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LEGENDS OF COSRIN
======
LEGENDS OF COSRIN is a wondrous land built away from the trials and strain of the normal world.
It is a land populated by strange and dangerous beasts, where legends can be made
and fortunes won. You have the chance to experience a full grown world as it evolves
around you. It is a land full of magic and mystery where the strongest and bravest
souls can truly reach the heavens.
THIS DOCUMENT IS COPYRIGHT 1996 BY PAUL BARNETT AND DOUG GOLDNER, AND
CANNOT BE DUPLICATED WITHOUT THEIR EXPRESS WRITTEN PERMISSION.
PERMISSION IS GRANTED FOR PERSONAL NONCOMMERCIAL DUPLICATION ONLY.
Click here to download the manual.
1. INTRODUCTION
===============
First, Welcome to the World of LEGENDS OF COSRIN! You will find the game easy to learn and the players and
Immortals quite friendly. If you are stuck at any point, type WISH <message> like WISH Help me
please! and any online Immortals (players that run the game) will assist you as soon as possible.
When you issue the WISH command, you will be told how many Gods heard your request. If the
number is 0 (meaning no Gods were online), use the SHOUT <message> command to ask for help
from other players (SHOUT Help me please).
In the world of LEGENDS OF COSRIN you start as a first level character (you have already chosen your character class
and race). As you play LEGENDS OF COSRIN, you will complete quests, slay creatures and perform other deeds which
amass you experience points. When you achieve certain experience point thresholds, you will be
promoted to the next rank (next level). You can use the EXP command to see where you currently are
in your experience progression.
As you reach these levels, your character will gain additional hit points and spell points plus build
points (otherwise known as skill points). It is by finding a Tutor and spending your saved build
points that you learn skills or become better at existing skills. This is how your character grows in
capability.
Different skills will give you different abilities: the ability to slay creatures in combat, the ability to
cast spells, the ability to pick locks or hide in shadows, etc. As you gain in abilities, parts of the land
once too challenging for you to enter will be within your skill sets. Thus, as you adventure and attain
more skill, you will find the world opening up, allowing you to adventure further than ever before.
In addition to achieving rewards directly from the game (for example when you complete a quest or
slay a creature), IMMORTALS, HEROES and even other players have an influence on your character.
As you adventure within the land, you can be awarded roleplaying points from other players. When
you achieve a new level, your accumulated roleplaying points for the prior level help determine how
many additional new spell points, build points, and hit points your character earns. Thus, players who gain
many role playing points will find their characters progressing at a faster rate than those who do not.
You should always try to role play well so that other players will reward your roleplaying skills,
which in turn will help your character progress.
IMMORTALS and HEROES can also have an impact on your character. They can send you on elaborate quests, reward you
for heroic actions or excellent role playing, or penalize you for harassing other players or acting out of
character. Treat them as important players, because they can have a dramatic effect on your character!
The real Goal in LEGENDS OF COSRIN is to have fun, be that by massacring large amounts of monsters or by role
playing with your friends, or by solving quests or even a mixture of all three. Try to have fun, that
is what you are here for.
While you are attaining the skills necessary to gain power and prestige, you will be learning the
lands of LEGENDS OF COSRIN, slaying foul beasts, completing complex quests, learning of forgotten magics and
secret locations. You should talk with other players, remember everything told to you in a quest
or written on a rumor scroll and generally be aware of what's going on.
Beginning goals should be: to learn the commands needed to view your character (EXP, STATS,
SKILLS, SPELLS, GOLD), learn the commands needed to move about the land
(N,S,E,W,U,D,NE,NW,SE,SW), learn the communication commands (SAY, TELL, SHOUT, WISH),
learn the item manipulation commands (PACK, UNPACK, I, EQUIP, WIELD, DROP, GET), learn
the combat commands (ADVANCE, ATTACK, RETREAT, RECALL), and learn the shop
commands (SHOW SKILLS, SHOW SPELLS, SHOW ITEMS, SHOW QUESTS, SHOW
SERVICES, BUY, LEARN, SCRIBE, OFFER, SERVICE, SELL).
BASIC HINTS
===========
From the starting location... go NORTH and explore the ADVENTURERS GUILD.
You should join this guild. It is there to help out NEW PLAYERS.
You will have to locate a FOUR LEAF CLOVER to join. This is located near the adventurers guild.
After you join the ADVENTURERS GUILD, you should explore the inside of the guild. There are
several quests in the guild for NOVICE PLAYERS to try out.
You should probably start by learning skills being taught within the guild. Use the SHOW SKILLS
command to see the skills being taught at a particular location and the LEARN <skill number>
command to learn a skill.
You should EXPLORE the CATACOMBS that are located in the ADVENTURERS GUILD eventually, but you
should give the beginner dungeons a try first if you are unused to combat in LEGENDS OF COSRIN. The Beginner
dungeons are located beneath the bar in the Adventurer's guild.
You should try to complete a few quests in the TOWN next.
BASIC COMMANDS
==============
RECALL - Instantly teleports you back to the start when in danger (up until 6th level)!
DEATHS - Shows the list of people who died recently
KL - Shows your kill list (creatures you've killed)
AWARDS - Shows awards you've earned
SCORE - Lists your health, level and character information
EXP - Shows you how close you are to your next experience level
STATS - Lists your attribute scores
WHO - Shows who else is online
DESCRIPTION1 - Changes your character's description
DESCRIPTION2 - Changes your character's description
SHOW QUESTS - Shows you a quest if one is available in the location
OFFER <item name> - Offers an item to complete a quest
PACK <item> - Puts something in your backpack
I - Lists what you are carrying
UNPACK <item> - Gets something from your pack
SHOUT <text> - Shouts for help to other players!
2. WORLD OVERVIEW
=================
CLASSES
=======
When you first join LEGENDS OF COSRIN, you choose a profession for your character. This profession is either:
FIGHTER, WIZARD, RANGER, THIEF, MONK, SHAMAN, SORCERER, or BERSERKER.
FIGHTERS or warriors are hardy folk with the aptitude to use hand-to-hand weapons and become
quite strong. They tend to be the best at creature slaying.
WIZARDS or mages are the spell-casters of LEGENDS OF COSRIN. Their aptitude is for spell-casting, scroll-use
and other arcane arts. They are generally poor fighters but what they lack in might, their spell-casting
often makes up for!
RANGERS are the missile weapon users of the land. Their ability to cause damage from a distance
is greatly envied amongst the other classes. These warriors tend to love woodland settings and
have a close affinity to animals. Of all the fighting classes, these are the most magically attuned.
THIEVES or rogues are the jack-of-all trades of LEGENDS OF COSRIN. They can be decent fighters and have a
wide range of skills like picking locks, disarming traps and stealth that come in quite handy!
MONKS or martial artists are excellent hand-to-hand combatants that rely on their bodies instead of
weapons and armour. They tend to combine some aspects of all three classes and are quite well
rounded.
THE SHAMAN learns from the school of magic that covers healing. Naturalistic powers are the skills
they find easiest to learn. This includes herblore. All the magical guilds in the land will accept
shamen into their order. There is nothing to stop a shaman learning spells from another school of
magic, but they will find it more difficult than their chosen school.
SORCERERS lead an aggressive life; the sorcery school of magic covers all of the offensive spells.
All the magical guilds in the land will accept sorcerers into their order. There is nothing to stop a
sorcerer learning spells from another school of magic, but they will find it more difficult than their
chosen school.
