervous Injury Red Lichen Ptn Red Lichen Ptn Red Lichen Tea
echo System Scars ValerianRootPtn ValerianRootPtn Valerian Root Tea
echo
echo Herbs for Concussion Trauma and Blood Loss:
echo
echo Acantha Leaf tea for mild recovery.
echo Sassafras tea for strong recovery.
echo
echo * = Eyes can be regenerated with the Daggit Root Potion.
exit

terasherbs:
echo Terasian Healing Ales for Injuries and Scars
echo
echo Area of Body Type 3rd Degree 2nd Degree 1st Degree
echo
echo Abdomen, Back, Injury Aged Schooner Aged Schooner Mama Dwarf's
echo Chest, Eyes Scars Wort's Winter* Wort's Winter Gert's Homemade
echo
echo Limbs: Arms, Injury Golden Goose Golden Goose Lost Dogwater
echo Hands, Legs Scars Captain Pegleg Mad Mutt Frothy Bearded Ladies
echo
echo Head, Face Injury Dark Swampwater Dark Swampwater Semak's Smooth
echo and Neck Scars Reaper's Red Reaper's Red Agrak's Amber
echo
echo Nervous Injury Kenar's Dropjaw Kenar's Dropjaw Orc's Head
echo System Scars Draco's Dream Draco's Dream Miner's Muddy
echo
echo Ales for Concussion Trauma and Blood Loss:
exit

zulherbs:
echo Zul Logoth Healing Ales and Teas for Injuries and Scars
echo
echo Area of Body Type 3rd Degree 2nd Degree 1st Degree
echo
echo Abdomen, Back, Injury Roasted Ratweed Roasted Ratweed Chuncky Black
echo Chest, Eyes Scars Dirty Crevice Dirty Crevice Brown Weedroot
echo
echo Limbs: Arms, Injury Crushed Cavegrass Crushed Cavegrass Bubbling Brown
echo Hands, Legs Scars Grainy Black Stalagtite Brew Spotted Toadstool
echo
echo Head, Face Injury Sticky Lichen Sticky Lichen Rusty Red
echo and Neck Scars Stone Soot Stone Soot Dull Crimson
echo
echo Nervous Injury Glowing Mold Glowing Mold Thick Foggy
echo System Scars Stalagmite Brew Stalagmite Brew Dark Frothing
echo
echo Ales for Concussion Trauma and Blood Loss:
echo
echo Grey Mushroom potion for mild recovery.
echo Green Mushroom potion for strong recovery.
exit

mstrike:
echo Ranks: Result:
echo 5 ranks = 2 swings at multiple targets
echo 15 ranks = 3 swings at multiple targets
echo 35 ranks = 4 swings at multiple targets
echo 75 ranks = 5 swings at multiple targets
echo 115 ranks = 6 swings at multiple targets
echo 40 ranks = 2 swings at one target
echo 70 ranks = 3 swings at one target
echo 110 ranks = 4 swings at one target
echo
echo Mstrikers have a fatigue time of up to 45 seconds based on swings taken, weapon weight vs attacker Strength, Constitution bonus, and Physical Fitness training. During this time they may not mstrike again.
echo
echo Roundtime: ((attacks-1) * weapon speed) + or - roundtime modifiers [armor, dex/ref, etc]
echo Minimum roundtime of 5 seconds.
exit

weaponname:
echo Not so hot with directions, are you? Try entering the name of your weapon. If it's a zinnor, do this:
echo .qrs zinnor
exit


backsword:
echo It's a backsword. See edged for more information.
exit

bastardsword:
echo Can also be: espadon. See edged for more information.
exit

broadsword:
echo Can also be: carp’s tongue, flyssa, goliah, katzbalger, machera, palache, schiavona, seax, spadroon, spatha, talon sword, xiphos. See edged for more information.
exit

dagger:
echo Can also be: bodkin, butcher knife, cinquedea, dirk, misericord, parazonium, pavade, poignard, pugio, scramasax, sgian achlais, sgian dubh, stiletto, bracelet dagger, crescent dagger, fantail dagger, forked dagger, kidney dagger, knife. See edged for more information.
exit

estoc:
echo It's an estoc. See edged for more information.
exit

falchion:
echo Can also be: badelaire, craquemarte, kopesh, khopesh, machete, takouba. See edged for more information.
exit

handaxe:
echo Can also be: balta, broad axe, crescent axe, francisca, hatchet, meat cleaver, miner’s axe, moon axe, sparte, taper, toporok. See edged for more information.
exit

katar:
echo It's a katar. See edged for more information.
exit

longsword:
echo Can also be: kaskara. See edged for more information.
exit

maingauche:
echo Can also be: manople. See edged for more information.
exit

rapier:
echo Can also be: bilbo, colichemarde, epee, fleuret, foil, schlager, tuck, tock, tocke, verdun. See edged for more information.
exit

scimitar:
echo Can also be: cutlass, kilij, palache, sabre, sapara, vataghan, yataghan. See edged for more information.
exit

shortsword:
echo Can also be: antler sword, braquemar, baselard, chereb, gladius, kris, sica. See edged for more information.
exit

ballandchain:
echo Can also be: mace and chain, binnol, goupillon. See blunt for more information.
exit
cudgel:
echo Can also be: baculus, club, lisan, periperiu, shilleglagh, tambara, truncheon, war club. See blunt for more information.
exit

crowbill:
echo It's a crowbill. See blunt for more information.
exit

whip:
echo Can also be: bullwhip, cat o’ nine tails. See blunt for more information.
exit

mace:
echo Can also be: bulawa, dhara, flanged mace, massuelle, mattina, ox mace, pernat, quadrelle, studded mace. See blunt for more information.
exit

morningstar:
echo Can also be: spiked mace, holy water sprinkler. See blunt for more information.
exit

warhammer:
echo Can also be: fang, hoolurge, horseman’s hammer, taavish. See blunt for more information.
exit

awl-pike:
echo Can also be: korseke, military fork, ranseur, runka, scaling fork, spetum. See pole for more information.
exit

halberd:
echo Can also be: bardiche, bill, brandestoc, croc, falcastra, falx, fauchard, glaive, godendag, guisarme, half moon, hippe, pole axe, scorpion, scythe. See pole for more information.
exit

hammerofkai:
echo It's a hammer of kai. See pole for more information.
exit

jeddartaxe:
echo Can also be: beaked axe, voulge. See pole for more information.
exit

javelin:
echo Can also be: contus, jaculum, pelta, shail, spiculum. See pole for more information.
exit

lance:
echo Can also be: framea, pike, sarissa, sudis. See pole for more information.
exit

pilum:
echo It's a pilum. See pole for more information.
exit

spear:
echo Can also be: angon, boar spear, cateia, falarica, gaesum, gaff, harpoon, pill, partisan, spontoon. See pole for more information.
exit

trident:
echo Can also be: fuscina, pitch fork, zinnor. See pole for more information.
exit

battleaxe:
echo Can also be: adze, balestarius, battle-axe, doloire, executioners axe, greataxe, kheten, roa'ter axe, tabar, woodsmans axe. See twohand for more information.
exit

claidhmore:
echo It's a claidhmore. A claidh. You know, the most obscenely crit-weighted weapon in the game? Two handed sword with -10 AvD and 40 ranks of critical weighting. See twohand for more information.
exit

flail:
echo Can also be: military flail. See twohand for more information.
exit

flamberge:
echo It's a flamberge. See twohand for more information.
exit

militarypick:
echo Can also be: bisacuta. See twohand for more information.
exit

quarterstaff:
echo Can also be: staff. See twohand for more information.
exit

twohandedsword:
echo Can also be: battlesword, beheading sword, dacien falx, executioners sword, greatsword, zweihander. See twohand for more information.
exit

warmattock:
echo Can also be: footman s hammer, mattock, maul, oncin, sabar. See twohand for more information.
exit


espadon:
Echo It's a bastard sword.
exit

katzbalger:
Echo It's a shortsword or broadsword.
exit

spatha:
Echo It's a longsword or broadsword.
exit

carpstongue:
carptongue:
flyssa:
goliah:
machera:
palache:
schiavona:
seax:
spadroon:
talonsword:
xiphos:
Echo It's a broadsword.
exit

knife:
bodkin:
butcherknife:
cinquedea:
dirk:
misericord:
parazonium:
pavade:
poignard:
pugio:
scramasax:
sgianachlais:
sgiandubh:
stiletto:
braceletdagger:
crescentdagger:
fantaildagger:
forkeddagger:
kidneydagger:
Echo It's a dagger.
exit

badelaire:
craquemarte:
kopesh:
khopesh:
machete:
takouba:
Echo It's a falchion.
exit

balta:
beardedaxe:
broadaxe:
crescentaxe:
francisca:
hatchet:
meatcleaver:
minersaxe:
miner'saxe:
moonaxe:
sparte:
taper:
toporok:
Echo It's a handaxe.
exit

kaskara:
Echo It's a longsword.
exit

manople:
parryingdagger:
Echo It's a main gauche.
exit

bilbo:
colichemarde:
epee:
fleuret:
foil:
schlager:
tuck:
tock:
tocke:
verdun:
Echo It's a rapier.
exit

cutlass:
kilij:
palache:
sabre:
sapara:
vataghan:
yataghan:
Echo It's a scimitar.
exit

antlersword:
braquemar:
baselard:
chereb:
gladius:
kris:
sica:
Echo It's a short sword.
exit


maceandchain:
binnol:
goupillon:
echo It's a ball and chain
exit

baculus:
club:
lisan:
periperiu:
shilleglagh:
tambara:
truncheon:
warclub:
echo It's a cudgel.
exit

bullwhip:
cato'ninetails:
echo It's a whip.
exit

bulawa:
dhara:
flangedmace:
massuelle:
mattina:
oxmace:
pernat:
quadrelle:
studdedmace:
echo It's a mace.
exit

spikedmace:
holywatersprinkler:
echo It's a morning star.
exit

fang:
hoolurge:
horseman’shammer:
taavish:
echo It's a war hammer.
exit

korseke:
militaryfork:
ranseur:
runka:
scalingfork:
spetum:
echo It's an awl-pike.
exit

bardiche:
bill:
brandestoc:
croc:
falcastra:
falx:
fauchard:
glaive:
godendag:
guisarme:
halfmoon:
hippe:
poleaxe:
scorpion:
scythe:
echo It's a halberd.
exit

beakedaxe:
voulge:
echo It's a jeddart-axe.
exit

contus:
jaculum:
pelta:
shail:
spiculum:
echo It's a javelin.
exit

framea:
pike:
sarissa:
sudis:
echo It's a lance.
exit

angon:
boarspear:
cateia:
falarica:
gaesum:
gaff:
harpoon:
pill:
partisan:
spontoon:
echo It's a spear.
exit

fuscina:
pitchfork:
zinnor:
echo It's a trident.
exit

espadon:
echo It's a bastard sword.
exit

adze:
balestarius:
battle-axe:
doloire:
executioner’saxe:
greataxe:
kheten:
roa’teraxe:
tabar:
woodsman’saxe:
echo It's a battle axe.
exit

militaryflail:
echo It's a flail.
exit

bisacuta:
echo It's a military pick.
exit

staff:
echo It's a quarter staff.

battlesword:
beheadingsword:
dacienfalx:
executioner’ssword:
greatsword:
zweihander:
echo It's a twohanded sword.
exit

footman’shammer:
mattock:
maul:
oncin:
sabar:
echo It's a war mattock.
exit



101:
echo 101, Spirit Warding I, 'light blues': +10 TD, +10 bolt defense, 1200 sec base + 60 sec/spell known in circle, stackable
exit

102:
echo 102, Spirit Barrier, 'airwall': +50 DS, -50 AS, 1200 sec base + 60 sec/spell known in circle, stackable
exit

103:
echo 103, Spirit Defense, 'powerful look': +10 DS, 1200 sec base + 90 sec/spell known in circle, refreshable
exit

104:
echo 104, Disease Resistance: 2 wardings for disease rolls if 1st is failed. 1200 sec base + 60 sec/spell known in circle, stackable
exit

105:
echo 105, Poison Resistance: 2 wardings for poison rolls if 1st is failed. 1200 sec base + 60 sec/spell known in circle, stackable
exit

106:
echo 106, Spirit Fog: +30 DS to room, easier to hide. 60 sec/spell known in circle, stackable, remains after caster leaves.
exit

107:
echo 107, Spirit Warding II, 'deep blues': +25 TD, +25 bolt defense, 1200 sec base + 60 sec/spell known in circle, stackable
exit

108:
echo 108, Stun Relief, 'unstun': Unstuns target
exit

109:
echo 109, Dispell Invsibility: If any invisible people in room fail a hidden warding roll, invisibility is removed from them.
exit

110:
echo 110, Unbalance: Knocks target to ground, does impact damage, inflicts RT. Warding based.
exit

111:
echo 111, Fire Spirit, 'flare': Major Fire attack when aimed, a flare when cast outside. If cast unaimed inside, targets self.
exit

112:
echo 112, Water Walking: Lets target walk on small bodies of calm water. 1200 sec base + 60 sec/spell known in circle, stackable.
exit

113:
echo 113, Undisease: Removes 1 disease
exit

114:
echo 114, Unpoison: Removes 1 poison
exit

115:
echo 115, Spirit Burst: Warding based, stuns target
exit

116:
echo 116, Locate Person, 'locate': Locates a person if they are in your town area and not hidden, invisible or Unpresenced.
exit

117:
echo 117, Spirit Strike: +75 to next swing during the next 2 minutes
exit

118:
echo 118, Web: Casts a magical web based on warding failure. Very short duration.
exit

119:
echo 119, Herb Production, 'gardening': If cast outside, yields random herb.
exit

120:
echo 120, Lesser Shroud, 'alkars': +25 DS, +25 TD, 1200 sec base + 60 sec/spell known in circle, stackable
exit