Wild-eyed barbarians, the BERSERKER cares little for magic and even less for periods of peace.
Berserkers are awesome fighters, but they burn twice as bright and half as long. When engaging in
combat, they attack with great speed which is countered by a poor ability to retreat. Many a berserker
came to a sticky end because they did not want to pull out of a fight. They live fast and die often.
Berserkers do not like to use shields; they prefer to hold onto a weapon with both hands.
GUILDS
======
The guild system of LEGENDS OF COSRIN helps to bind people together. Each guild has a guild house; these are
special locations that only guild members can enter. Each guild has its own group of guild tutors and
guild leaders. The guild leadership is under the control of players voted into position by the members
of the guild they represent. All guilds have a Guildmaster and most have three guild Lieutenants that
help the Guildmaster in his or her role. Membership in a guild requires the completion of some quest.
Search the land and ask guild members about a guild you are interested in joining.
The following guilds are available to join
MAGES GUILD THIEVES GUILD MONKS GUILD FIGHTERS GUILD
The MAGES GUILD is the home of magic and the magical arts. It is a collection of spell casters
that strive to improve the world. Those who follow the path of the sorcerers can wield the most
damaging spells while those who wish to be wizards are more in tune with enchantments and the
creation of magical items. Those following the Shamans path will lean towards the healing of
damage and the curing of all ills.
The THIEVES GUILD is the home of the bold cat burglar. Rogues are the defenders of the common
people: they rob from the wealthy and return it to the people who need it most, mostly themselves.
Rogues gain the skills of finding and disarming traps, opening locks and the ability to surprise
and assassinate monsters. Rogues who gain in sufficient levels can look forward riding mounts that
have been, let us say borrowed, from the other guilds of the land.
The MONKS GUILD is a peaceful place of worship; that is not to say that monks never fight - alas,
the world is such a terrible place that the good brothers had to learn to fight with their bare hands.
Their ability to use the gifts of nature is second to none and can be seen in their creation of herbs
and potions. Monks that rise to the required level can call upon the loyal Sphinx their steed.
The FIGHTERS GUILD is for the true warriors; they care little about order or code - what matters is
the combat and the glory. Warriors welcome anyone who seeks to find battle. Guild members gain the
ability to use two handed weapons, create weapons and armour, assess weaponry and the use of missile
weapons.
THE IMMORTALS
=============
Kali, the One the Creator
The first great Immortal, she walked from the void and created all that you see before you. She is the
true founding mother of the world. We are all a part of her and one day will all return back to her
form. Kali is seldom seen within the world.
DOUG, Immortal of Knowledge
All things that can be known are within the reach of Doug. He is a jolly soul who is often seen
strolling the land with a smile and good word to any that meet him.
ICA is the Immortal of War, Combat and Adventure. He likes to set tasks to individuals that help
them improve themselves. He is a very volatile Immortal and prone to explosive temper outbursts.
The Immortal of Magic, as VALTERA chose to be known, aspires to dominion over the entire world.
Chaotic to the extreme, she enjoys watching creatures suffer - and not just physical suffering, either.
LOKI is the Immortal of Chaos and loves extremes of all kinds. Created through the efforts of Valtera
he has aided her in many of her efforts to gain control of the lands. No one knows what plans, if any,
he has for himself.
INDUS, the Immortal of Law and Justice, is the brother of Ica and the archrival of Loki. His Paladins
roam the land spreading his word in hopes of swelling their following for the final battle of the heavens.
ANYANA AND ANDARIA are the keepers of time and memories. They were created when Valtera and Loki brought
death to the land so that no one would be forgotten.
SENRANIA, the Immortal of Life and Death is most likely the first Immortal you will see in you journeys
through the lands. All who die eventually find their way to her Plane of rebirth where she allows their
return to the lands of the living.
GEOGRAPHY
=========
LEGENDS OF COSRIN is a HUGE land. It consists of a large
continent that is surrounded on all sides by a vast
ocean. The main capital is the city of Moorgate located
in the Southwest corner of the mainland. There is a
main road (called the causeway) that circles the entire
land. This will lead you past all the main areas of
note within the land (though more are added every day!)
Two huge forests dominate the middle of the land
(Darkwell wood and Ashwood forest). The Goblin lands of
Barh-Kul sit between the two forests.
On the Northwest side of the land sits the new city of
Stormport, this is still off limits to the mortals of
the land while the powers that be clean it up and
dispose of all the loose creatures that currently live
there.
CITIES
======
Moorgate was the first large city to be placed in the
realm by the Gods. It is a large port city that thrives
on trade with other lands. Moorgate is built on a
strict straight road system and it is the home of the
four great guilds in the land.
Moorgate sits in the bottom Southwest section of the
mainland and allows access to all the other areas of
the continent.
DUNGEONS
========
LEGENDS OF COSRIN is littered with dungeons; most are hidden in hard to reach places, while others are all to
easy to stumble into.
Catacombs - A starter dungeon located under
Moorgate!
DarkBlade Dungeon - A small compact dungeon that
requires thinking
Charon's Cavern - Home to Charon the Black, the
largest dragon in the realm!
The Sewers - The great plan at improving the
waterways of Moorgate backfired!
The Fortress - A small fort located within
Moorgate, that is in disrepair
Orc Town - The home base for the Orcs of
the realm, located off the east
causeway road.
Breeding Grounds - The mound that houses the great
Ant Queen and her huge colony!
The Jaunt - A set of caverns that contains
some tricky traps laid by Kobolds
The Troll Caves - The dwelling place of the Darkwell Trolls
@STARTER DUNGEONS
The Catacombs is the best place to start. You can
locate it in the adventurers guild.
You can also try the rubble that lies within the city
of Moorgate, you can find it on the south section of
Immigrant street.
The Kobold lair lies out of the east gate of Moorgate,
you will need to have an adventurer's badge before you
will be allowed out of the city gates.
The general rule is, the deeper you go, the nastier the
monsters !
CATACOMBS
=========
Far below the Adventure Guild lies a huge network of
interconnecting caverns and tunnels called the
Catacombs. When Moorgate was in its infancy, and the
various races and classes were finding new places to
settle, the Gnomes chose to dig tunnels and rooms for
themselves beneath the city. It was these early Gnomes
who, using the dirt and stones from their delving,
built the Adventure Guild for the benefit of all
Moorgatians. For many years they dug and explored
beneath the city. No one really knows why they left, but
it is thought that they may have simply tired of all
the "toplanders" and beasts coming into their beloved
tunnels fighting and bashing on each other. Who
knows...perhaps they are down there still, behind
seeming walls and huge blocking piles of rubble, still
digging, still exploring, still finding new and
wondrous treasures. If you venture into the Catacombs,
beware of finding yourself wandering lost and becoming
fodder for some beast.
Orc Town
========
Off the East Causeway, north of Bitter Point Valley,
lies the fortress of the Orcs, Orc Town. The entrance
to the Fortress is a secret and many have died trying
to scale its walls rather than learn the way in through
the gate.
Many years ago the Monk's, ever wanting to bring some
harmony and learning to those who they felt most needed
it, sent missionaries to Orc Town. They established the
White Palm Mission in hopes of teaching the young orcs
the wisdom of knowledge. This was a dismal failure
however. In the end all the monks did was to provide a
buffet for the voracious and cruel beasts. The books
were destroyed and the mission left to deteriorate.