130:
echo 130, Spirit Guide, [SPIRGUIDE], 'fog'
echo Brings caster and group to town, or close by.
echo 'Fogging sickness' or 'airsickness' results, giving caster RT for a short time. Fogging sickness can be reduced by constitution bonus, minor spirit spells known and other factors.
echo Landing targets - Outside N Gate, Garden, TSC, North Dock, Outside Temple, Land's End Road
echo Teras targets - Statue, Poor Quarter, North Gate, Outside Temple, N of the trail to Pyros, N & E of the statue, S and 2 W of the Warrior Guild (cul-de-sac)
echo Solhaven targets - West Road, Outside Broken Tower, Broken Tower, Market Bridge, North Gate, Liabo Plaza, Esplanade Gate
exit
150:
echo 150, Wall of Force, [WALLFORCE], 'walls' 'WoF' (found in ruby amulets)
echo +100 DS
echo 600 sec base + 5 sec/spell known in circle, stackable
exit

# MAJOR SPIRIT SPELL CIRCLE
201:
echo
echo 201, Calm, [CALM]
echo Prevents target from casting or attacking, based on warding failure
echo
exit
202:
echo
echo 202, Spirit Shield, [SSHIELD], 'dims'
echo +10 DS
echo 1200 sec base + 60 sec/spell known in circle, refreshable
echo
exit
203:
echo
echo 203, Manna, [MANNA], 'baking bread'
echo Bread speeds up healing, spirit, and mana recovery while sitting or lying down
echo 1 bite/spell known in circle, can deteriorate and become poisonous
echo
exit
204:
echo
echo 204, Unpresence, [UNPRESENCE]
echo Protects target from magical means of locations such as 116, call familiar, symbol of sight
echo 1200 sec base + 60 sec/spell known in circle
echo
exit
205:
echo
echo 205, Light, [LIGHT]
echo -20 DS to the entire room, Brightens room, makes it harder to hide
echo 1 min/spell known in circle, can be dispelled with 206
echo
exit
206:
echo
echo 206, Darkness, [DARKNESS]
echo +20 DS to the entire room, Darkens room, makes it easier to hide
echo 1 min/spell known in circle, can be dispelled with 205
echo
exit
207:
echo
echo 207, Purify Air, [PURIFYAIR]
echo Target becomes immune to poisonous gas
echo 1200 sec base + 60 sec/spell known in circle, refreshable
echo
exit
208:
echo
echo 208, Living Spell, [LIVESPELL], 'rune'
echo Caster can steal the spell from target and then cast it him/herself. Both parties will use necessary mana to cast the spell.
echo Successful transfer is based on warding roll. Spells above 19th level can not be stolen
echo
exit
209:
echo
echo 209, Untrammel, [UNTRAMMEL]
echo Dissolve webs
echo
exit
210:
echo
echo 210, Silence, [SILENCE]
echo Prevents target from speaking or casting
echo Duration is based on warding roll, can not be used on dead bodies
echo
exit
211:
echo
echo 211, Bravery, [BRAVERY] (found in pure potions - except clerics for whom it is 215)
echo +15 AS (physical, spell, ranged), increases resistance to fear
echo 1200 sec base + 60 sec/spell known in circle, refreshable
echo
exit
212:
echo
echo 212, Interference, [INTERFERE]
echo -15 AS based on warding roll
echo 3 sec/spell known in circle
echo
exit
213:
echo
echo 213, Minor Sanctuary, [MINRSANCT], 'sanct'
echo Creates an area relatively safe from danger. Will drop shortly after the caster leaves.
echo Persons or critters in the area can not attack, hide, steal, cast offensive spells while the spell is in effect
echo 5 minutes + 10 sec/spell known in circle
echo
exit
214:
echo
echo 214, Bind, [BINDING]
echo -50 DS, freezes target and forces into offensive stance. Target can not move, attack, or cast
echo 5 sec/spell known in circle
echo
exit
215:
echo
echo 215, Heroism, [HEROISM] (found in prickly porcupine pendants, pure potion when drunk by clerics)
echo +25 AS (physical, spell, ranged), increased HP and mana recovery
echo 1200 sec base + 60 sec/spell known in circle, refreshable
echo
exit
216:
echo
echo 216, Frenzy, [FRENZY]
echo Forces target into offensive stance based on warding roll
echo
exit
217:
echo
echo 217, Herb Mastery, [HERBMAST]
echo * Spell not implemented yet *
echo
exit
218:
echo
echo 218, Spirit Servant, [SERVANT]
echo * Spell not implemented yet *
echo
exit
219:
echo
echo 219, Spell Shield, [SPSHIELD], 'opals'
echo +50 TD, +50 EDS
echo 1200 sec base + 60 sec/spell known in circle, refreshable
echo
exit
220:
echo
echo 220, Major Sanctuary, [MJSANCT]
echo Transports group to private sanctuary, ends when caster leaves sanct or when spell wears off
echo 1 min/spell known in circle
echo
exit
225:
echo
echo 225, Transference, [TRANSFER]
echo Allows caster to transport to a person's location if they are in your town area and not hidden, invisible, Unpresenced or in an unfoggable location.
echo
exit
230:
echo
echo 230, Spirit Hunter, [SPHUNTER]
echo * Spell not implemented yet *
echo
exit
250:
echo
echo * Spell not implemented yet *
echo
exit

# CLERIC SPELL CIRCLE
301:
echo
echo 301, Prayer of Holding, [HOLDING]
echo Freezes undead critter, when bound target receives -50 DS
echo 10 sec/spell known in circle, Non-stackable, works on undead only
echo
exit
302:
echo
echo 302, Repel Undead, [REPLUND]
echo Will cause undead target to disintegrate with high warding failure
echo Lower warding failure causes undead target to run off
echo
exit
303:
echo
echo 303, Prayer of Protection, [WARDING]
echo +5 - +20 DS, +5 - +20 EDS, +5 - +20 TD (DS bonus is +5 + 1 for every cleric spell known past 303 with a max bonus of +20)
echo 900 sec base + 20 sec/spell known in circle
echo
exit
304:
echo
echo 304, Holy Blade, [HOLYBLADE], 'bless'
echo Blesses weapons, 3 swings/spell known in circle
echo NOTE: must know 50th level spell in cleric circle to bless magic metals
echo
exit
305:
echo
echo 305, Preservation, [PRESERVE] (found in white flasks)
echo Lifekeeps a dead body, preventing decay
echo 30 sec/spell known in circle
echo
exit
306:
echo
echo 306, Holy Bolt, [HOLYBOLT]
echo Sprays holy water at target, damage based on spell aiming skill, works for living or undead
echo
exit
307:
echo
echo 307, Benediction, [BENEDICT]
echo +5 - +20 AS (physical, spell, ranged), +5 - +25 EDS
echo 900 sec base + 20 sec/spell known in circle, Refreshable, affects only those joined to caster's group
echo
exit
308:
echo
echo 308, Well of Life, [WELLOLIFE]
echo Transfers spirit from caster to target, caster will always have at least 1 spirit remaining
echo Must be cast to 'link' to a dead body before casting any of the resurrection spells
echo
exit
309:
echo
echo 309, Neutralize Curse, [NUTCURSE]
echo When cast at a cursed object will remove curse for duration of the spell
echo 10 sec/level
echo
exit
310:
echo
echo 310, Warding Sphere, [WARDSPHR]
echo +10 - +40 DS, +10 - +40 EDS, +10 - +40 TD (DS and TD bonus is +10 + 1 for each spell known past 310)
echo 900 sec base + 20 sec/spell known in circle, Non- stackable, affects only those joined to caster's group
echo
exit
311:
echo
echo 311, Blinding, [BLINDING]
echo Blinds and stuns target based on warding roll
echo
exit
312:
echo
echo 312, Raise Dead, [RAISEDEAD]
echo Brings life back to a dead body.
echo Cleric must first cast 308 to 'link' to body. Cleric will lose 75% of maximum spirit points. Target will become alive with 1 spirit and 1 HP. Requires mana share skill of 102 or better.
echo Cleric and targets souls will remain linked for 2 minutes. If target dies again within that time, cleric suffers severe punishment, disallowing him or her to raise
echo
exit
313:
echo
echo 313, Prayer, [PRAYER]
echo +15 TD, higher resistance to maneuver attacks
echo 900 sec base + 20 sec/spell known in circle, refreshable
echo
exit
314:
echo
echo 314, Interdiction, [INTERDICT]
echo Drains mana from target. Target loses mana in proportion to cleric's effectiveness (base spell knowledge) until mana reaches 0
echo 5 sec/number of Cleric spells known
echo
exit
315:
echo
echo 315, Remove Curse, [REMCURSE]
echo Completely removes a curse from an item
echo
exit
316:
echo
echo 316, Atonement, [ATONEMENT]
echo * Spell not implemented yet *
echo
exit
317:
echo
echo 317, Zealot, [ZEALOT]
echo +15 - +30 AS, - 30 DS, (AS bonus is +15 + 1 for every 2 cleric spells known past 317)
echo 420 sec base + 5 sec/spell known in circle, cleric must be leader of group, forces group into offensive stance.
echo
exit
318:
echo
echo 318, Life Restoration, [LIFERSTR]
echo Brings life back to dead body.
echo Similar to 312, caster only loses 50% of maximum spirit points, target gains 10% of maximum spirit and health points
echo Same rules as 312 for linking (TYPE .qrs 312 for more details)
echo
exit
319:
echo
echo 319, Divine Wrath, [DIVINEWRTH]
echo Creates an eerie crimson mist that destroys any undead in the room
echo
exit
320:
echo
echo 320, Exorcism, [EXORCISM]
echo * Spell not implemented yet *
echo
exit
325:
echo
echo 325, Sanctify, [SANCTIFY]
echo * Spell not implemented yet *
echo
exit
330:
echo
echo 330, Commune, [COMMUNE]
echo Cleric casts spell in order to try to contact his or her deity.
echo If deity does not respond, most mana consumed by the spell are returned to the caster
echo
exit
350:
echo
echo 350, Resurrection, [RESSURECT]
echo Brings life back to a dead body
echo Similar to 312 and 318, caster only loses 20% of maximum spirit points, target gains 50% of maximum spirit and heath points
echo Same rules as 312 for linking (TYPE .qrs 312 for more details)
echo
exit

401:
echo 401, Elemental Defense I, "Silvers": +5 DS, +5 TD, 1200 sec base + 60 sec/spell known in circle, stackable
exit

402:
echo 402, Presence: detects hidden/invisible people, increases perception, 2 sec/spell known in circle, stackable, self cast only
exit
403:
echo 403, Picking Enhancement: helps lockpicking based on caster's lockpicking ability - greater potency self cast, 30 sec + 1 sec/spell known in circle, stackable
exit
404:
echo 404, Disarm Enhancement: helps disarm locks based on caster's disarm ability - greater potency self cast, 30 sec + 1 sec/spell known in circle, stackable
exit
405:
echo 405, Elemental Detection: detects spells on people and magical properties of items, immediate.
echo
echo Time remaining: Duration: | Charges detected: Number:
echo very little <1 min | Couple 1-2
echo some 1-5 min | Few 3-5
echo a fair amount 5-30 min | Several 6-9
echo a lot 30-60 min | Fair 10-15
echo a great amount >60 min | Bunch 16-20
echo . | Many 21-30
echo . | Great many >30

exit
406:
echo 406, Elemental Defense II, "Brights": +10 DS, +10 TD, 1200 sec base + 60 sec/spell known in circle, stackable
exit
407:
echo 407, Unlock, "Popping": causes doors/locked containers to open, immediate
exit
408:
echo 408, Disarm: disarms traps on doors/locked containers, immediate
exit
409:
echo 409, Elemental Blast: injures target based on warding failure, immediate
exit
410:
echo 410, Elemental Wave: knocks target(s) not in caster's group over and may cause RT, immediate
exit
411:
echo 411, Elemental Weapon or Elemental Blade: adds +20 and a flare to a non-magical weapon, 4 strikes/level
exit
412:
echo 412, Weapon Deflection: target gets -25 AS penalty, 60 sec + (5 * diff between caster's and target's level), not stackable
exit
413:
echo 413, Elemental Saturation: target gets -25 TD penalty, 10 sec/level
exit
414:
echo 414, Elemental Defense III, "Guards": +25 DS, +25 TD, 1200 sec base + 60 sec/spell known in circle, stackable
exit
415:
echo 415, Elemental Strike: stronger version of Elem. Blast, injures target based on warding failure
exit
416:
echo 416, Piercing Gaze: allows caster to see into, behind or under containers, may set off traps, immediate
exit
417:
echo 417, Elemental Dispell: Causes target to lose prepared spell, remove a spell or take mana (in order given), immediate
exit
418:
echo 418, Mana Focus: creates a local Mana node, failure can kill/cause damage to caster, 60 sec/spell known in circle, not stackable
exit
419:
echo 419, Mass Elemental Defense: "Mass Guards": +25 DS, +25 TD to entire group, 1200 sec base + 60 sec/spell known in circle, stackable
exit
420:
echo 420, Magic Item Creation: allows a known spell to be imbedded into a prepared object, see IMBED command in game
exit
425:
echo 425, Elemental Targeting: +25 plus (# of known Mn Elem spell ranks above 25 divided by 2) to AS and CS (Elemental only), max bonus +50, refreshable. 900 sec base + 30 sec/spell known in circle.
exit
430:
echo 430, Elemental Barrier: +30 plus (# of known Mn Elem spell ranks above 30 divided by 2) to DS and TD, max bonus +50, refreshable. 900 sec base + 30 sec/spell known in circle.
exit
435:
echo 435, Major Elemental Wave: More powerful version of ewave (410) that also does random elemental damage.
exit
450:
echo 450, Minor Elemental: Not implemented
exit