Rumors abound about a secret area far beneath the city.
Should you gain entrance to the city, be very careful.
The Orcs are fierce and very agile and you may find
yourself joining those early monks in becoming a snack
for some roving patrol.
THE FORTRESS
============
The Fortress in the south of Moorgate, was built to
guard the troops, servants and slaves of Erasmus the
Fell, the pirate who first landed on LEGENDS OF COSRIN's shores. A
Slave Trader, Erasmus decided to make use of the
shipwreck that landed he and his other 2 ships on this
new land. The first building he constructed was the
Auction House, the second was The Fortress. Once
thought to be impregnable, the Fortress now stands as a
monument to ingenuity and the spirit of freedom that
burns in all races. Using tunnels dug from their
encampment to the Fortress, the escaped slaves, led by
a warrior named Karn, entered in the middle of the
night and captured and killed Erasmus and all his
guards and troops and freed the still captured slaves.
No one much wanted to enter a place of such death and
terrible memories after the raid and eventually it fell
into ruins and was even set to the torch on a few
occasions. If you enter there, beware of a Ghostly
Captain who has been seen about the place. It is said
that the Captain is none other than old Erasmus
himself, still seeking vengeance for his brutal slaying
on any who wander his way.
DARKBLADE DUNGEON
This is a small compact dungeon that requires
intelligence and planning to defeat. Located in the
wilds of Barh-Kul, Darkblade got its name form the
unfortunate dark elf that tried to map it. There are
rumours that Darkblade Dungeon links to other darker
and more dangerous areas of the land, but this has
never been fully confirmed.
3. GENERAL GAME COMMANDS
========================
LEGENDS OF COSRIN is totally controlled by the keyboard. Your input is the only way to interact with the world
about you. It is therefore vital that you learn the basic commands needed to stay alive.
BASIC COMMANDS
==============
WHO - Lists who else is playing
STATUS - Lists your current score and health
LOOK - Looks around the location
SEARCH - Searches the location for secret areas
ADVANCE - Allows you to advance on a monster
ATTACK - Allows you to swing your weapon at a creature
I - Allows you to check what you are carrying
GOLD - Shows you your current gold total
WISH - To talk to a GOD
BRIEF - To switch to short descriptions
LONG - To switch to long descriptions
EXP - Shows you how many experience points and skill points you have
QUIT - Saves your character and logs you off LEGENDS OF COSRIN
RECALL - Instantly teleports you BACK to the starting location !
MOVEMENT
========
SYNTAX: <compass direction>
LEGENDS OF COSRIN allows you to move in any of the basic compass directions:
North, Northeast, East, Southeast, South, Southwest, West, Northwest, Up, Down.
When you have chosen your direction you just type the first letter (or two for a diagonal) and press
return.
Example:
Obvious exits: North and South
> SOUTH
You move south
As well as the compass directions, you can also move UP or DOWN. In time, you will find new ways
of moving around the land. Remember that many movement commands can be shortened. LEGENDS OF COSRIN does
not use the commands ENTER, EXIT, IN, our OUT. All movement is via compass directions.
TOGGLING EVENT AND LOGON ANNOUNCEMENTS
======================================
SYNTAX: EVENTS
LOGONS or LOGINS
LEGENDS OF COSRIN is programmed to keep you informed of major events within the land. You will find that these
events include people logging in, logging out, gaining a level or completing a quest.
The following commands toggle your ability to see the following:
EVENTS - informs you of level gains, quest solving
LOGONS - informs you of people logging in and out
RECALL
======
SYNTAX: RECALL
By the might of the Immortals, there is granted a RECALL command. This will
instantly move you back to the gates of the city that you have citizenship in, or to the recall point of
the city in which you are a citizen. You will find that the Immortals remove
this from you after you have attained a reasonable level. After this time,
you will be limited to only recalling by the use of rings and spells. While
you are granted the recall ability to return to the gates, you simply type RECALL.
ROLEPLAY
========
SYNTAX: ROLEPLAY <character> <amount> or RP <character> <amount>
As you adventure within the land, you can be awarded role playing points from other players. When
you achieve a new level, your accumulated role playing points for the prior level help determine how
many new spell points, build points, and hit points your character earns. Thus, players who gain
many role playing points will find their characters progressing at a faster rate than those who do not.
Thus, you should always try to role play well. Other players will reward your role playing skills,
which in turn will help your character progress.
To see your current awarded role playing points and to find out how many role playing points you are
able to award to other players, use the STATS or EXP commands.
To reward a player for excellent role playing, use the
ROLEPLAY <player> <amount> command.
You receive additional role play points that you can award to other players as you reach each level
(the higher level you are, the more points you get). Your awarded role playing points reset at each
level. Thus, you need to constantly strive for excellent role playing!
BUILD POINTS
============
As you adventure through the land, you will gain experience and levels. To see your current
standings, type EXP. This will tell you your current level, how close you are to your next level and
how many unspent build points (skill points) you have.
You spend build points either at a trainer or with another player. If you are at a location offering
training, use the SHOW SKILLS command to see the list of skills being taught and their cost in build
points and gold. To learn a skill at a trainer, type LEARN <skill number>. If you have enough gold
and sufficient build points, you will learn the skill. Note: the first time you learn a skill, it costs more
build points than normal. Also, as you progress in your skill, the build point costs remain the same
but the gold piece costs go up.
To avoid paying gold pieces to learn skills, you can learn skills from other players.
Note: different classes pay different build point costs to learn skills. The closer the skill is to your core
class skills, the cheaper it is for you to learn. Note however, that there is NO restriction on the types
of skills a player can learn! A half-ogre fighter could learn spell craft; it would just cost him more
than an Elven wizard!
EXPERIENCE
==========
As you adventure throughout the land of LEGENDS OF COSRIN, your character will gain experience points. These
reflect your character's learning and experience within the world. You gain experience by casting
spells, damaging creatures and completing quests.
As you attain certain amounts of experience, you will gain experience levels. When you attain a new
experience level, you will gain additional health points, spell points and skill points. Your health
points determine how much damage you can take before dying. Your spell points determine how
many spells you can cast before needing to rest and your skill points can be used to increase your
current skills or to learn new skills or spells.
To display your current experience point total and to find out how close you are to your next
experience level, use the EXP command.
TEACH AND STUDY
===============
SYNTAX: TEACH <skill number>
STUDY <character>
When you attain the Reasonable level with a skill (use the SKILLS command to see your skill levels),
you can teach the skill to other players. Use the command: TEACH <skill number> to teach a skill
(the skill number corresponds with the skill number shows in the SKILLS command).
From that point on, anyone in the same room with you can learn that skill from you (as long as your
skill level is higher than theirs). They would use the command: STUDY <player name> to learn the
skill from you. Example: Doug wants to teach the one handed weapon skill to Bob. Doug issues the
command TEACH 1 and then Bob, in the same room as Doug, issues the command STUDY DOUG.
If Doug knows the skill well and Bob is a good learner, he will learn the skill. The cost of learning a
skill from another player is 1 extra build point than normal and 0 gold. Thus, learning skills from
other players saves you gold, but costs you build points.
When you are no longer interested in teaching a skill, use the command: TEACH with no parameter
to stop teaching. You can only teach 1 skill at a time.
QUESTS
======
SYNTAX: SHOW QUESTS
OFFER or OFFER <item>
Throughout the land of LEGENDS OF COSRIN are many quests: some small, others mammoth in proportion. In most
cases, when you enter a location that has a quest available, you will be told so. In these locations, use
the SHOW QUESTS command to see the quest description. If you believe you have fulfilled the
quest, place the item required in your right hand (if the quest requires an item to be returned) and
issue the OFFER command. Quests that require you to slay a creature do not require items, so in
those cases just use the OFFER command regardless of what you have in your right hand.
Some quests give experience awards when completed, others teach you skills, some give out awards
(use the AWARDS command), some raise statistics, others give gold, some give items and some just
give information. In any event, questing is a vital part of LEGENDS OF COSRIN and nobody can expect to become an
immortal without a great deal of success as a questor.
Note, some quests are hidden and not obvious. In these cases, read the long descriptions of locations
carefully and look for clues. Common quests of this type include: push, pull, or use type quests (the
room descriptions describes something and you are meant to pull or push it).
GOLD
====
Throughout your adventures in LEGENDS OF COSRIN, you will find that GOLD is the most useful of all items you
can gain. With gold, you can purchase almost any item, gain healing from a temple, or have magical
spells cast upon you. You will find that most merchants will offer you a certain amount of gold for
items found around the land. You should always be on the look out for chances to make money.
Commands that are useful are as follows:
GET <Amount of gold> GOLD This picks up a certain amount of gold
DROP <Amount of gold> GOLD Drops a certain amount of gold
GOLD Tells you how much gold you have.
Note: LEGENDS OF COSRIN keeps track of RECENT gold for you. This makes it easy to judge how successful a
particular adventure has been. Also, when adventuring in a group via the FOLLOW command, the
group leader can use the SPLIT command to split his recent gold with his party members. The
RESET command resets the recent gold total to 0.
RESET
=====
SYNTAX: RESET
This command will reset your counter for the amount of gold you have recently collected.
INVENTORY
=========
There are four main places that you can store items: In your BACKPACK, WORN on your body, in
your HANDS, or in your LOCKER. The following commands are used to manipulate items:
GET <item> Picks up an item in a location and places it in your hand.
DROP <item> Drops an item from your hand to the ground
PACK <item> Puts an item you are holding into your backpack
UNPACK <item> Takes an item from your backpack and puts it in your hand.
LOCKER <item> Takes an item from your hand and places it in your locker (can only be done at a
locker portal)
UNLOCKER <item> Takes an item from your locker and places it in your hand.
INVENTORY Displays a list of items in your backpack
EQUIP Shows items you are wearing or holding
SHOW LOCKER Shows a list of items in your locker
WEAR <item> Places an article of clothing on your body
REMOVE <item> Removes an article of clothing
WIELD <item> Wields a weapon or shield from your backpack
SWAP <item> Swaps the items in your right and left hands
LOCKER
======
SYNTAX: LOCKER <item name> - To place something IN your locker
UNLOCKER <item name> - To remove something FROM your locker
SHOW LOCKER - To display what is held in your locker
The locker portals are one of the gifts from the Immortals. You will find several locations scattered
around the land that tell you a Immortal has assigned it as locker portal. This is a magical space that
allows you to deposit equipment without fear of it being stolen. Locker areas are all over LEGENDS OF COSRIN -
try the centre of cities as a good place as well as your guild.
SHOPS
=====
SYNTAX: SHOW ITEMS
DESCRIBE <item number>
BUY <item number>
SHOW SPELLS
HELP <spell name> SPELL
SCRIBE <spell number in shop list>
SHOW SKILLS
HELP <skill name>
LEARN <item number>
SHOW SERVICES
SERVICE <service number>
You will find that the land is filled with many types of shops. You will sell treasures to the
MERCHANT shops that fill the cities. There are also shops that provide WEAPONS, ARMOUR,
CLOTHING and even INNS. Items, skills, spells and services are all available from shops.
APPRAISE
========
SYNTAX: APPRAISE
This command should be issued within a shop. You can appraise any item that you are holding. The
shopkeeper will look at the item and provide you with an estimate of how much they will pay you if
you sell the item.
Most quest items are valued at one gold coin or less, so if you come across an item with a poor value,
you should try to find a use for it rather than selling it right away.
ITEMS
=====
Item manipulation is an important part of playing LEGENDS OF COSRIN. In general, in order to do something to an
item, you must hold it in your hand. If your hands are full, or you have an item in your hand that
requires both hands, you will need to drop an item so that you have a free hand to manipulate the
object. To examine an item you are holding, type EXAMINE <item name> This will give you a
description of the item and search it for traps. To use an item, you use a command depending on the
item type.
For Herbs - Use the APPLY <item name> command
For Wands, Rods, or Staffs - Use the WAVE <item name> command
For Potions - Use the DRINK <item name> command
For Statues or Figurines - Use the RUB <item name> command
For Scrolls - Use the READ <item name> command
For Foods - Use the EAT <item name> command
For Weapons - Use the WIELD <item name> command
For Armor, or Rings - Use WEAR <item name>
Some items have embedded spells in them. An example would be a shield that contained the heal
spell or a helmet with the fly spell. If you have such an item, you invoke the power of the item using
the ACTIVATE command. Example: ACTIVATE <helm> would attempt to invoke the magic in a
magic helm. If your LORE skill is high enough, when you examine an item, you will be told about
the embedded magics of an item.
CRYSTALS
========
SYNTAX: CRYSTAL <character>
You will find several coloured crystals in the land. Each is a different colour. These crystals allow you
to TELEPORT to any other mortal who carries a crystal of the same colour. Each guild has a shop
that sells guild crystals and the merchant shops sell GENERAL crystals.
** Using the crystal will DESTROY it **
KEYS
====
SYNTAX: TURN KEY
USE <key name>
You will find many keys on your travels, they usually open the many locked doors and chests that
litter the land. To use your key, just type TURN KEY. You will try all the keys you have in your
possession. Note that some keys have charges and will crumble away after a certain number of uses.
Also note that a key which you wish to use to complete a quest uses the USE keyword.
Example: USE SMALL BRASS KEY to attempt to solve a quest with a small brass key. The
TURN command is used only when attempting to unlock doors.
TURN
====
SYNTAX: TURN or TURN KEY
This command allows you to use a KEY. When you issue the command TURN it will automatically
try every key you hold against all the locks in the location.
HERBS
=====
The following herbs are available in LEGENDS OF COSRIN
HERB NAME | HERB EFFECT
============|====================================
Harrin | Levitation
Femfendar | Flying
Aquine | Walk upon water
Larane | Small healing powers
Kar'Larane | Good healing powers
Mar'Larane | Blessed healing powers
Tarat | Helps prevent bleeding
Shale | Helps cure natural posions
Methas | Resistance to holding spells
Robel | Resistance to entangling spells
Keres | Small increase to strength
Ugate | Small protection effects
Larharch | Increase accuracy
MOUNTS
======
There are many different creatures that you can ride within LEGENDS OF COSRIN.
MOUNT NAME SPEED AVAILABLE TO
Pony Fair Everyone
Wildland Pony Average Everyone
Light warhorse Average Everyone
Camel Average Everyone
Eagle Good Rogues
Dragon Good Mages
Shadow Dragon Average Warlocks
Giant Spider V Good Thieves
Unicorn Good Monks
Stallion Good Knights/Warriors
Air Elemental Good Monks
Where a mount is only available to a certain guild, the player must first prove themselves to the guild
before being granted a mount.