# MAJOR ELEMENTAL SPELL CIRCLE
501:
echo
echo 501, Sleep, [SLEEP]
echo Puts target to sleep. Target will be prone with -50 DS in offensive stance.
echo The mana cost for this spell is level of target/2 with a max cost of 20 mana and a minimum cost of 1 mana.
echo
exit
502:
echo
echo 502, Spell Store, [SPELLSTORE]
echo The next spell cast within 30 seconds of this one will stay prepared for an extended period of time.
echo Exact duration is based on caster's activity.
echo
exit
503:
echo
echo 503, Blur, [BLUR]
echo +10 DS, +10 EDS
echo 1200 sec base + 60 sec/spell known in circle, stackable, can be cast in addition to 911
echo
exit
504:
echo
echo 504, Slow, [SLOW]
echo Slows target down, adding 3 RT to any actions being attempted.
echo 1 min
echo
exit
505:
echo
echo 505, Hand of Tonis, [HANDTONIS]
echo Steals the breath out of a target, stunning it.
echo Can also be used to blow away clouds and clear clutter.
echo 5 sec + 1 sec/2 warding failure
echo
exit
506:
echo
echo 506, Haste, [HASTE]
echo Speeds up target, reduces 3 sec of RT from any action being attempted.
echo There will always be a minimum of 1 RT.
echo 1 min, Non-stackable
echo
exit
507:
echo
echo 507, Elemental Deflection, [DEFLECT]
echo +20 DS, +20 EDS
echo 600 sec base + 15 sec/spell known in circle., Stackable
echo
exit
508:
echo
echo 508, Elemental Bias , [ELEMBIAS]
echo +20 TD
echo 600 sec base + 30 sec/spell known in circle, Stackable
echo
exit
509:
echo
echo 509, Strength, [STRENGTH], (found in white crystals)
echo +15 AS (weapon swing only), +3 MB, helps allieviate encumberance.
echo 600 sec base + 30 sec/spell known in circle, Stackable
echo
exit
510:
echo
echo 510, Unpain, [UNPAIN]
echo Gives target a maximum of +50 HP for duration of the spell.
echo HP can not be gained back through herbs or healing while spell is in effect, and target will lose 50 HP when spell drops.
echo 5 min duration
echo
exit
511:
echo
echo 511, Floating Disk, [FLOATDISK]
echo Creates a disk that floats behind the caster, can be OPENed and CLOSEd in order to store items.
echo Disk will last until owner logs off, disconnects, dies, or DISMISSes the disk.
echo For a few minutes after logging off, disk will search for the owner and possibly return if owner returns to the lands.
echo
exit
512:
echo
echo 512, Slow II, [SLOW2]
echo Slows target down, adding 6 RT to any actions being attempted.
echo 1 min
echo
exit
513:
echo
echo 513, elemental Focus, [ELEMFOCUS]
echo +20 spell AS, -40 weapon AS
echo 600 sec base + 30 sec/spell known in circle (self), 1 sec/2 warding failure (others)
echo
exit
514:
echo
echo 514, Haste II, [HASTE2]
echo Speeds up target, reduces 6 sec of RT from any action being attempted.
echo There will always be a minimum of 1 RT.
echo 1 min, Non-stackable
echo
exit
515:
echo
echo 515, Rapid Fire, [RAPIDFIRE]
echo Once cast, the next spell prepared will automatically prepare itself for the duration of the spell.
echo 5 sec/spell known in circle
echo
exit
516:
echo
echo 516, Mana Leech, [MANALEECH]
echo Drains mana from target. Wizard can gain up to 1 mana/3 points of warding failure.
echo The maximum amount is limited by caster's level and mana of the target. The caster's total mana points cannot exceed his/her maximum.
echo
exit
517:
echo
echo 517, Charge Item, [CHARGEITEM]
echo Allows wizard to add charges to magical items up to a maximum of 40 charges (blue crystals, ruby amulets, wands, mage recargables, etc)
echo You need a pure gem and must pour a grot'kel potion to prepare the gem. Prep 517 and cast at the gem to create an orb.
echo Continue casting 517 at the orb (each cast will take 1 mana), until it is ready for charging (it will hum with the tones of enchantment).
echo When the orb is ready, hold the item you wish to charge in your RIGHT hand and RUB the orb.
echo Each charge placed in the item will drain from the caster the full amount of mana it would take to cast the spell.
echo The orb will need to be upkept by recasting 517 at it when it begins to shrink. Duration of orb is random.
echo It is possible for a catastrophic failure to destroy the item, and blow the charger's nerves.
echo
exit
518:
echo
echo 518, Cone of Lightning, [CONELIGHT]
echo Major Shock spell which hits multiple targets in the room.
echo Will not hit other player characters.
echo
exit
519:
echo
echo 519, Telekinetic Disarm, [TKDISARM]
echo Causes target to drop weapon or shield based on a warding roll.
echo If the caster has a free hand, the weapon or shield will fly into the free hand.
echo
exit
520:
echo
echo 520, Major Sleep, [MAJSLEEP]
echo Puts target to sleep. Target receives -25 TD.
echo 20 sec/spell known in circle
echo
exit
525:
echo
echo 525, Meteor Swarm, [METEORS]
echo Creates a cloud of meteors which will attack anything in the room, including players and the caster.
echo 1 - 3 min, most effective when cast outdoors.
echo

# RANGER SPELL CIRCLE
601:
echo
echo 601, Natural Colors, [NTRCOLOR], 'hues'
echo +10 DS, Easier to hide outside
echo 600 sec base + 20 sec/spell known in circle, Stackable, Does not add extra protection in conjunction with 611
echo
exit
602:
echo
echo 602, Resist Elements, [RESELEM], 'shimmers'
echo +10 EDS, Offers extra protection vs. wind, cold, fire, electricity
echo 1200 sec base + 60 sec/spell known in circle, Stackable
echo
exit
603:
echo
echo 603, Foraging, [FORAGE]
echo Makes it easier to forage
echo 15 sec/spell known in circle, Stackable
echo
exit
604:
echo
echo 604, Skinning, [SKINNING]
echo Makes it easier to skin a dead critter
echo 1 min
echo
exit
605:
echo
echo 605, Whispering Willow, [WHISWILLOW]
echo Allows caster to whisper to anyone within range who is outdoors.
echo 30 sec/spell known in circle, Stackable
echo
exit
606:
echo
echo 606, Phoen's Strength, [PHOENSTR]
echo +10 AS (weapon only), +2 MB
echo 900 sec base + 30 sec/spell known in circle, Stackable, can only be cast outdoors, alleviates encumberance.
echo
exit
607:
echo
echo 607, Sounds, [SOUNDS]
echo -20 DS, non wardable
echo 2 sec/level, Non-stackable
echo
exit
608:
echo
echo 608, Camouflage, [CAMOUFLAGE], 'camo'
echo +30 AS (weapon, spell, ranged), automatic hide, easier to stay hidden.
echo 1 attack, Non-stackable, can not sneak or stalk anyone while under the effects of the spell.
echo
exit
609:
echo
echo 609, Sunburst, [SUNBURST]
echo Reveals hidden critters or people, can detect invisible critters/people.
echo
exit
610:
echo
echo 610, Tangle Weed, [TANGLE]
echo Creates a vine that will entangle a target, dragging it to the ground.
echo Duration is variable, will last until caster leaves the room or DISMISSes vine, or spell fades away.
echo
exit
611:
echo
echo 611, Mass Colors, [MASSCOLOR] 'mass hues'
echo +10 DS, Easier to hide outside, same as 601 but effects the entire group.
echo 900 sec base + 30 sec/spell known in circle, Stackable, Does not add extra protection in conjunction with 601.
exit
612:
echo
echo 612, Breeze, [BREEZE]
echo Causes a whirlwind that can be used to blow away clouds, as well as light items on the ground
echo 3 sec/level
echo
exit
613:
echo
echo 613, Self Control, [SELFCONTR]
echo +25 - +35 DS, +25 - +35 TD, NOTE: Spell normally wields +25 to DS/TD.
echo At 35 ranks in the Ranger circle, caster will receive extra +5 DS/TD (bringing total to +30).
echo At 50 ranks in the Ranger circle, caster will receive extra +5 DS/TD (bringing total to +35).
echo 1200 sec base + 60/spell known in circle, Stackable
echo
exit
614:
echo
echo 614, Imbue, [IMBUE]
echo Will take a suitable organic object (such as a stick) and turn it into a rod or wand that can be imbedded.
echo Might take multiple casts to successfully create a wand or rod.
echo
exit
615:
echo
echo 615, Call Swarm, [CALLSWARM]
echo Creates a swarm of insects that will attack target, causing various effects (such as RT, damage, poison, disease, calm, knocking target down)
echo Swarm can be dispelled by using 612. Swarm can turn on the caster and attack him or her.
echo
exit
616:
echo
echo 616, Spike Thorn, [SPIKETHORN]
echo Creates large spiked thorns to grow beneath the target, causing damage. Has crits that result in instant death.
echo Amount of damage becomes higher with more known Ranger spells.
echo
exit
617:
echo
echo 617, Sneaking, [SNEAKING]
echo Increases ability to hide, sneak, or stalk. Helps you stay in hiding.
echo When cast in conjunction with 601, makes caster almost invisible. Can not lead a group while under the spell's effects.
echo 300 sec base + 20/spell known in circle, Non-stackable
echo
exit
618:
echo
echo 618, Mobility, [MOBILITY], 'dex' 'mobilies'
echo +20 MB, Helps dodge maneuver attacks (such as roa'ters, webs, acid attacks)
echo 900 sec base + 30 sec/spell known in circle, Stackable
echo
exit
619:
echo
echo 619, Mass Calm, [MASSCALM]
echo
exit
620:
echo
echo 620, Killer Weed, [KILLERWEED]
echo
exit
625:
echo
echo 625, Nature's Touch, [NATURETCH]
echo
exit

701:
echo 701,Bloodburst, "BB", 5 HP damage +1 damage per 20 success. Causes neck bleeding equivalent, maximum of 35 damage or bleeding.
exit
702:
echo 702, Mana Disruption, "MD", Does small critical damage and potentially large amounts of non-visible HP damage using the table below. If at least one hand is open, more aggressive stances increase the damage done on a successful cast.
echo Description Damage
echo ----------------------------------------
echo A weak blow 1-4
echo A light strike 5-9
echo A nice hit 10-14
echo A strong strike 15-20
echo A painful blow 20-24
echo Target staggered by strong strike 25-29
echo A powerful hit 30-34
echo A very painful blow 35-39
echo Target staggers in pain 40-44
echo A masterful strike 45-49
echo A most painful blow 50-54
echo Target reels from brutal strike 55-59
echo A devastating hit 60-64
echo Massive internal disruption 65+
exit
703:
echo 703, Forget. Target loses prepped spell, if any. Target TD is reduced by WIS bonus + (your level - target’s level). This can also increase target TD. If that happens, you're hunting way over your head.
exit
704:
echo 704, Phase. Lets you reach into containers, boxes and walk through doors. Doesn't work on mithril, enruned or glyph trapped boxes, even if disarmed. Some doors are not phasable.
exit
705:
echo 705, Disintigrate. Does potentially large amounts of damage. Works best against non-corporeal undead and is affected by stance. First aid training increases the 'extra' damage applied after some strikes, especially in offensive stances.
exit
706:
echo 706, Mind Jolt. "Stun". Stuns target for 1 sec/failure. Refreshable.
exit
707:
echo Eye Spy: Sorcerer sends out an eye that can wander for 30 sec/spell known in circle, up to 10 minutes. TELL EYE TO <GO (direction)||LOOK||RETURN> to command eye. Having the eye in another room at the end of the spell will lose the eye, resulting in a rank 3 scar.
exit
708:
echo Limb Disruption: "FLD". Breaks or breaks off a random limb or hand. Focused version is targetable at specific hand/limb, but caster will suffer severe CS drop if not equal to 2x target level in spell aiming.
exit
709: Quake. Maneuver attack, heavily level dependant. Any creature and player not in your group in your room and all connecting rooms may be knocked down and placed in roundtime.
exit
710:
echo Energy Maelstrom. "FM", "storm". Level and spell aim dependant for focused version. Level only for unfocused. Conjures either a raging or focused tempest depending if it is cast or cast at <target>. Focused storms can be may hit more often, longer and harder if recast on the same target. Storms can be cast on multiple creatures at once, spell aim and level dependant.
exit
711:
echo Pain Infliction: "Pain", causes damage based on target's base health and inflicts RT from the table below. Result is dependant upon warding failure and first aid training of caster vs target level.
echo Message Damage (% total) RT
echo ----------------------------------------------------------------
echo Target cringes in pain 20 0
echo Target shudders in pain. 23 0
echo Target twists in great pain! 26 3
echo Target is wracked with painful spasms! 29 4
echo Target shudders and twists in intense pain! 32 6
echo Target contorts in excruciating agony! 35 7
exit
712:
echo Cloak of Shadows: 15 generic DS, 20 Sorcery TD, add 1 to each for every 10 sorcery spells known over 712 up to your level. Each additional 1 DS/TD costs 1 more mana. 1200 sec base + 60 sec/spell known in circle.
exit
713:
echo Nightmare: Causes target to see a phantom creature doing incredible amounts of damage to them. Actually nicks them for tiny amounts of damage for 1 sec/failure, up to 90 seconds. Damage can cause stuns, knockdowns and force target to drop something as that limb is apparently ripped off.
exit
714:
echo Will Enhancement: All sorts of neat defensive and minor offensive boosts to various mental spells. Helps with sheer fear. Not nearly done being coded and several years off.
exit
715:
echo Curse, the effect depends on the caster's stance, each is shown as:
echo Stance: Reference name, "color shown upon casting"/"success message"/"affected message", effects
echo Offensive: Clumsy, "pure black"/"moves erratically"/"extrememly clumsy", target constantly falls down (causing wounds) and may have difficulty standing, may curse worn items
echo Advancing: Dark force, "deep crimson"/"trembles noticably"/"extrememly weak", target loses 40 AS and is subjected to random damage
echo Forward: AS dropper, "blood red"/"trembles slightly"/"very weak", target loses 15 AS, may curse held items
echo Neutral: Itchy, "swirling grey"/"shivers weakly"/"uncomfortable", target loses 50 DS and occasionally is forced to scratch, dropping items and causing roundtime
echo Guarded: TD dropper, "brackish blue"/"shakes slightly"/"vulnerable", lowers TD by 24 or 25, no warding roll needed
echo Defensive: Green mist, "sickly green"/"cringes"/"extrememly ill", target is subjected to random damage
exit
716:
echo Disease: Inflicts a disease of 1 per 3 levels of the caster + 1 per 5 points of warding failure, dissipating 1 point per round.
exit
717:
echo Evil Eye: Rolls over 200 cause instant death through fear. Lesser rolls cause target to run screaming in horror (killing it but giving no corpse), drop to its knees stunned, or other players to flee to the nearest town. Can also be cast without a target to cast through an Eye Spy to affect all creatures and players not in your group in the room the eye is in, but all targets receive a +25 TD bonus. Does not work on undead.
exit
718:
echo Torment: Normal warding roll for first cast. Subsequent rolls are based off target/caster stances (offensive is better in both cases) and +-3 per level difference. Uses unbalance crits, so not all creatures may be affected.
echo TD changes are as follows:
echo Offensive stance, -50
echo Advancing stance, -30
echo Forward stance, -10
echo Neutral stance, +10
echo Guarded stance, +30
echo Defensive stance, +50
echo Having a spell prepared, +50
echo In different room, +25
echo Target is stunned, -50
echo A difference in level between caster and target, +/- 3 for each level different
exit
719:
echo Dark Catalyst: "DC" Formerly known for its incredible power and ability to scroll other's screens, now effective only against a small group of magical creatures for one cast.
exit
720:
echo Implosion: "FI" The open form creates a black void that sucks up each item in the room, possibly doing damage on the way out. Four subsequent attacks are made to all creatures and non-grouped players in the void's room and adjacent, the last and most powerful coming as the void explodes. Stunned/prone targets have virtually no resistance to this spell and will generally be sucked into the void.
echo
echo Focused form affects only the target, is significantly more powerful for those trained in spell aim. May not always leave a corpse behind.
exit
725:
echo Ensorcellment. Not implemented.
exit
730:
echo Animate Dead. Not Implemented.
exit
750:
echo Demonic Summoning. Not Implimented.
exit
# WIZARD SPELL CIRCLE
901:
echo
echo 901, Minor Shock, [MINORSHOCK]
echo
exit
902:
echo
echo 902, Minor Elemental Edging, [MINOREDGE]
echo +15 AS to non-magical weapon, up to maximum allowed for character. Can be held by anyone. Lasts for 1 attack per level.
exit
903:
echo
echo 903, Minor Water, [MINORWATER]
echo
exit
904:
echo
echo 904, Minor Acid, [MINORACID]
echo
exit
905:
echo
echo 905, Elemental Refraction, [EREFRACT]
echo 20 generic DS, 600 sec base + 15 sec/spell known in circle
exit
906:
echo
echo 906, Minor Fire, [MINORFIRE]
echo
exit
907:
echo
echo 907, Major Cold, [MAJORCOLD]
echo
exit
908:
echo
echo 908, Major Fire, [MAJORFIRE]
echo
exit
909:
echo
echo 909, Tremors, [TREMORS]
echo
exit
910:
echo
echo 910, Major Shock, [MAJORSHOCK]
echo
exit
911:
echo
echo 911, Mass Blur, [MASSBLUR]
echo
exit
912:
echo
echo 912, Call Wind, [CALLWIND]
echo
exit
913:
echo
echo 913, Melgorehn's Aura,
echo +20 DS + 1 DS / 3 wizard spells known (over 13), +20 ETD + 1 ETD / 3 wizard spells known (over 13). Mana cost is 13 + 1 / additional point of benefit.
echo 1200 sec base + 60 sec/spell known in circle
exit
914:
echo
echo 914, Fire Storm, [FIRESTORM]
echo
exit
915:
echo
echo 915, Weapon Flare, [WEAPONFLARE]
echo
exit
916:
echo
echo 916, Invisibility, [INVISIBLE]
echo
exit
917:
echo
echo 917, Boil Earth, [BOILEARTH]
echo
exit
918:
echo
echo 918, Duplicate, [DUPLICATE], 'dupe'
echo
exit
919:
echo
echo 919, Wizard Shield, [WIZSHIELD], 'shields'
echo +50 DS, selfcast only, 1200 sec base + 30 sec/spell known in circle
exit
920:
echo
echo 920, Call Familiar, [FAMILIAR]
echo
exit
925:
echo
echo 925, Enchant Item, [ENCHANT]
echo
exit
930:
echo
echo 930, Familiar Gate, [FAMGATE]
echo
exit
950:
echo
echo 950, Elemental Guardian
echo * Spell not implemented yet *
echo
exit