MOUNTNAME
=========
SYNTAX: MOUNTNAME <name of mount>
This command allows you to NAME your mount. You should try to give your mount a name that
helps identify it from all the others in the land.
The name will show up when you EXAM other players or yourself. You can alter the name of your
mount at any time.
CLOTHES
=======
SYNTAX: WEAR <Item name> - To put the item on
REMOVE <Item name> - To remove an item of clothing
EQUIP - To see what you are wearing
EXAMINE <item name> - To inspect the item
You will find that the shops of LEGENDS OF COSRIN are overflowing with items that the would-be adventurer can
use. Among these items are clothing. This can range from the soft fabrics of casual clothes to the
armour trappings of a knight. You will find that all items of clothing provide you with some form of
protection. You will find shops scattered all over LEGENDS OF COSRIN that can provide you with every form of
clothing imaginable.
BANK
====
SYNTAX: DEPOSIT <amount>
WITHDRAW <amount>
BALANCE or GOLD
The banks of LEGENDS OF COSRIN are all owned by the White Eagle Company; you can place money in any branch
and withdraw from any branch.
Commands to use in a bank are:
DEPOSIT <amount> To place money in your account
WITHDRAW <amount> To withdraw money from your account
BALANCE To check your current balance
A charge of 10% is made to each deposit. Banks are usually located off the main square or plaza of
cities.
The GOLD command will show you how much gold you currently have and how much you have in
the bank.
HISTORY AND AWARDS
==================
SYNTAX: AWARDS
LEGENDS OF COSRIN has a detailed system for tracking your history. Whenever you finish a major quest or
complete a major task, Anyana will note it in her book of time. You are able to review your
achievements at any time by issuing the AWARDS command. The STATS command can also be
used to note permanent changes to your character (like guild memberships).
DEATH
=====
Death will come to everyone in LEGENDS OF COSRIN: that is the one definite fact of LEGENDS OF COSRIN. When it happens,
you will find that you have joined the spirit world. You will be unable to do very much (such are the
restrictions of being a ghost.) Your bond is so strong with your body that you will be unable to move
from your death location. While you are a ghost, you will be able to omit a ghostly wail that can be
heard throughout the land. When you wish to start your trip to rebirth, you must signal the waiting
spirits of the dead lands: this is done by uttering the 'Passage of Death'. To issue this you simply type
DIE.
Commands available while a spirit
WAIL <Text> This sends a deathly wail to all in the land
DIE This starts the Passage of Death and signals your willingness to return to the mortal
plane.
WISH To talk to a Immortal or Hero
After you have spoken the 'Passage of Death' you will be taken to the Plane of Rebirth where you can
once again enter the mortal plane. Note: death is quite distressing and causes any excess experience
and half your gold to be lost. A way to avoid this loss is to find another player with the spell of
RESURRECT.
OTHER COMMANDS
==============
FAST KEYS
=========
LEGENDS OF COSRIN has a lot of shortcut keys; a short list follows.
SC = SCORE QW = Quick WHO H = HEALTH A = ATTACK
AD = ADVANCE G = GET GL = GLANCE I = INVENTORY
" = SAY SH = SHOUT KL = KILL LIST EXP= EXPERIENCE
GLANCE
======
SYNTAX: GLANCE <direction>, GL <direction>
You can use the command GLANCE to look into adjacent locations. This can allow you to see where
a path may lead to.
SEARCH
======
SYNTAX: SEARCH
The land of LEGENDS OF COSRIN is filled with secret paths and junctions. To help you locate them, you can use the
SEARCH command. This will allow you to locate hidden items, quests and secret doorways. Your
ability to fully search a location is dependent on your awareness skill. You may well have to search an
area many times before you finally find a secret way.
BRIEF
=====
SYNTAX: BRIEF
LONG
LEGENDS OF COSRIN allows for two types of text styles for the user. The first is LONG - this style is more free
flowing and shows room description texts. The second is BRIEF - this shows shorter descriptions for
locations. It is STRONGLY advised that you use BRIEF when walking in areas that you are familiar
with and use LONG when you are exploring new areas.
MACROS
======
SYNTAX: MACRO <macro #> <macro definition>
MACROS
<macro number>
LEGENDS OF COSRIN allows you to predefine macro keys. For example, if your character often issues the command:
UNPACK SWORD, you can define a key to issue that command automatically. You do so using the
MACRO <macro #> <macro definition> command.
Example: MACRO 1 Unpack Sword
To issue a macro command, just type the macro number. (1 in the case above). Macro numbers 0-9
are allowed.
To see the list of your current macro definitions, use the MACROS command.
Macros can also be used to issue multiple commands. Like
MACRO 1 UNPACK SWORD;;UNPACK POTION;;DRINK POTION;;PACK POTION;;UNPACK
SWORD
SHOW
====
SYNTAX: SHOW <items, spells, services, skills, quests>
This command is used to LIST the goods, services, spells or skills that a shop can offer.
REMEMBER
========
SYNTAX: REMEMBER
REMEMBER <slot #>
As you wander around the world of LEGENDS OF COSRIN you will stumble on locations that you would like to
revisit. You will find it helpful to place these locations in your memory. This is achieved by issuing
the REMEMBER command. LEGENDS OF COSRIN allows you to remember up to 10 locations; these can be used as
the focus point for a teleport spell.
The following commands are available:
REMEMBER - This lists the locations you have stored
REMEMBER <number from 1-10> - This places your current location in the
relevant memory slot.
N.B. Slot 10 is ALWAYS used to store the result of any locate spell.
Certain spells use remembered location slots (like teleport spells etc.)
DATE
====
SYNTAX: DATE or TIME
This command lists the current date in the land of LEGENDS OF COSRIN.
QUIT
====
SYNTAX: QUIT or QQ
This is the command to save your character and exit from the land of LEGENDS OF COSRIN.
If you wish to quit while in combat, you can issue the command QUIT. Be warned, however, that this
will result in loss of experience just as if you had died and entered the DIE command!
WHO
===
SYNTAX: WHO, QW, WHO <class>S, QW <class>S, WHO <name>, QW <name>
To see a list of who is playing you can use the WHO command. The
formats are:
WHO to see a long list of all players online
QW to see an abbreviated list of all players online
If you follow your who command with FIGHTERS, THIEVES, MONKS, or MAGES you will see a
list of only people of that profession.
Example: QWF WIZARDS would show all wizards online
You can also WHO the name of a player to see if they're online:
WHO DOUG would show you Doug's full who information if he is online
QW DEORI would show you condensed information if Kali was online
RECENT LOGONS
=============
SYNTAX: LAST or LASTON or RECENT
This command will list the last 30 people who have accessed the system. You will see the time they
logged on and their names. This file is wiped clean each time LEGENDS OF COSRIN performs a system backup.
DEATHS
======
SYNTAX: DEATHS or LASTDEATHS
This command will list the people who have recently died within LEGENDS OF COSRIN. You will see the time and
date the event happened, along with a short description of just WHAT killed them. This file is wiped
each time LEGENDS OF COSRIN performs a system backup.
RANK
====
SYNTAX: RANK
To see the top players in LEGENDS OF COSRIN use the RANK command. It will show the top players and then display
your current game ranking information.
CLASSRANK
=========
SYNTAX: CLASSRANK
To see the top players broken down by class, use the CLASSRANK command. It will show each class
with the top few players in that class. Within your class, you will be shown your class ranking.
CITYRANK
========
SYNTAX: CITYRANK
To see the top cities, use the CITYRANK command. Each player in LEGENDS OF COSRIN can become a citizen of a
city using the CITIZEN command. The CITYRANK command shows the top cities by adding up the
rankings of all citizens. The top cities are generally the ones with the most citizens and the highest
ranked players. Fellow citizens often offer assistance. It is expected that citizens help fund city
developments (each city has a Baron which is displayed in the city rank listing). The baron is
responsible for building onto the city and recruiting additional citizens.
ROLLING DICE
============
SYNTAX: ROLL <maximum number>
This command allows you to generate a random number. You can generate any number between 2
and 100. To generate a number you issue the following command:
ROLL <maximum number>
so, ROLL 6 will generate a number between 1 and 6.
ROLL 2 flips a coin.
WALK AND RUN
============
SYNTAX: WALK
RUN
There are two methods or moving around LEGENDS OF COSRIN, these are RUN and WALK. To change the method
you are using, you only have to type the word RUN or WALK. While you are walking, you will be
able to see people, creatures and items that are in the locations you pass through. If you elect to RUN,
you will only have time to see the room description.
4. INTERACTION
==============
ATTITUDE
========
LEGENDS OF COSRIN is a complex world. It has citizens (You are one of them), kings, queens, cities and monsters.
Even when you are not on line, the world will continue to evolve and change. You are not just playing
a game to score points, you are part of a living world. With this in mind, it is important that you play
your 'character' as much as possible. You should treat your character as a real person, react to events
as though it was YOU who was involved. Remember that even small actions by you can have far-
reaching and unforeseen effects!
INTERACTION BASICS
==================
LEGENDS OF COSRIN is not as rewarding if you play it on your own: the quests and events are designed for
teamwork. You will find the game far more rewarding when you can interact with others for advice
and help in gaining experience and building a great character. Try to remember that REAL people are
playing the characters that you meet. Try to look upon other players as allies to help you, rather than
just people who you don't want to meet.
Some important interaction commands are:
VIEW <player name> Describes a player you can see
SAY <message> Says something to players in your location
SHOUT <message> Shouts something to all players in the game
WHISPER <to player> <message> Like Say but 1 player
FOLLOW <player> Lets you join another player's group
FOLLOW Lets you leave a group
GUARD <player> Lets you protect another player
UNGUARD You stop guarding a player
SPLIT <amount> Splits gold with your party
WHO Lists who else is online
COMMUNICATION
=============
The ability to talk to other people in the land is one of LEGENDS OF COSRIN' major plus points. There are many
ways to talk to people.
SAY
===
SYNTAX: SAY <message> or " <message> or ' <message>
The SAY command is used to tell things to all the people in the same location as yourself.
A shortcut for the SAY command is to precede your message with a quote mark ("hello there would
be short for SAY HELLO THERE) The quote mark can be either single ('hello there) or double
("hello there)
TELL
====
SYNTAX: TELL <character> <message>
The TELL command (TELL George Meet me by the pond) has your character send a private message
to anyone in the game.
WHISPER
=======
SYNTAX: WHISPER <character> <message>
The WHISPER command (WHISPER George I'll stand with you) whispers something to someone
within the same location as you (only their character can hear it).
SHOUT
=====
SYNTAX: SHOUT <message>
The SHOUT command (SHOUT Party at the town square!) sends a message to all players in the game
(don't abuse this since other players may get angry!)
MESSAGES
========
SYNTAX: MESSAGE <character name> <message text>
LEGENDS OF COSRIN has a detailed method of sending and receiving messages. To SEND a message you type
MESSAGE <PLAYER NAME> <MESSAGE TEXT>.
Example:
MESSAGE FRED Hello
This would send a message to Fred. When you want to READ your messages, you type MESSAGES.
Should you want to delete a message, you can type DELETE <Message number> or DELETE ALL.
WISH
====
SYNTAX: WISH <message>
This command informs any online Immortal of your request. You should use this command with
caution.
NOTELLS, NOSHOUTS
=================
SYNTAX: NOTELLS
TELLS
NOSHOUTS
SHOUTS
The NOTELLS command squelches tells from other players (the TELLS command turns them back
on). The NOSHOUTS squelches shouts from other players (the SHOUTS command turns them back
on)
GROUP INTERACTION
=================
FOLLOW
======
SYNTAX: FOLLOW <character>
You will find at times that you need to band with other players. This is a simple form of protection
that provides you with a reasonable chance of success against the larger creatures that inhabit LEGENDS OF COSRIN.
To follow another player you use the FOLLOW command.
> Follow Fred
To stop following anyone type FOLLOW with no parameters.
You can use FOLL as a short name for FOLLOW and shorten the name of the person your following.
(So FOLL FRE would work as per the example)
If a group of you (i.e. more than 2) want to band together, you MUST all follow ONE person. (The
leader.)
The command GROUP will list all the people within your group.
If you want to remove someone from your group, use the LOSE <person> command. DISBAND
causes all people following you to stop.
All players in the same group split all experience earned, with the highest level players keeping a
larger share than lower level players.
NOFOLLOW
========
SYNTAX: NOFOLLOW
If you no longer wish to allow people to follow you, use the NOFOLLOW command. Issuing it a
second time will again allow people to follow you.
DISBAND
=======
SYNTAX: DISBAND
This command will break up your adventuring group.
SPLIT
=====
This command will split your carried gold with the people in your group. You should ensure that you
have enough gold to share before you issue the command.
EMOTES
======
SYNTAX: EM <text> or EMS <text>
You will find that it helps to show other people what you are thinking. To help you do this, LEGENDS OF COSRIN
allows you to react in a variety of ways; all you have to do is type in an emotion that you wish to
convey. There are over four hundred emotions programmed into LEGENDS OF COSRIN. Try different words, one of
the fun aspects of LEGENDS OF COSRIN is in finding new emotions to try out.
You can also generate your own special emotions by use of the emotion command. To do this you just
type the command EM followed by the event you want to describe. EMS followed by the event adds
an apostrophe immediately after your character's name.
Example:
EM throws his arms in the air!
Would show: George throws his arms in the air!
EMS eye twitches.
Would show: George's eye twitches.