# BARD SPELLSONGS
1001:
echo
echo 1001, Holding Song, [HOLDSONG]
echo Drops target's physical defenses by 10%. A played instrument drops target DS by an additional 5-15. 1 mana, 1 mana renewal.
exit
1002:
echo
echo 1002, Vibration Chant, [VIBCHANT]
echo If successful, target drops item in hand. Percentage of shattering object and doing damage is equal to player's level, modified by item attributes. 2 mana per attempt.
exit
1003:
echo
echo 1003, Fortitude Song, [FORTITUDE]
echo +10 generic DS. 3 mana, 1 mana renewal
exit
1004:
echo
echo 1004, Purification Song, [PURIFY]
echo Purifies gems, making them 2% more valuable per successful attempt. Unsuccessful attempts will shatter the gem. For more information on 1004, type .qrs gemsinging. 4 mana per cast.
exit
1005:
echo
echo 1005, Lullabye, [LULLABYE]
echo Target is given a hidden warding roll. Failures can result in anything from slight additional roundtime to falling completely asleep. Undead cannot be slept but can be affected by minor failures. 5 mana per cast.
exit
1006:
echo
echo 1006, Lucksong
echo Assists with avoiding a variety of maneuver attacks, disarming traps, by taking the higher of 2 rolls. More bardsongs known make it more effective. 6 mana +.25 mana/additional bardsong to cast. Renewal is half casting cost. This affects all members of the bard's party.
exit
1007:
echo
echo 1007, Kai's Triumph Song, [KAISONG]
echo +10 AS to bard's entire party. 7 mana, 4 mana renewal.
exit
1008:
echo
echo 1008, Mass Holding Song, [HOLDMASS]
echo -10% to DS of everything (and everyone!) not joined to bard's party. Does not automatically renew. 8 mana, 3 mana renewal.
exit
1009:
echo
echo 1009, Sonic Shield Song, [SONICSHIELD]
echo Creates an enchanted shield the bard may hold and briefly wear. Enchant is 10+(bardsongs known/2). 6 mana, 4 mana renewal.
exit
1010:
echo
echo 1010, Song of Valor, [SONGVAL]
echo +25 DS, +15 elemental TD. 10 mana, 3 mana renewal.
exit
1011:
echo
echo 1011, Song of Peace, [PEACESONG]
echo Creates a minor sanctuary that follows the bard (with a slight delay). May be manually renewed as the bard moves to eliminate the delay. 11 mana, 4 mana renewal.
exit
1012:
echo
echo 1012, Sonic Blade Song, [SONICBLADE]
echo Creates an enchanted weapon for the bard. Enchant is 10+(bardsongs known/2). Use by SING <weapontype>. 11 mana, 4 mana renewal.
exit
1013:
echo
echo 1013, Song of Unravelling, [UNRAVEL]
echo
exit
1014:
echo
echo 1014, Sonic Armor
echo Creates a sonic barrier that acts as enchanted armor for the bard. Enchant is 15+(bardsongs known/2). Sonic barriers are unusually vulnerable to impact criticals while they offer increasing protection as you gain bardsongs against fire, cold and electrical damage. Use by SING <Armor sub-Group>. Check .qrs armor for a list of AsGs. 14 mana, 5 mana renewal.
exit
1015:
echo
echo 1015, Song of Depression, [DEPRESSION]
echo Drops spiritual TD by 20 for all not joined to bard and imposes RT penalties. Does not automatically renew. 15 mana, 6 mana renewal.
exit
1016:
echo
echo 1016, Song of Rage, [RAGESONG]
echo Forces target to move to offensive and attack the bard. Also adds RT penalties. If the bard cannot be harmed by the creature, it may give up and leave the room. Does not automatically renew. 16 mana, 4 mana renewal.
exit
1017:
echo
echo 1017, Song of Noise, [NOISESONG]
echo Based on level, charisma, songs known and possibly other factors, prevents other magic from being cast (possibly including the bard's own spellsongs!) 17 mana, 7 mana renewal.
exit
1018:
echo
echo 1018, Song of Power, [POWERSONG]
echo Turns a regular area into a node for purpose of mana recovery. Using this in an already existing node or in conjunction with another bard singing Power can have disastrous effects on anyone in the area. Bards are recommended to use this for a short time only before stopping the song and restarting it, since it has a habit of backfiring if left going more than a few renewals. 18 mana, 15 mana renewal.
exit
1019:
echo
echo 1019, Eonak's Song of Glory, [EONAKSONG]
echo +20 AS to entire party, does not stack with Kai's. 19 mana, 12 mana renewal.
exit
1020:
echo
echo 1020, Traveler's Song, [TRAVELSONG]
echo Brings bard's group to a nearby inn. Failures are very common and can result in loss of mana, stuns, wounds and other penalties. "Anchoring" can help a bard with this spell. Find an older bard to ask, as this is a game secret. Singers should bring at least one glass of a beverage of their choice with them if they use this spellsong as the dry throat, thirst and coughing it often causes can be deadly. 20 mana to cast.
exit
1025:
echo
echo 1025, Singing Sword Song, [SINGSWORD]
echo * Spell not implemented yet *
echo
exit
1030:
echo
echo 1030, Song of Sonic Disruption, [DISRUPT]
echo A CS-based attack song, this causes vibration injuries to anyone not joined to the bard's party. Must be manually renewed and is made more effective by an instrument, most effective by a two handed instrument. 30 mana, 20 mana renewal.
exit
1035:
echo
echo 1035, Song of Mirrors
echo +40 DS + 1 DS per song known over 1035, capped at +60. 35 mana, 15 mana renewal.
exit
1050:
echo
echo 1050, Song of Mana Streaming, [MANASTREAM]
echo * Spell not implemented yet *
echo
exit


# EMPATH SPELL CIRCLE
1101:
echo
echo 1101, Heal, [HEAL]
echo
exit
1102:
echo
echo 1102, Limb Repair, [LIMREP]
echo
exit
1103:
echo
echo 1103, System Repair, [SYSREP]
echo
exit
1104:
echo
echo 1104, Head Repair, [HEDREP]
echo
exit
1105:
echo
echo 1105, Organ Repair, [ORGREP]
echo
exit
1106:
echo
echo 1106, Empathic Focus, [FOCUS]
echo 360 sec base + 20 sec/spell known in circle
exit
1107:
echo
echo 1107, Tend Lore, [TEND]
echo
exit
1108:
echo
echo 1108, Empathy, [EMPATHY]
echo
exit
1109:
echo
echo 1109, Empathic Rage, [RAGE]
echo 360 sec base + 10 sec/spell known in circle
exit
1110:
echo
echo 1110, Sensations, [SENSE]
echo
exit
1111:
echo
echo 1111, Limb Scar Repair, [LIMSCAR]
echo
exit
1112:
echo
echo 1112, System Scar Repair, [SYSSCAR]
echo
exit
1113:
echo
echo 1113, Head Scar Repair, [HEDSCAR]
echo
exit
1114:
echo
echo 1114, Organ Scar Repair, [ORGSCAR]
echo
exit
1115:
echo
echo 1115, Adrenal Surge, [SURGE]
echo
exit
1116:
echo
echo 1116, Cry for Help, [CRY]
echo
exit
1117:
echo
echo 1117, Sensory Overload, [SENOVR]
echo * Spell not implemented yet *
echo
exit
1118:
echo
echo 1118, Empathic Link
echo * Spell not implemented yet *
echo
exit
1119:
echo
echo 1119, Strength of Will
echo 600 sec base + 10 sec/spell known in circle
exit
1120:
echo
echo 1120, Relaxation, [RELAX]
echo
exit
1125:
echo
echo 1125, Trolls Blood, [TROBLD]
echo
exit
1130:
echo
echo 1130, Intensity, [INTENSITY]
echo 600 sec base + 10 sec/spell known in circle
exit
1150:
echo
echo 1150, Empathic Dispel [EMPDIS]
echo
exit


tutorial:
echo QRS Tutorials provide a basic overview of a topic. In some cases like iron making, that's all that's needed. Please bear in mind that if it's something like core training plans, these are bare-bones tutorials meant for those who know absolutely nothing about the subject. There is often much, much more to the subject beyond what you see here.
echo To use, type .qrs tutorial 1 or .qrs tutorial iron making.
echo
echo 1. Iron Making
echo 2. Foraging
echo 3. Gemsinging
echo 4. Script Commands
echo 5. Fletching
echo 6. CS
exit

TutorialIronMaking:
tutorial1:
(Based on Klickzaph's ubiquitous iron making guide)
echo Iron is commonly used for two things; passing the first Voln step and selling to the blacksmith for half a headful of experience by level 5 and under characters. The following is a quick breakdown of how to do it.
echo
echo Before you begin, pulling the chain and bellows does take a certain minimum strength (I believe a 0 bonus). If you are a weak wizardly halfling, you may have to get someone else to do it for you. When selling to the blacksmith, remember to have no iron in open containers, as he will take all the iron he can easily get.
echo
echo Find the charcoal burner. GO HOLE to get to the kobold mines, then GO SHRUB. Once there, GET WOOD and PUT <item> IN BURNER until you have tinder, a stick and at least one log in the burner. Save two sticks and RUB STICK to rub them together and make a fire. While the burner is doing its thing...
echo
echo GO BUSH, GO SHADOWS, DOWN, DOWN, DOWN, SOUTH. SEACH WORKFACE until you have one piece of ore if you're working for Voln or four pieces if you're smelting for Iron Jack. Go up one level and north, then SEARCH to find oil. With oil and ore in hand (or in backpack if you don't have five hands), go back up to the burner and GET CHARCOAL.
echo
echo GO BUSH, GO SHADOWS, DOWN, DOWN, GO DOOR
echo
echo Once there, make sure nobody else is using it and go through the following steps:
echo turn valve (so it is closed)
echo put ore and charcoal in crucible
echo go east
echo pour oil in drum
echo pull chain,pull bellows
echo go west
echo turn valve (so it is now open)
echo go east again
echo pull chain, pull bellows, pull chain, pull bellows
echo Go west, grab a beer and sit back while the iron cools
exit

tutorialforaging:
tutorial2:
echo Foraging is a way to find various herbs and plants that are hidden throughout the game. The play.net pages...
echo http://www.play.net/gs3/info/herb-guide.asp
echo and
echo http://www.play.net/gs3/info/flora/home.asp
echo ... will help guide you to what can be foraged. You can also use .qrs shift herbs for a quick herbal key. There is much more besides what you can find in .qrs shift herbs, but that's most of the useful ones.