EMOTE LIST
AH AHA AHH APPLAUD APPLAUSE
AYE BAA BACK BARK BEAM
BEG BIBBLE BIRD BLINK BLUSH
BOGGLE BONDAGE BOO BOW BREATH
BUNNY BURP BYE CACKLE CARESS
CARTWHEEL CHEER CHORTLE CHUCKLE CLAP
CLAPS CLICK CLUCK COMB COMFORT
COMPLAIN COMPOSE CONSOLE COO COOL
COUGH CRINGE CROAK CRY CUDDLE
CURTSEY DANCE DEAL DEBUG DING
DRIBBLE DROOL ENVY ERK EYE
FAINT FANDANGO FIDGET FLAP FLIP
FLUTTER FOOL FROWN FUME GARGLE
GASP GAZE GIBBER GIGGLE GLARE
GOBBLE GOGGLE GOOD GOODBYE GOODNIGHT
GOOSE GOSH GREET GRIMACE GRIN
GRINS GRIPE GROAN GROVEL GROWL
GRUNT GUFFAW GULP GURGLE HE
HEAVE HELLO HI HISS HMM
HOOT HOP HOPE HOWL HUFF
HUG HUH HUM HUR IGNORE
JAM JOG JUMP KISS KNEEL
LAUGH LEAP LEER LICK LISTEN
MEWL MOO MUMBLE MUTTER NAG
NARROW NIBBLE NO NOD NODDLES
NODS NOSE NOSEBAG NUDGE
NUTS NUZZLE OCH OGLE OH
OI OK OOER OOH PACE
PAH PANT PAT PEER PIPE
PIPE2 PIPE3 PIPE4 POINT POKE
PONDER POOH POUT PRAISE PRAY
PREPARE PROD PUFF PURR QUAKE
RAINBOW RAISE RASPBERRY ROFL RUN
SALUTE SCOWL SCRATCH SCREAM SCUTTLE
SEX SHAKE SHAME SHE SHIVER
SHLA SHRUG SHUDDER SHUFFLE SIGH
SING SIT SKIP SLAP SLURP
SMILE SMILES SMIRK SMUG SNAP
SNARL SNEER SNEEZE SNIFF SNIGGER
SNOG
SNORT SNUGGLE SOB SORRY SPIT
SPLUTTER SQUEAK STAGGER STAMP STAND
STARE STRETCH STROKE STRUT STUTTER
SULK SWAGGER SWAY SWEAT TAP
TEAR THANK THEO THINK TICKLE
TITTER TUG TUT VOMIT VOTE
WAG WAGGLE WAIL WASH WAVE
WAVEY WHEEZE WHIMPER WHINE WHISTLE
WHOOP WHOOPS WHY WIGGLE WINCE
WINK WINKS WOBBLE WOMBLE WOO
WOOF WOW YAWN YES
5. CHARACTER COMMANDS
=====================
CITIZEN
=======
SYNTAX: CITIZEN <city name>
This command allows you to join one of the cities in LEGENDS OF COSRIN. You can currently issue the command to
join any of the following cities:
DEVARDEC TRANOS WOODTOP HELLEGOST
When you issue the RECALL command you will be taken back to your home city.
DESCRIBE
========
SYNTAX: DESCRIPTION1 <description text>
DESCRIPTION2 <description text>
You can set your own description using the DESCRIBE commands.
DIE
===
SYNTAX: DIE
This command will bring you back from the realm of death. You will find that you will lose all the
experience you gained. You can reduce this experience loss by having a mortal cast a spell of
resurrection upon you. When you return from the plane of death, you will also lose HALF of the gold
that you carried with you.
HEALTH
======
SYNTAX: HEALTH or H
REST
WAKE
Looking after your health is a vital element of LEGENDS OF COSRIN. You can check your health at any time by use
of the HEALTH or H command. There are two counters that you should watch: your health points and
your spell points. Should your health points drop to 0, you will die. If your spell points fall to 0, you
will no longer be able to cast spells until you regain them.
You can regain your health in several ways. The most common method to use is the REST command.
This increases your normal rate of healing while you remain asleep. While asleep, you gain health
and spell points at a faster rate than normal. Note: while you are resting you will be unable to protect
yourself. You can also use potions of healing or healing herbs to increase your health and spell points.
These can be found at various shops around LEGENDS OF COSRIN. Also, you can go to a place of healing (temple,
physician, etc.) and use the SHOW SERVICES command to see if healing is being offered. If so, use
the SERVICE <service #> command to have the spell cast upon you.
SCORE
=====
SYNTAX: SCORE
This command lists the experience that you have gained within LEGENDS OF COSRIN.
DEFENSE
=======
This command will list your current defenses vs. the range of attack areas open to monsters. This
includes your defense against the base elements.
USE
===
SYNTAX: USE or USE <item name>
This command allows you to try and provide the correct item to solve a quest or puzzle. You should
hold the required item in your RIGHT hand and issue the command USE.
PULL
====
SYNTAX: PULL or PULL <item name>
This command allows you to try and provide the correct item to solve a quest or puzzle. To PULL a
lever, issue the command PULL.
OFFER
=====
SYNTAX: OFFER or OFFER <item name>
This command allows you to try and provide the correct item to solve a quest or puzzle. You should
hold the required item in your RIGHT hand and issue the command OFFER.
DROP
====
SYNTAX: DROP <item> or DR <item>
If the item is not in one of your hands, it will be dropped from your backpack.
Note: some items are not droppable...
GET
===
SYNTAX: GET <item name>
If you don't have a free hand, the item will go into your backpack for storage (use the UNPACK
<item> command to unpack it)
Note, some items cannot be lifted except by Immortals, others require a certain minimum strength,
others you can have but one of and still others you won't be able to drop...
DESTROY
=======
SYNTAX: DESTROY <item name>
This command allows you to destroy any item you are holding in your hands or your backpack.
MIX OR COMBINE
===============
SYNTAX: MIX or COMBINE
This command is used to mix items together, be they herbs, arcana, weaponry etc. The command is
used with skills such as HERBLORE, ARCANE, WEAPONSMITHING and ARMOURY. You can
attempt to mix any two items together; just hold the two relevant items in your hands and issue the
command MIX or COMBINE.
BREAK OR DISASSEMBLE
====================
SYNTAX: BREAK or DISASSEMBLE
This command is used to break items apart, be they herbs, arcana, weaponry etc. The command is
used with skills such as HERBLORE, ARCANE, WEAPONSMITHING and ARMOURY. You can
attempt to break any two items apart; just hold the relevant item in your RIGHT hand and issue the
command BREAK.
PACK
====
SYNTAX: PACK <item name> : this will place an item IN your pack
UNPACK <item name> : this will REMOVE an item from your pack
You will find that you need to place things in your backpack. This is done using the PACK command.
SWAP
====
SYNTAX: SWAP
This command swaps what you hold in your right hand to your left hand.
EXAMINE
=======
SYNTAX: EXAM <item name>
You can examine items to see what properties they have. To examine an item, it must be in your hand
OR on the floor. Your ability to detect how useful an item will be is dependent on your LORE skill.
Certain items require you to have additional skills (Weapons require the Weaponsmith skill, Armour
requires the Armourer skill etc.).
ACTIVATE
========
SYNTAX: ACTIVATE <item name>
Certain items can have embedded spells (like helms of flying or rings of recall).
The item does not have to be held to be activated (it can be worn, or even in your pack)
6. COMBAT
=========
MONSTERS
As you adventure around the land of LEGENDS OF COSRIN, you will come across many different types of creatures.
Some of these creatures will be friends and allies while others will seek to attack you. If you choose to
fight these creatures, you will find that you gain experience points and the chance to earn treasure.
The monsters are constantly spawning and replenishing their lairs. When you clear a cavern section
of monsters, you might well find the caverns fully populated again within a short while!
Note also, that there are random encounters which are based upon which part of LEGENDS OF COSRIN you are
adventuring in; there are lair or fixed encounters which are always in the same place. Quests are
often based on slaying lair creatures. One of the most fun aspects of LEGENDS OF COSRIN is discovering secret or
hard to reach lairs!
KILL LIST
=========
SYNTAX: KL
You have a KILL LIST that tracks all the monsters you have slain in the land. You can access your
kill list by typing KL
ARE YOU AN OUTLAW?
==================
If you attack a friendly creature (like a townsperson or merchant), you will become an outlaw.
Certain creatures in the game (like town guards) will instantly attack on sight any outlaw they run
across.