echo If you are unwounded, kneeling, have perception training, both hands open or the Presence (402) and/or Foraging (603) spells running, you will have better luck. If you are a ranger, you will have MUCH better luck, and the foraging spell will get better as you gain more ranks. If you want to cheat, just use Herb Production (119).

echo Type .qrs tutorial foraging 1 to continue for a list of potential foraging results.
exit

tutorialforaging1:
echo Wrong terrain:
echo As you carefully forage around you find no trace of what you are looking for. You wonder if it could even be found in this terrain.
echo
echo Wrong climate:
echo As you carefully forage around you find no trace of what you are looking for. You are not even sure it could be found in this type of climate.
echo
echo Wrong terrain and climate, and/or wrong town:
echo As you carefully forage around you find no trace of what you are looking for. You are not even sure it can be found here.
echo
echo Nonexistant plant, plant part, or typo:
echo As you carefully forage around you can find no hint of what you are looking for. You are not even positive where it may be found.
echo
echo No information gathered:
echo You forage around but find nothing of interest.
exit

tutorialgemsinging:
tutorial3:
echo Gem singing is a way to purify and increase the value of the gems you find, using 1004 (Purification song). Increased training in bardsongs and possibly some statistic bonuses increases your skill with this. There are 4 possible results. You may:
echo
echo 1. increase the value of the gem.
echo 2. turn the gem into an orb gem.
echo 3. shatter the gem. This will inflict an injury up to a rank 3 wound and 50 damage. The gem is of course gone.
echo 4. have no effect. (The gem is already an orb)
echo
echo Bards commonly use what is known as the 'rainbow' to decide whether or not to keep singing to a gem. This is an array of possible messages when you get the first result and increase the gem's value. As you move through the rainbow, your chances of shattering the gem go up dramatically.
echo
echo Many bards suggest singing until you see the second message while very young and eventually continuing until (and stopping when) you see the third message as you age. Note that level 10 does not mean you are a skilled bard. If you hit one of the later messages, stop immediately. For a list of the possible messages and the message when you create an orb, type:
echo .qrs tutorial gemsinging 1
exit

tutorialgemsinging1:
echo In response to your voice, the <gem> glows luminously, its crystalline structure reforming as the gem becomes more perfect.
echo
echo As you focus your voice on the <gem>, the gem hums in response to the resonance of your voice, appearing smoother and more pure in color.
echo
echo As you focus your voice on the <gem>, the crystalline structure of the gem improves somewhat.
echo
echo As you focus your voice on the <gem>, you hear it crack loudly and strain under the force of the song.
echo
echo As the song continues, the <gem> begins to twist and turn as the very essence flows into it filling the imperfections.
echo

AddToHighlightStrings string="green," foreColor=10 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="yellow," foreColor=14 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="red," foreColor=12 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="black-on-red" foreColor=1 backcolor=12 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="cyan" foreColor=11 notOnWordBoundary=false caseInsensitive=False /quiet

echo To color the above messages green, yellow, red, black-on-red and cyan (for the orb) and create your own rainbow, type:
DeleteFromHighlightStrings string=green,
DeleteFromHighlightStrings string=yellow,
DeleteFromHighlightStrings string=red,
DeleteFromHighlightStrings string="black-on-red"
DeleteFromHighlightStrings string=cyan
echo .qrs tutorial gemsinging color
exit

tutorialgemsingingcolor:
AddToHighlightStrings string="the gem becomes more perfect" foreColor=10 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="appearing smoother and more pure" foreColor=14 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="crystalline structure of the gem improves" foreColor=12 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="you hear it crack loudly" foreColor=1 backcolor=12 notOnWordBoundary=false caseInsensitive=False /quiet
AddToHighlightStrings string="begins to twist and turn" foreColor=11 notOnWordBoundary=false caseInsensitive=False /quiet
echo Highlights added!
goto tutorialgemsinging1



tutorialscriptcommands:
tutorial4:
Echo For now, this is a simple list of commands useable in Wizard scripting. I do not use eScape, therefore I will not be including eScape-only commands. If someone wishes to send me a pre-formatted list I will add it to QRS.
echo
echo # (Reminder statement. Anything after the # is not processed by the Wizard.)
echo
echo NOTE: Do not leave a space between % and the variable behind it in your scripts. It has been done so below because it will not display otherwise.
echo % 0 (the entire command line)
echo % 1, % 2 ... % 9 (The 9 referenceable command line variables. More command line variables are enterable, but cannot be referenced unless the shift command is used. Putting double quotes around a string on the command line will force the Wizard to consider it one variable.)
echo % weapon, % weapon2, % shield, % container, % sheath, % level, % user0, % user1 ... % user9 (preset variables accessable via Configuration > Options > Variables tab)
echo
echo Type .qrs tutorial script commands 1 to continue.
exit

tutorialscriptcommands1:
echo AddToHighlightGlobalNames (As it sounds, add whatever follows 'string' to your highlights)
echo . string=<string to be highlighted>
echo . backColor=<color 1-15>
echo . foreColor=<color 1-15>
echo . highlightEntireLine=<true||false> (default is false)
echo . notOnWordBoundary=<true||false> (default is false)
echo . caseInsensitive=<true||false> (default is false)
echo AddToHighlightNames (options same as above)
echo AddToHighlightStrings (options same as above)
echo /quiet (does not echo highlight confirmation to the screen.)
echo NOTE: All options are at the user's discretion. If colors are not specified, monster bold color is used.
echo
echo DeleteFromHighlightGlobalNames
echo . string=<string to be deleted>
echo . /quiet
echo DeleteFromHighlightNames
echo DeleteFromHighlightStrings
echo
echo counter set <number>
echo counter add <number> (or no number for adding 1)
echo counter subtract <number> (or no number for subtracting 1)
echo % c (the counter variable itself)
echo
echo echo (Echoes the text following on the same line to the game window of the Wizard, but does not send it to the game)
echo
echo exit (forces the script to exit immediately instead of waiting for the end)
echo
echo Type .qrs tutorial script commands 2 to continue.
exit

tutorialscriptcommands2:
echo goto (when used with a goto label consisting of a single string without spaces followed by a colon, moves to that portion of the script. Can also be used with variables. Example: If foo is stored as %1 and fu as %2, goto %1%2 will try to find a goto label called foofu.)
echo LabelError (can be used as a goto label and will trap any goto commands that do not find a place to jump to)
echo
echo if_0...if_9 (checks to see if that command line variable exists. If so, it does whatever follows if_<number> on the same line.)
echo
echo match <goto label> <string> (if the string is found, does a goto <goto label>.
echo Example: match foo fufu will try to jump to foo: if fufu appears in the game window.)
echo matchwait (Tells the wizard to wait until a match succeeds before continuing the script. Up to 32 matches may be attempted before the match table is filled. Using a matchwait clears the match table. If you don't use a matchwait, the Wizard will merrily continue should nothing in the list of matches.)
echo
echo move <string> (enters the string and automatically does a nextRoom)
echo nextRoom (waits until you see a room description, either via LOOK or moving into a new room, then continues the script)
echo
echo Type .qrs tutorial script commands 3 to continue.
exit

tutorialscriptcommands3:
echo pause <seconds> (default is 1 second) (The Wizard will wait this long before continuing the script. Roundtime is automatically added to this by the wizard.)
echo
echo put (the wizard will send this text to the game and continue to the next command)
echo
echo save (will save any variable [%1...%9, %c or even %s] to the %s variable) (%0 too? It would make sense.)
echo
echo shift (Moves all data stored in %1...%9 down one variable. If there is a 10th variable, it is put in %9. %1 is discarded.)
echo
echo wait (waits until you see a new command prompt [that '>' thing] from the game and then continues the script. Any output from the game will give you this.)
echo
echo waitfor <string> (waits for a specific string to appear in the Wizard before continuing. This can be either from the user, the script or from the game.)
exit


tutorialfletching:
tutorial5:
echo BASIC FLETCHING TUTORIAL
echo
echo REQUIRED MATERIALS
echo
echo Wood (logs, lances, halberds, staffs) or bone (some creatures)
echo A handaxe
echo Fletching glue
echo A dagger
echo A bow or crossbow
echo Feathers for fletching
echo
echo OPTIONAL MATERIALS
echo
echo Paintsticks
echo Paint
echo Razor
echo To continue, type .qrs tutorial fletching 1
exit
tutorialfletching1:
echo STEPS
echo
echo 1. Make shaft
echo Have wood and handaxe then CUT ARROWS/HEAVY BOLTS/LIGHT BOLTS FROM MY (wood).
echo
echo 2. Pare shaft
echo Have dagger and shaft then CUT SHAFT WITH MY DAGGER
echo
echo 3. OPTIONAL: Paint your shaft
echo Have paint or paintstick and shaft then PAINT MY SHAFT
echo
echo 4. Nock shaft (for arrows only)
echo Have dagger and shaft then CUT NOCK IN MY SHAFT WITH MY DAGGER
echo
echo 5. Measure shaft
echo Have bow and shaft then MEASURE MY SHAFT WITH MY BOW/CROSSBOW
echo
echo 6. Mark shaft
echo Have dagger and shaft then CUT SHAFT WITH MY DAGGER
echo To continue, type .qrs tutorial fletching 2
exit
tutorialfletching2:
echo STEPS <continued>
echo 7. Glue shaft
echo Have glue and shaft then PUT MY GLUE ON MY SHAFT
echo
echo 8. Fletch shaft
echo Have fletchings (at least 3) and shaft then PUT MY FLETCHING ON MY SHAFT
echo
echo 9. Cut point
echo Have dagger and shaft then CUT SHAFT WITH MY DAGGER
echo
echo If you wish to make your own fletchings you can get feathers by skinning cockatrices, snowy cockatrices, plumed cockatrices, blood eagles, black-winged daggerbeaks, colossus vultures, dreadnought raptors, or storm griffins. The raven in the Ravenswood neighborhood drops fletchable feathers. Or you may buy feathers from various merchants.
echo
echo Make fletchings
echo Have razor and feathers then CUT (feathers) WITH MY RAZOR.
echo
echo For more detailed instructions and a well done FAQ see Nephrenia's guide to fletching at http://mentors.play.net under Gemstone, Guides, Fletching Guide.
exit

tutorial6:
tutorialCS:
echo CS is calculated by the following:
echo
echo CS = (level x 3) + primary spell circle bonus + secondary spell circle 1 + secondary spell circle 2 + stat bonus
echo
echo -----------------------------
echo Primary spell circle bonus: (round normally)
echo Ranks up to level: 1CS/rank
echo Ranks 1-20 above level: .75CS/rank
echo Ranks 21-60 above level: .5CS/rank
echo Ranks 61-100 above level: .25CS/rank
echo Ranks 101 -? above level: .125CS/rank
echo
echo -----------------------------
echo Secondary circle bonuses:
echo Ranks up to 2/3 level: .33333CS/rank (round up)
echo Ranks above 2/3 level: .1CS/rank
echo
echo -----------------------------
echo Stat bonus:
echo AU for elemental casters
echo WI for spiritual casters
echo (AU+WI)/2 for sorcerers (round up)
echo
echo -----------------------------
echo Type ".qrs tutorial CS 2" for an example.
exit

tutorialCS2:
echo CS example:
echo Ernest is a level 20 dark elf sorcerer with 7 spiritual spells, 25 sorcery spells and 10 elemental spells, a 30 Wisdom bonus and a 35 Aura bonus. Let's figure out his CS.
echo
echo echo CS = (level x 3) + primary spell circle bonus + secondary spell circle 1 + secondary spell circle 2 + stat bonus
echo
echo Level is 3 x 20 = 60.
echo
echo Primary spell circle bonus is (20 x 1) + (5*.75) = 23.75, since he knows 5 spells above his level. Round this normally, for Ernest to 24.
echo
echo Secondary spell circle 1 is his spiritual spells. (7 x .333) = 2.33 or 3 in this case. (always rounded up)
echo
echo Secondary spell circle 2 is his elemental spells. (10 x .333) = 3.33 or 4 in this case. (always rounded up)
echo
echo Stat bonus is (30+35)/2 = 32.5 or 33 in this case (always round up).
echo
echo So Ernest's CS with a sorcery spell is:
echo 60 + 24 + 3 + 4 + 33 = 124 CS.
exit



armor:
echo ASG MnSp MjSp Cler MnEl MjEl Rang Sorc Empa Wiza Bard Max
echo 1 Robes 0 0 0 0 0 0 0 0 0 0 | 0
echo ------------------------------------------------------------------------
echo 5 Light Leather 0 0 0 0 0 0 0 0 0 0 | 0
echo 6 Full Leather 0 0 0 0 0 0 0 0 0 0 | 0
echo 7 Reinforced Leather 0 0 0 0 2 0 1 0 2 0 | 4
echo 8 Double Leather 0 0 0 0 4 0 2 0 4 2 | 6
echo ------------------------------------------------------------------------
echo 9 Leather Breastplate 3 4 4 4 6 3 5 4 6 3 | 10
echo 10 Cuirbouilli Leather 4 5 5 5 7 4 6 5 7 3 | 13
echo 11 Studded Leather 5 6 6 6 9 5 8 6 9 3 | 16
echo 12 Brigandine Armor 6 7 7 7 13 6 12 7 13 7 | 19
echo ------------------------------------------------------------------------
echo 13 Chain Mail Armor 7 8 8 8 17 7 16 8 17 9 | 40
echo 14 Double Chain Mail 9 10 10 9 20 9 18 10 20 9 | 45
echo 15 Aug. Chain Mail 10 12 12 11 25 10 22 12 25 9 | 55
echo 16 Chain Hauberk 12 15 15 13 30 12 26 15 30 16 | 60
echo ------------------------------------------------------------------------
echo 17 Metal Breastplate 17 25 25 18 35 22 29 25 35 22 | 90
echo 18 Aug. Breastplate 18 28 28 19 40 25 33 28 40 22 | 92
echo 19 Half Plate Armor 19 32 32 20 45 29 39 32 45 22 | 94
echo 20 Full Plate Armor 21 45 45 22 50 34 48 45 50 50 | 96
echo
echo armor skill required = (20 * hindrance percentage from the chart) - 10
echo Example: To cast a ranger spell in brigandine with 6% hindrance you need (20*6)-10 or 110 skill.
echo
echo If you do not have the skill required, spell hindrances will increase up to "Max" hindrance depending on how short you fall from the requirements. ".qrs armor1" has the ranks required for each hindrance.
exit

armor1:
echo Hindrance/skill/ranks
echo 1% 10 2
echo 2% 30 6
echo 3% 50 10
echo 4% 70 15
echo 5% 90 20
echo 6% 110 27
echo 7% 130 35
echo 8% 150 50
echo 9% 170 70
echo 10% 190 90
echo 11% 210 110
echo 12% 230 130
echo 13% 250 150
echo 14% 270 170
echo 15% 290 190
echo 16% 310 210
echo 17% 330 230
echo 18% 350 250
echo 19% 370 270
echo 20% 390 290
echo 21% 410 310
echo 22% 430 330
echo 23% 450 350
echo 24% 470 370
echo 25% 490 390
echo 26% 510 410
echo 27% 530 430
echo 28% 550 450
echo 29% 570 470
echo
echo The numbers given in 'armor' can be matched to the spell hindrance
echo here. For example, brigandine has a 7% MjSpirit hindrance. While you
echo have fewer than 35 ranks of armor use, brigandine's hindrance will
echo be above 7%. By getting 35 ranks, you reduce that to the 7% minimum
echo hindrance.
echo Type '.qrs armor2' to continue.
exit

armor2:
echo ASG/AG/AG Name /Armor Name /Coverage/Crit Divisor
echo 1.. 1. Clothing. Robes................ TALH.... 3
echo 5.. 2. Leather.. Light Leather........ T....... 5
echo 6.. 2. Leather.. Full Leather......... TA...... 5
echo 7.. 2. Leather.. Reinforced Leather... TAL..... 5
echo 8.. 2. Leather.. Double Leather....... TALH.... 5
echo 9.. 3. Scale.... Leather Breastplate.. T....... 7
echo 10. 3. Scale.... Cuirbouilli Leather.. TA...... 7
echo 11. 3. Scale.... Studded Leather...... TAL..... 7
echo 12. 3. Scale.... Brigandine........... TALH.... 7
echo 13. 4. Chain.... Chain Mail........... T....... 9
echo 14. 4. Chain.... Double Chain Mail.... TA...... 9
echo 15. 4. Chain.... Augmented Chain Mail. TAL..... 9
echo 16. 4. Chain.... Chain Hauberk........ TALH.... 9
echo 17. 5. Plate.... Metal Breastplate.... T....... 11
echo 18. 5. Plate.... Augmented Breastplate TA...... 11
echo 19. 5. Plate.... Half Plate Armor..... TAL..... 11
echo 20. 5. Plate.... Plate Mail Armor..... TALH.... 11
echo
echo ASG=Armor Sub Group
echo AG=Armor group
echo Coverage= Amount of body covered by armor T=Torso only, TA= Torso, Arms,
echo TAL=Torso, Arms, Legs, TALH=Torso, Arms, Legs, Head (and eyes & neck)
echo HP factor=See below
echo
echo Each Armor group has different sub groups that cover differing amounts of
echo the wearer's body. What each sub group within an armor group has in common
echo is the amount of protection they give. The 'Scale' armor group, AG 3, has
echo a Crit Divisor of 7. That means it takes 7 damage to advance 1 crit
echo rank. Higher crit ranks mean worse wounds, stuns, bleeding and possibly
echo severed limbs or instant death. Areas of the body not covered are assessed
echo as the next lower Armor Group. For example, Chain Mail, ASG 13, covers
echo your torso in Chain AG, so it will take 9 damage to even scratch you. Your
echo arms, legs and head are covered in Scale AG, so it will take 7 damage to
echo give you a rank 1 critical. (Usually a minor wound)
echo
echo You can ASSESS armor to find out what it covers, and look on the table
echo above to check what type it is. Type '.qrs armor3' to continue.
exit

armor3:
echo ASG/Name/ Action Penalty/RT/MvA/Ranks for RT
echo 1 Robes................. 0....... 0.. 0.... 0
echo 5 Light Leather......... 0....... 0.. 0.... 0
echo 6 Full Leather.......... 0....... 1.. 0.... 4
echo 7 Reinforced Leather.... -5...... 2. 10.... 8
echo 8 Double Leather........ -8...... 2. 15.... 8
echo 9 Leather Breastplate... -5...... 2.. 5.... 8
echo 10 Cuirbouilli Leather.. -7...... 4. 10.... 18
echo 11 Studded Leather...... -10..... 6. 15.... 30
echo 12 Brigandine Armor..... -13..... 6. 15.... 30
echo 13 Chain Mail Armor..... -12..... 7. 10.... 40
echo 14 Double Chain Mail.... -14..... 8. 15.... 60
echo 15 Augmented Chain Mail. -16..... 8. 25.... 60
echo 16 Chain Hauberk........ -18..... 9. 25.... 80
echo 17 Metal Breastplate.... -20..... 10 15.... 100
echo 18 Augmented Breastplate -25..... 11 20.... 120
echo 19 Half Plate Armor..... -30..... 12 35.... 140
echo 20 Full Plate Armor..... -35..... 13 45.... 160
echo
echo Action Penalty is a maneuver penalty. If you're standing up, getting ewaved,
echo firestormed or anything that requires movement, it applies.
echo
echo RT is the RT penalty. When you swing, it's applied. You need 'Ranks'
echo number of ranks or 20 skill per second to get rid of the RT penalty. Every
echo 15 REF + DEX bonus you have, 1 second of penalty is subtracted. If you have
echo less than "Ranks for RT" training, you are not considered fully trained.
echo
echo It takes 10 armor skill to train away 1 point of MvA, and this
echo rounds in a similar fashion to the RT penalty, so it takes 145
echo skill (45 ranks) to get rid of the MvA penalty for brig. MvA
echo factors into both rogue and warrior guild skill attacks.
exit

edged:
echo
echo OHE
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo Arrow/Bolt .200 .100 .080 .100 .040 1 SP 20/40
echo Dagger .200 .125 .100 .080 .040 1 SP 18/195
echo Rapier .220 .120 .095 .070 .035 2 SP 30/100
echo Main Gauche .220 .130 .110 .090 .060 2 SP 18/190
echo Short sword .300 .225 .200 .150 .125 3 SPC 70/185
echo Katar .325 .250 .225 .200 .175 3 SP 70/175
echo Scimitar .375 .260 .210 .200 .165 4 SPC 60/150
echo Estoc .425 .300 .200 .200 .150 4 SP 65/160
echo Longsword .425 .275 .225 .200 .175 4 SPC 65/160
echo Backsword .440 .310 .225 .240 .150 5 SPC 75/160
echo Broadsword .450 .300 .250 .225 .200 5 SPC 75/160
echo Handaxe .420 .300 .270 .240 .210 5 S C 70/160
echo Falchion .450 .325 .250 .250 .175 5 S C 75/160
echo 1hBastard sword .450 .325 .275 .250 .185 6 S C 75/200
exit

blunt:
echo
echo BLUNT
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo Whip .275 .150 .087 .100 .087 2 C 10/75
echo Crowbill .300 .220 .200 .150 .125 2 PC 65/250
echo Cudgel .300 .250 .200 .225 .150 4 C 8/130
echo Mace .400 .300 .225 .250 .175 4 C 65/250
echo Ball & chain .400 .300 .230 .260 .175 6 C 75/175
echo War Hammer .410 .290 .250 .275 .200 4 PC 60/155
echo Morning Star .425 .325 .275 .300 .225 5 PC 65/250
exit

twohand:
echo
echo TWO-HANDED
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo Staff .350 .275 .225 .175 .100 5 C 20/140
echo 2hBastard sword .550 .400 .375 .300 .210 6 SP 75/200
echo Military pick .500 .375 .425 .375 .275 7 PC 60/150
echo Flail .575 .425 .400 .350 .225 7 PC 60/150
echo Flamberge .600 .450 .475 .325 .200 7 S C 70/190
echo War Mattock .525 .425 .425 .375 .275 7 C 60/145
echo Two-handed sword .625 .475 .500 .350 .225 8 S C 75/200
echo Battle Axe .650 .450 .500 .375 .245 8 S C 70/155
exit

pole:
echo
echo POLEARM
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo Pilum .300 .200 .225 .175 .060 3 SP 50/150
echo Spear .350 .250 .275 .225 .100 5 SP 15/130
echo Javelin .350 .250 .275 .225 .100 4 P 17/105
echo Halberd .550 .400 .400 .300 .200 6 SPC 25/150
echo Jeddart-axe .550 .425 .425 .325 .225 7 S C 60/185
echo Hammer of Kai .550 .425 .450 .350 .250 7 P 50/190
echo Awl-pike .600 .550 .575 .450 .350 9 PC 60/160
echo Lance .725 .525 .550 .475 .350 9 PC 17/105
exit

brawl:
echo
echo BRAWLING
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo closed fist .100 .075 .040 .035 .035 0 S C N/A
echo razorpaw .150 .100 .050 .050 .030 1 S 40/80
echo paingrip .150 .100 .050 .075 .030 1 SPC 50/80
echo cestus .150 .100 .050 .075 .035 1 C 50/80
echo knuckle-duster .175 .125 .085 .100 .040 1 C 18/199
echo hook-knife .250 .120 .070 .070 .035 1 SP 30/100
echo tiger-claw .250 .150 .075 .050 .035 1 S C 18/165
echo knuckle-blade .200 .150 .100 .075 .075 1 S C 18/195
echo yierka-spur .175 .150 .125 .125 .075 1 SPC 18/185
echo blackjack .250 .140 .090 .110 .075 1 C 50/80
echo jackblade .250 .175 .150 .150 .110 2 S C 60/90
echo troll-claw .325 .175 .140 .120 .090 3 S C 60/185
echo fist-scythe .325 .225 .200 .200 .100 3 SPC 70/185
echo katar .325 .250 .225 .200 .175 3 SP 70/175
exit

ranged:
echo
echo RANGED
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo Light Crossbow .350 .300 .325 .275 .150 2 P 50/285
echo Heavy Crossbow .425 .325 .375 .285 .175 2 P 60/315
echo
echo Short Bow .325 .225 .275 .250 .100 5 P 35/180
echo Composite Bow .350 .300 .325 .275 .150 6 P 50/225
echo Long Bow .400 .325 .350 .300 .175 7 P 45/140
echo
echo Bow RT is calculated based on RT-(STR bonus/10), dropping any remainder.
echo Note that Reflexes and Dexterity do not modify bow RTs, nor does encumbrance.
echo Sniping from hiding and aiming will both add 1 second, cumulative.
echo
echo Crossbows take 2 seconds to fire, with no strength modifier.
echo Strength, standing and lack of wounds all lower cocking times.
exit

thrown:
echo
echo THROWN
echo WEAPON..........ROBES/LEATHER/SCALE/CHAIN/PLATE/RT/D.TYPE/STR:DUR
echo Net .060 .060 .035 .045 .016 7 GRAPPLE 45/160
echo Dart .125 .100 .075 .055 .050 2 P 10/85
echo Bola .205 .158 .107 .118 .067 5 C 12/75
echo Quoit .255 .230 .155 .110 .057 5 S 60/155
echo Discus .255 .230 .155 .110 .057 5 C 60/195
echo
echo All thrown weapons have a 3 second minimum RT
exit

damagefactor:
echo
echo DAMAGE FACTORS (DFs)
echo Damage factors are the base damage of a weapon. The success of your endroll times your DF is the pre-crit rank damage. If you have a .450 DF (like a falchion vs robes does) and a 200 endroll, you succeeded by 100. (200 - 100 for a successful hit; any endroll under 100 is a miss) You do 45 base damage. (100*.450)
echo
echo The target's crit divisor from their armor is then used to determine crit rank. Crit ranks can add more damage on top of this base damage. For more information on crit divisors, go to armor2.
echo
echo If that made your head spin, just remember one thing: Bigger DFs are better.
exit

boltavd:
echo AsG 1| 5 6 7 8| 9 10 11 12| 13 14 15 16| 17 18 19 20
echo ------------------------------------------------------------------
echo Minor shock 35| 25 24 23 22| 30 28 26 24| 33 29 25 21| 36 30 24 18
echo Minor water 30| 30 29 28 27| 29 27 25 23| 31 27 23 19| 25 19 13 7
echo minor acid 40| 38 37 36 35| 35 33 31 29| 37 33 29 25| 32 26 20 14
echo minor fire 55| 37 36 35 34| 33 31 29 27| 42 38 34 30| 44 38 32 26
echo major cold 65| 55 54 53 52| 45 43 41 39| 40 36 32 28| 35 29 23 17
echo major fire 70| 60 59 58 57| 50 48 46 44| 45 41 37 33| 40 34 28 22
echo major shock 50| 40 39 38 37| 45 43 41 39| 48 44 40 36| 51 45 39 33
exit

edgedavd:
echo AsG 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
echo -----------------------------------------------------------------------------------
echo Dagger 25| 23 22 21 20| 15 13 11 9 | 10 6 2 -2 | 0 -6 -12 -18
echo Main Gauche 27| 25 24 23 22| 20 18 16 14| 20 16 12 8 | 20 14 8 2
echo Handaxe 30| 32 31 30 29| 38 36 34 32| 41 37 33 29| 41 35 29 23
echo Scimitar 30| 31 30 29 28| 30 28 26 24| 30 26 22 18| 30 24 18 12
echo Rapier 45| 40 39 38 37| 30 28 26 24| 35 31 27 23| 15 9 3 -3
echo Short Sword 40| 36 35 34 33| 30 28 26 24| 25 21 17 13| 25 19 13 7
echo Falchion 35| 37 36 35 34| 38 36 34 32| 39 35 31 27| 39 33 27 21
echo Broadsword 36| 36 35 34 33| 36 34 32 30| 37 33 29 25| 36 30 24 18
echo Longsword 41| 42 41 40 39| 43 41 39 37| 37 33 29 25| 35 29 23 17
echo Backsword 38| 38 37 36 35| 34 32 30 28| 38 34 30 26| 34 28 22 16
echo Estoc 36| 38 37 36 35| 35 33 31 29| 40 36 32 28| 30 24 18 12
echo Bastard(1h) 30| 31 30 29 28| 31 29 27 25| 32 28 24 20| 31 25 19 13
exit

bluntavd:
echo AsG 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
echo -----------------------------------------------------------------------------------
echo Cudgel 20| 20 19 18 17| 25 23 21 19| 25 21 17 13| 30 24 18 12
echo War Hammer 25| 30 29 28 27| 32 30 28 26| 41 37 33 29| 37 31 25 19
echo Mace 31| 32 31 30 29| 35 33 31 29| 42 38 34 30| 36 30 24 18
echo Morning Star 33| 35 34 33 32| 34 32 30 28| 42 38 34 30| 37 31 25 19
echo Whip 35| 25 24 23 22| 20 28 26 24| 25 21 17 13| 15 9 3 -3
echo Ball & chain 25| 20 19 18 17| 27 25 23 21| 35 31 27 23| 30 24 18 12
echo Crowbill 40| 36 35 34 33| 30 28 26 24| 30 26 22 18| 20 14 8 2
exit

twohandavd:
echo AsG 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
echo -----------------------------------------------------------------------------------
echo Staff 25| 26 25 24 23| 25 23 21 19| 26 22 18 14| 24 18 12 6
echo Flail 40| 45 44 43 42| 46 44 42 40| 51 47 43 39| 52 46 40 34
echo War Mattock 32| 37 36 35 34| 44 42 40 38| 48 44 40 36| 53 47 41 35
echo Battle axe 35| 39 38 37 36| 43 41 39 37| 50 46 42 38| 50 44 38 32
echo Greatsword 41| 45 44 43 42| 44 42 40 38| 48 44 40 36| 47 41 35 29
echo Bastard(2h) 42| 45 44 43 42| 41 39 37 35| 44 40 36 32| 43 37 31 25
echo Flamberge 39| 43 42 41 40| 48 46 44 42| 50 46 42 38| 44 38 32 26
echo Militry pick 15| 30 29 28 27| 40 38 36 34| 40 36 32 28| 47 41 35 29
exit

poleavd:
echo AsG 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
echo -----------------------------------------------------------------------------------
echo Halberd 30| 30 29 28 27| 31 29 27 25| 32 28 24 20| 32 26 20 14
echo Spear 28| 29 28 27 26| 27 25 23 21| 30 26 22 18| 25 19 13 7
echo Lance 35| 38 37 36 35| 39 37 35 33| 53 49 45 41| 50 44 38 32
echo Javelin 28| 29 28 27 26| 27 25 23 21| 30 26 22 18| 25 19 13 7
echo Awl-pike 15| 20 19 18 17| 35 33 31 29| 45 41 37 33| 50 44 38 32
echo Jeddart-axe 30| 32 31 30 29| 30 28 26 24| 40 36 32 28| 30 24 18 12
echo Pilum 30| 27 26 25 24| 22 20 18 16| 23 19 15 11| 15 9 3 -3
echo Hammer o'Kai 25| 25 24 23 22| 35 33 31 29| 40 36 32 28| 40 34 28 22
exit

rangedavd:
echo AsG 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
echo -----------------------------------------------------------------------------------
echo L. crossbow 25| 31 30 29 28| 25 23 21 19| 39 35 31 27| 32 26 20 14
echo H. crossbow 30| 36 35 34 33| 31 29 27 25| 46 42 38 34| 40 34 28 22
echo Short bow 20| 27 26 25 24| 20 18 16 14| 31 27 23 19| 27 21 15 9
echo Comp. bow 25| 35 34 33 32| 30 28 26 24| 42 38 34 30| 36 30 24 18
echo Long bow 25| 33 32 31 30| 29 27 25 23| 42 38 34 30| 38 32 26 20

shift:
echo
echo Usage: SHIFT <article>
echo
echo Information is currently available on:
echo
echo Metals DarkGods LightGods Qabbals Professions
echo Woods Herbs Stats Races Places
echo Creatures
exit

shiftcreatures:
shiftcreature:
shiftcreatur:
shiftcreatu:
shiftcreat:
shiftcrea:
shiftcre:
echo . = Creatures =
echo
echo . a tatzelwurm ==> a cave nipper
echo . a torkaan ==> a rolton
echo . a barrow wight ==> a tomb wight
echo . a Hrasskian servant ==> an Arachne servant
echo . a Hrasskian acolyte ==> an Arachne acolyte
echo . a Hrasskian priest ==> an Arachne priest
echo . a deathwoode ==> a darkwoode
echo . a ghoul king ==> a ghoul master
echo . a shadow assassin ==> a dark assassin
echo . a wight lord ==> an arch wight
echo . a karnelin ==> a velnalin
echo . a gemsting ==> a whiptail
echo . a threk ==> a thrak
echo . a black stalker ==> a dark shambler
echo . a zephyr hound ==> a draken hound
echo . a dark wispling ==> a dark vysan
echo . a bounder ==> a leaper
echo . a Scalian herald ==> a Sheruvian harbinger
echo . a sea witch ==> a greater kappa
echo . a huge laen golem ==> a huge mein golem
echo . a sohleugir lizardman ==> a shelfae soldier
echo . a krylite worker ==> a kiramon worker
echo . a sohleugir chieftain ==> a shelfae chieftain
echo . a kral warfarer ==> a krolvin warfarer
echo . a kral warrior ==> a krolvin warrior
echo . a kral mercenary ==> a krolvin mercenary
echo . a minor gogor ==> a lesser vruul
echo . a lug'shuk traglaakh ==> a magru
echo . a dyar rakul ==> a dark vortece
echo . a kiskaa raax ==> a myklian
echo . a striped veercat ==> a mountain snowcat
echo
echo . This represents the most current information available, but is subject to change.
exit

shiftplaces:
shiftplace:
shiftplac:
shiftpla:
echo . = Geography =
echo
echo . Seolfar Strake ==> Lysierian Hills
echo . Claedesbrim ==> Darkstone
echo . Colewaether ==> Locksmehr
echo . Quellbourne ==> Elanith
echo . Charon ==> Lornon
echo . Orhan ==> Liabo
echo . Tlilok ==> Tilaok
echo . Mikori ==> Makiri
echo . Emer ==> Finnia
echo . Dragonsfang ==> Dragonsclaw
echo . Kaldsfang ==> Trollfang
echo . Stonehold ==> Cavernhold
echo . Blototh ==> Glatoph
echo . Galtoth ==> Keltoph
echo . Smatoth ==> Sentoph
echo . Man'Ta Pn'Tairken ==> The Broken Lands
echo . Trelkinaark ==> Glaoveln
echo . Treklinaark'est ==> Krelnark
echo
echo . This represents the most current information available, but is subject to change.
exit

shiftwoods:
shiftwood:
shiftwoo:
echo . Information on Woods here.
echo
echo . = Woods =
echo
echo . windak => modwir
echo . tonak => tanik
echo . miran => monir
echo . dir => fel
echo . hoen => haon
echo . navaal => maoral
echo . thokot => thanot
echo
echo . This represents the most current information available, but is subject to change.
exit

shiftraces:
shiftrace:
shiftrac:
echo =Races=
echo
echo . High man ==> Giantman
echo . Wood Elf ==> Sylvankind
echo . Fair elf ==> Elf
echo . High elf ==> Dark Elf
echo . Half elf ==> Half elf
echo . Halfling ==> Halfling
echo . Dwarf ==> Dwarf
echo . Common Man ==> Human
echo .
echo . This represents the most current information available, but is subject to change.
exit

shiftdarkgods:
shiftdarkgod:
shiftdarkgo:
shiftdarkg:
shiftdark:
shiftdar:
echo . = Pantheon of Lornon =
echo .
echo . Inis ==> Ivas
echo . Orgiana ==> Eorgina
echo . Andaras ==> Andelas
echo . Z'Taar ==> V'Tull
echo . Scalu ==> Sheru
echo . Klysus ==> Luukos
echo . Moralis ==> Mularos
echo . Kesh'ta'kai ==> Fash'lo'nae
echo . Morgu ==> Marlu
echo . Omir ==> Onar
echo . Zania ==> Zelia
echo . Akalatan ==> Amasalen
echo . Hrassk ==> Arachne
echo . Askylor ==> Aldemur
echo . Valtar ==> Volnar
echo . Karamon ==> Carelin
echo . Trandel ==> Drevthrel
echo . Faeldin ==> Folthren
echo . Kadaena ==> Gosaena
echo .
echo . This represents the most current information available, but is subject to change.
exit

shiftherbs:
shiftherb:
shifther:
echo . = Herbs =
echo .
echo . Akbutege Leaf ==> Acantha Leaf
echo . Wifurwif Lichen ==> Wolifrew Lichen
echo . Belrama Potion ==> Bolmara Potion
echo . Terbas Leaf ==> Torban Leaf
echo . Yuth Flower ==> Woth Flower
echo . Arnuminas Leaf ==> Ambrominas Leaf
echo . Edram Moss ==> Ephlox Moss
echo . Dagmather Spine ==> Cactacae Spine
echo . Curfalaka Fruit ==> Calamia Fruit
echo . Rewk Potion ==> Rose-marrow Potion
echo . Arfandas Stem ==> Aloeas Stem
echo . Hegheg Root ==> Haphip Root
echo . Bursthelas Potion ==> Brostheras Potion
echo . Berterin Moss ==> Basal Moss
echo . Pasamar Grass ==> Pothinir Grass
echo . Tarnas Potion ==> Talneo Potion
echo . Wekwek Potion ==> Wingstem Potion
echo . Baldakur Potion ==> Bur-clover Potion
echo . Siran Clove ==> Sovyn Clove
echo . Dugmuthur Berry ==> Cuctucae Berry
echo . Yavethalion Fruit ==> Yabathilium Fruit
echo . Mirenna Berry ==> Marallis Berry
echo . Gariig Cactus ==> Strigae Cactus
echo . Cusamar Flower ==> Cothinar Flower
echo .
echo . This represents the most current information available, but is subject to change.
exit

shiftlightgods:
shiftlightgod:
shiftlightgo:
shiftlightg:
shiftlight:
shiftligh:
shiftlig:
echo . = Pantheon of Liabo =
echo
echo . Eissa ==> Lorminstra
echo . Iloura ==> Imaera
echo . Valris ==> Lumnis
echo . Kuor ==> Koar
echo . Phaon ==> Phoen
echo . Oriana ==> Oleani
echo . Reann ==> Ronan
echo . Cay ==> Kai
echo . Shaal ==> Charl
echo . Jaysek ==> Jastev
echo . Kieron ==> Cholen
echo . Teris ==> Tonis
echo . Vult ==> Voln
echo . Iorak ==> Eonak
echo . Jaynor ==> Jaston
echo . Neela ==> Niima
echo . Quen ==> Kuon
echo . Talaraine ==> Tilamaire
echo . Laia ==> Leya
echo .
echo . This represents the most current information available, but is subject to change.
exit

shiftmetals:
shiftmetal:
shiftmeta:
shiftmet:
echo = Metals and other Materials =
echo
echo . ORIGINAL INTERIM CURRENT
echo . -------- ------- -------
echo . lysaughton ==> lyshalvaon ==> urnon
echo . kregora ==> krodera ==> krodera
echo . keron ==> kelyn ==> kelyn
echo . Shaalk ==> vultite ==> vultite
echo . laen ==> mein ==> glaes
echo . star iron ==> veil iron ==> veil iron
echo . eog ==> ora ==> ora
echo . ithloss ==> imflass ==> imflass
echo . mithril ==> mithril ==> mithril
echo . xenium ==> veniom ==> veniom
echo . galvorn ==> golvern ==> golvern
echo . Rularon ==> rolaren ==> rolaren
echo . catoetine ==> coraesine ==> coraesine
echo . vaanum ==> vaalin ==> vaalin
echo . Iorake ==> eonake ==> eonake
echo . lore ==> laje ==> laje
echo . xeno ==> alum ==> alum
echo . ithilnaur ==> ==> vaalorn
echo . dwarven steel ==> ==> invar
echo . McGrail ==> ==> urglaes
echo . neurolite ==> ==> razern
echo . boernerine ==> ==> zorchar
echo . elrodnite ==> ==> rhimar
echo . fabrinine ==> ==> drakar
echo . inniculmoid ==> ==> gornar
echo . (new) ==> eahnor
echo . (new) ==> faenor

echo . This represents the most current information available, but is subject to change.
exit

shiftqabbals:
shiftqabbal:
shiftqabba:
shiftqabb:
shiftqab:
echo . Qabbal Dahcre
echo . ======= ======
echo . Joy ==> Happiness
echo . Wholeness ==> Wellness
echo . Partnership ==> Cooperation
echo . Communication ==> Communion
echo . Possessions ==> Lucre
echo . The Harvest ==> Gathering
echo . Growth ==> Bloom
echo . The Fertile One ==> Virility
echo . The Flow ==> Wave
echo . Movement ==> Mobility
echo . Breakthrough ==> Spiritlight
echo . Opening ==> Disbarring
echo . Defense ==> Mystic Shield
echo . Protection ==> Ward
echo . The Wolf ==> Sylvan Beast
echo . The Tower ==> The Keep
echo . The Runesword ==> Mana Sword
echo . The Runestaff ==> Mana Staff
echo . The Cleric ==> The Bishop
echo . The Wizard ==> The Mage
echo . Destiny ==> The Seer
echo . Self ==> Introspection
echo . Strength ==> Might
echo . The Journey ==> Transferrance
echo . The Warrior ==> The Matross
echo . Initiation ==> Invisibility
echo . The Griffin ==> The Wyvern
echo . Retreat ==> Flight
echo . Standstill ==> Glacier
echo . Constraint ==> Silence
echo . The Gate ==> The Portal
echo . Disruption ==> Not
echo . The Pit ==> Oubliette
echo . Deceit ==> Skullduggery
echo . The Betrayer ==> The Traitor
echo . The Goblin ==> The Gremlin
echo . Werewolf ==> Fang
echo . The Dragon ==> Leviathon
echo . Distortion ==> Warp
echo . Vortex ==> Chaos
echo
echo . This represents the most current information available, but is subject to change.
exit

shiftprofessions:
shiftprofession:
shiftprofessio:
shiftprofessi:
shiftprofess:
shiftprofes:
shiftprofe:
shiftprof:
shiftpro:
echo =Professions=
echo Fighter ==> Warrior
echo Thief ==> Rogue
echo Bard ==> Bard
echo Healer ==> Empath
echo Mage ==> Wizard
echo Sorcerer ==> Sorcerer
echo Ranger ==> Ranger
echo Cleric ==> Cleric
echo
echo This represents the most current information available, but is subject to change.
exit

shiftstats:
shiftstat:
shiftsta:
echo =Stats=
echo
echo Constitution ==> Constitution
echo Agility ==> Dexterity
echo Self Discipline ==> Discipline
echo Eloquence ==> Logic
echo Reasoning ==> Intelligence
echo Strength ==> Strength
echo Quickness ==> Reflex
echo Intuition ==> Wisdom
echo Empathy ==> Aura
echo Presence ==> Charisma
echo
echo This represents the most current information available, but is subject to change.
exit

index:
echo -=QRS Index=-
echo For items labeled with a <>, type that category of item. For example, you would type ".qrs broadsword" instead of ".qrs <weapon>". Indented items are typed after their category. Example: ".qrs crit crush" rather than ".qrs crush".
echo
echo about - About QRS. Purpose and history
echo acronyms - Gemstone acronyms menu
echo spells - spell acronyms and slang
echo locations - acronyms and shorthands for location names
echo skills - skill acronyms
echo other - Game mechanics, general slang, etc.
echo <acronym> - acronym or slang explanations
echo ai - AI crystal menu
echo aiarmor - AI crystal armor readings
echo aicharges - AI crystal charges measurements
echo aicolors - AI crystal colors general reference
echo aiweapon - AI crystal weapons ratings
echo arkati - Arkati menu
echo <arkati> -specific Arkati
echo armor - Armor hindrances
echo armor1 - Spell hindrance training requirements
echo armor2 - Crit divisors
echo armor3 - roundtime, maneuver and guild skill penalties
echo blunt - blunt weapons chart
echo bluntavd - blunt weapons AvD chart
echo brawl - brawling weapons chart
echo calendar - instructions on the calendar function
echo clothes - clothing definition menu
echo <clothes> - clothing item definition
echo cm - character manager information menu
echo col - COL signs
echo combat - combat information menu
echo credits - who has contributed to QRS
echo crit - critical hit tables menu
echo crush - crush critical hit tables
echo puncture - puncture critical hit tables
echo slash - slash critical hit tables
echo culture - Non-mechanical information
echo cultures - Elanthian cultures
echo <culture> - Enter culture, get back information on it
echo <day> - Translates english/Elanthian days
echo df - damage factors
echo dyes - dwarven dyers' tent dyes
echo edged - edged weapons chart
echo edgedavd - edged weapons AvD chart
echo encumbrance- tells you about your encumbrance
echo encumb info- details on encumbrance
echo locks - IC and OOC lock difficulties
echo healing - herb menu
echo help - how to use QRS
echo herbs - Landing area herbs
echo iceherbs - Icemule healing items
echo index - what you're looking at now
echo instruments - instrument menu
echo <town> - about music shops in that town
echo <instrument>- instrument definition
echo mana - mana stat for each profession
echo material - material information menu
echo mechanics - overall mechanical information menu
echo metal - Metal information.
echo metal1 - Metals listed by rarity.
echo metal2 - Metals, sorted.
echo <month> - Translates english/Elanthian months
echo mstrike - the MSTRIKE verb
echo padding - crit and damage padding
echo picking - lockpicking menu
echo picks - lockpick chart
echo picks1 - lockpicking formulas
echo pineherbs - Pinefar healing potions
echo pole - polearm weapons chart
echo poleavd - polearm weapons AvD chart
echo profession- profession postname identification menu
echo <profession>- identifies what class that title belongs to
echo <race> - detailed racial information
echo <race> age- racial age charts
echo race info - <race> help
echo races - race information chart
echo ranged - ranged weapons chart
echo rangedavd - ranged weapons AvD chart
echo shift - the old SHIFT verb
echo skills - skill cost charts for all professions
echo <spell> - description of that spell number
echo submit - how you can help expand QRS
echo terasherbs- Teras healing ales
echo tps - TP calculations, profession stat bonuses
echo thrownavd - thrown weapons AvD chart
echo twohand - two handed weapons chart
echo twohandavd- two handed weapons AvD chart
echo tutorial - tutorials menu
echo Iron Making - tutorial on making iron
echo Foraging - tutorial on forging
echo Gemsinging -tutorial on using 1004
echo Script Commands -tutorial on scripting
echo Fletching -tutorial on fletching
echo update - tells you if you need to get a new copy of QRS
echo version - what version date of QRS you have
echo voln - society of Voln symbols
echo <weapon> - tells you what type of weapon you have
echo weighting - crit and damage weighting
echo websites - useful Gemstone related websites
echo wood - elanthian woods
echo zulherbs - Zul Logoth healing items
exit


help:
echo -=QRS HELP FILE=-
echo
echo QRS is a menu-based script that functions as a FAQ, help system and tutorial for various sections of the game. To learn about something, the simplest way is to usually type what you want to find out after you type .qrs. For example, typing ".qrs armor" will bring you to the beginning of the section on armor. You can also type ".qrs index" for a list of all the major QRS components.
echo
echo If that doesn't work, you can use the menu system. What you see when you type ".qrs" by itself is the main menu. There are three sections to the main menu. Culture, mechanics and tutorial all give you major sub-menus that in turn lead to various entries. The next section is QRS functions. By typing in a spell number, weapon name, acronym, profession title or month/day, you get an appropriate explanation. The third section gives information on the QRS itself or websites for more details.
echo
echo Remember, once you've found something through the menu system, you do not have to go back through it each time!
echo
echo If the charts don't line up right, you're not using a fixed-width font like Courier New or Fixedsys. Right-click on the game window (Right *HERE*) and select "appearance", then "change font". Pick one of the two I named and make sure your game window is at least 80 characters wide. Most of the time yours will already be wide enough.
echo
echo For more information about QRS, type ".qrs about". Interested in helping build QRS? Type ".qrs submit".
exit

about:
echo QRS exists for one reason. I am a lazy, immoral bum.
echo
echo If you were to gather up all the stuff people have found out about or used in Gemstone III over the years, it would be somewhere upwards of a megabyte. (The more astute of you will notice QRS is significantly less than 1m. It's a constant work in progress.)
echo
echo If you ask, look on the net or research long enough, you can find out whatever it is you're looking for. But when you want to know is what Teras beer heals a bleeder, it's a pain to bug your friends while your character is dying. I'm a lazy bum. I want to know it _now_.
echo
echo Nevrek came up with a solution; a few small, convenient Quick Reference Scripts. One let you just type .ales and get a list of all the healing ales. Another detailed the AI crystal. I delightedly snatched them up and used them.
echo
echo Then I thought, wouldn't it be nice to have a QRS on Voln and COL? What about how hard different weapons hit? And lockpick information? And...wait a minute. Now I need to remember 20 or 30 scripts. Why not let the _script_ remember what each entry is called and store everything in one place? I emailed Nevrek about the idea and got a lukewarm response.
echo (type ".qrs about2" to continue.)
exit
about2:
echo
echo Remember how I said I was an immoral bum? Well, I folded all my ideas and his together. Every time I went to the web for an answer or saw something asked more than 3 times on the boards, I'd copy it down for my new QRS thing. I eventually noticed that nearly every time a friend asked me "Hey, what's a takouba?" or "What heals this neck scar of mine?", I was just using QRS to find the answer.
echo
echo So I sent them a copy. And while I was at it, I asked some more friends if they'd like me to CC them a copy too. A few of them had suggestions for more things to include. Pretty soon there were a lot of people getting the new versions. The easiest thing to do was to stick it on my page and tell them to grab it from there.
echo
echo Since then, it's snowballed. Every 1-6 weeks, I either finish a new section myself or get an IM or email from someone with new material. It doesn't contain everything you could want to know, but it's getting there. If you're interested in helping it grow, type ".qrs submit".
exit

submit:
echo Looking to add your own section to QRS? It's simpler than you might think and you don't need any prior scripting experience. Here's what you need to do:
echo
echo Pick something that would be of interest. I'm especially looking for short tutorials on just about any subject or information that's stored in a chart format. If you don't know if your idea would work, then it probably will!
echo
echo Open up Notepad and get started. Notepad is best because it shows you exactly how your entry will look in the Wizard so long as you don't use tabs. If you're creating a chart, make sure to put the word "echo" in front of each line. Echo tells the Wizard to show this to the user without actually sending anything to the game. If you're doing a tutorial or explaining a topic, putting it before each paragraph is usually good enough. Separate paragraphs by a blank line with the word "echo" on it.
echo
echo Once you're done, email the result to edwinhunt@hotmail.com. IM me at GahreadT if you'd like immediate feedback. I might not be there at that instant, but it'll usually get my attention.
exit


update:
put time
match updatenew Fashanos in the year 5103.
match updategood Charlatos in the year 5103.
match updateokay Olaesta in the year 5103.
match updatebad by the elven time

matchwait

updatenew:
wait
echo
echo
echo You have a brand spanking new copy of QRS!
goto version

updategood:
wait
echo
echo
echo Your copy of QRS is about a month old. While there may be an update, you're probably fine.
goto version

updateokay:
wait
echo
echo
echo Your copy of QRS is about 2 months old. You should probably look for an update at:
echo . http://gs3sorcery.tripod.com and going into the downloads section.
goto version

updatebad:
wait
echo
echo
AddToHighlightStrings string="more than" /quiet
echo Your copy of QRS is more than 2 months old. You can get another by going to:
echo . http://gs3sorcery.tripod.com and going into the downloads section.
DeleteFromHighlightStrings string="more than" /quiet
goto version

version:

echo This is the 02/13 version of QRS. Recently added are:
echo
echo Cultures module
echo Encumbrance module
echo GP3 weapon DF bugfixes
echo SHIFT STATS finally filled in
echo CS tutorial
echo minor acronym additions
exit

echo This is the 01/20 version of QRS. Recently added are:
echo
echo GP3 updates to armor hindrances
echo GP3 updates to mstrike
echo GP3 updates to weapon damage factors
echo GP3 updates to spell durations (spell descriptions NOT updated!)
echo Bug fixes to abdomen crit charts
echo Additional information added to METAL
echo INDEX feature
echo Ranged AvDs added and AvD chart broken into subcharts
echo
exit


echo This is the 12/08 version of QRS. Recently added are:
echo
echo Minor fixes to scripting tutorial
echo 715/718 changes (Sorry Seigurd)
echo MvA added to armor, additional explanations added
echo boltavd, section for the new wizard bolt AvDs added
echo
exit

echo This is the 10/20 version of QRS. Recently added are:
echo
echo Complete slash/crush/puncture crit tables (.qrs crit)
echo Information on each set of racial ages (.qrs <race> age)
echo Mangler info on the race. (.qrs <race>) (.qrs raceinfo)
echo Arkati now tell you whether you gain Bane or Smite for worshipping them.
echo Errors fixed in .qrs script commands
echo Various formatting fixes
echo And of course .qrs version was added

websites:
echo http://www.play.net/gs3/info/armory/ Metals, weapons, armor information
echo http://www.play.net/gs3/info/bestiary/ Searchable bestiary
echo http://www.play.net/gs3/info/tomes/ Histories, Arkati, Voln
echo http://gs3sorcery.tripod.com/ Creator of this script & GS3 sorcery info
echo http://www.kulbaenskorner.com/ Volumes of stats and information of all types
echo http://www.zone9.com/ The Coven. Ditto.
echo http://home.kc.rr.com/gemstone/ Catt's famous Alteration Helper and links
echo http://members.aol.com/zilal/gemhome.html Juspera's Good Ole GS3 Page. Funny, informative.
echo http://members.aol.com/_ht_a/Jypta/library3.html Jypsie's library. Huge.
echo http://www.tsoran.com/ Elanthia's mapmaker
echo http://dewin.oldbattery.com/gs3/ Gemstone-related programs
exit


credits:
AddToHighlightStrings string="Your name here" /quiet
echo Nevrek- QRS concept, AI crystal information, herb information
echo Amerlise- Original DFs and AvDs
echo Speaker- Archery DFs
echo Allanor- Brawling DFs
echo Kulbaen- armor information, mstrike
echo Porcell- locks, numerous format suggestions
echo Juspera- crush crits, encumbrance
echo Sil- titles
echo Seigurd- Voln info, titles, acronyms/slang, racial bens and a *LOT* more
echo Elligon- nit-picking, plagiarism, customer testimonials / advertising / distribution
echo Alisaire- Zul Logoth herb charts, foraging messaging, SHIFT verb
echo Krissella- my pet sylph; clothing, dyes, spells, SHIFT verb, many suggestions
echo Nofret- Instruments, SHIFT verb
echo Augie- Arkati, most of the spell lists
echo Valurin- Slash and Puncture crit tables
echo Xanthias- MvA information relay
echo Midgar- The guy who had the MvA table
echo Marc- GP3 weapon DF changes
echo Xygon- GP3 weapon DF changes
echo Valurin- GP3 weapon DF changes
echo Quinstol- Elanthian cultures module
echo Salstone- The new CS formula
echo Seranzia- various suggestions and editing
echo Gahread- (Me) The guy who put it together and did everything else.
echo . To get the newest version, check http://gs3sorcery.tripod.com/
echo Your name here- Send me something (at edwinhunt@hotmail.com ) you think is useful!
echo . Your name goes in the credits, everyone benefits. See .qrs submit for more.
DeleteFromHighlightStrings string="Your name here" /quiet

Martaigne
10-12-2008, 08:06 PM
http://www.gsguide.net/scripts.html

grenthor
10-12-2008, 08:07 PM
Sweet. Thanks.