Your status as an outlaw resets when you reach your next level, or if you can convince a God to
forgive you!
Watch out! Those town guards are nasty!
FIGHTING
========
Hand-to-hand fighting is mostly used by the Warrior and Monk class. While it is possible for all
classes to fight, you will find that Wizards and Thieves have other ways of killing creatures that are
better suited to them.
To fight well, you will need to wield a weapon of some sort (unless you are an experienced Monk).
Weapons are readily available from shops within the villages and cities.
The commands used for fighting are as follows:
WIELD < WEAPON NAME >
ADVANCE < Target name > (Or AD for short)
KILL < Target name > (Or A for short)
ATTACKING
=========
Combat plays an important part in LEGENDS OF COSRIN; you will find that you have to engage in mortal combat
with all manner of evil creatures. The first thing you will have to do, if not using a missile weapon
(like a bow or crossbow), is ADVANCE towards the enemy. After you have advanced, you will have
to attack the creature. This is done with the KILL or ATTACK command. This can be abbreviated by
just typing A.
To attack a creature: A <Target>
If you leave off a target, you will attack the first creature you are engaged with.
Your skill with your weapon and the creature's defenses will determine whether or not you hit and
how much damage you do. Don't forget to WIELD a weapon prior to entering combat!
You can RETREAT from combat if things don't go so well! To protect another player, you can use the
GUARD <player> command. A guarded player cannot be attacked physically by a creature.
Typing RECALL will instantly teleport you back to the START !
RETREAT
=======
SYNTAX: RETREAT or RE
RETREAT <direction> or RE <direction>
If combat is not going well you will be able to RETREAT. To do this, you type RETREAT or just RE.
You will find that there is a short delay while your character attempts to find a good time to run for it.
You can specify a direction for retreating as well. Example: RE W would retreat and then move you
to the west.
ADVANCE
=======
When you decide to attack with a hand-to-hand weapon, you first have to ADVANCE towards it
(missile weapons can be used without advancing). This involves you readying your weapon and
squaring up to the monster. When you elect to advance the monster will attempt to hit you.
To advance on an enemy you use the following command:
ADVANCE <Target name> or AD <creature name> for short
If there are more than one of a creature type in a room (for example 3 Orc warriors) you can state
which one you wish to advance on by placing a number after the advance command.
Example (to attack the 3rd Orc in a room)
ADVANCE 3 ORC
ADVANCE or AD with no parameters advances you towards the first creature in a room
Typing RECALL will teleport you away from combat and back to the start!
NORMAL
======
This is the standard combat mode that will allow you to block some blows that rain down on you from
evil creatures. While you are in normal mode, you will find that your defensive ability is similar to
your offensive ability.
RELAX
=====
This command changes your battle stance and allows you to see all the relevant text that combat
generates.
CONCENTRATE
===========
This command cuts down on the amount of text that you see during combat. When you select this
command, you will only see attacks against yourself.
PARRY
=====
This is a combat mode that will allow you to block the majority of blows that rain down on you from
evil creatures. While you are parrying, you will find that your defensive ability is increased, while
your offensive ability is greatly reduced.
BERSERK
=======
This is a combat mode that will allow you to attack with greater power against the creatures. While
you are berserk, you will find that your defensive ability is greatly reduced, while your offensive
ability is greatly increased.
7. SKILLS
=========
As you adventure and achieve experience, you will gain levels. As each level is gained, you will gain
skill points. These points can be used to improve existing skills, learn new skills, or learn spells. You
learn skills by going to a shop with a trainer. You can type the SHOW SKILLS command to see a list
of skills being taught at a particular location. Use LEARN <skill #> to train in that skill. Note: each
skill has a skill point cost and a gold cost associated with it (displayed with SHOW SKILLS) Each
level of training increases your abilities with that skill.
TEACH AND STUDY
===============
When you attain the Reasonable level with a skill (use the SKILLS command to see your skill levels),
you can teach the skill to other players. Use the command: TEACH <skill number> to teach a skill
(the skill number corresponds with the skill number shows in the SKILLS command).
From that point on, anyone in the same room with you can learn that skill from you (as long as your
skill level is higher than theirs). They would use the command: STUDY <player name> to learn the
skill from you. Example: Doug wants to teach the one handed weapon skill to Bob. Doug issues the
command TEACH 1 and then Bob, in the same room as Doug, issues the command STUDY DOUG.
If Doug knows the skill well and Bob is a good learner, he will learn the skill. The cost of learning a
skill from another player is 1 extra build point than normal and 0 gold. Thus, learning skills from
other players saves you gold, but costs you build points.
When you are no longer interested in teaching a skill, use the command: TEACH with no parameter
to stop teaching. You can only teach 1 skill at a time.
SKILL LIST
==========
1) One Handed Weapons
2) Two Handed Weapons
3) Missile Weapons
4) Martial Arts
5) Dodging
6) Toughness
7) Naturalism Spell Use
8) Spell Resistance
9) Resilience
10) Magical Dexterity
11) Cabalistic Ability
12) Awareness
13) Pick Locks
14) Remove Traps
15) Pick Pockets
16) Riding
18) Swimming
19) Weaponsmithing
20) Armourer
21) Barter
22) Lore
23) Jeweler
24) Stealth
25) Skill not in use
26) Called Shot
27) Stunning Blow
28) Physical Training
29) Spiritual Karma
30) Multiple Attacks
31) Assassination
32) Warcraft
33) Herbalism
34) Arcana
35) Magic Spell Use
36) Sorcery Spell Use
37) Poisoning
SKILL LEVELS
============
Skill ability is rated in the following order:
1) Apprentice
2) Beginner
3) Novice <-- Skill only gives real benefit after this level
4) Reasonable <-- You can teach skills you know at this level
5) Adequate
6) Accomplished
7) Proficient <-- Some classes cannot progress
8) First Rate above this rank in some skills.
9) Outstanding
10) Pre-eminent
11) Supreme <-- Ascendance requires 8 skills to
12) Awesome this level.
13) Ultimate
SKILL EXPLANATIONS
==================
Note: Except for Weapon Groups, these are ordered alphabetically.
WEAPON GROUPS
=============
The combat-oriented skills are broken down into four groups:
ONE HANDED WEAPONS - Use of weapons which require a single hand like broad swords,
daggers, maces, etc.
TWO HANDED WEAPONS - Use of weapons which require two hands like two handed swords,
great axes, etc.
MISSILE WEAPONS - Use of bows, crossbows and other ranged weapons
MARTIAL ARTS- Use of special martial arts weapons like Katanas, nunchukus, etc. or the skill
used for unarmed combat
By using the EXAMINE command on a weapon your are holding, you will find out its type from the
list above.
The higher the skill you have, the better your chance to hit and damage a creature in combat. Also, a
higher skill allows you to swing your weapon in less time, allowing you to attack faster in combat.
ARCANA
======
The Arcana skill is the ability to mix spell components together. You will find that spell components
form goos and liquids. Mixing these, you are able to form potions and runes.
To mix items, you issue the following commands
MIX <item one> <item two>
The FIRST item you select is always given the greater quantity. You will find that altering the order
you mix items will often generate a different result.
ARMORER
=======
Certain skills allow you to better judge an item's value when you examine it. ARMORER helps
determine a piece of armor's value. The higher your skill, the closer your approximation of the item's
value.
You can use these skills to manufacture items of armour and weapons.
You can add magical effects to items by working with a spell caster.
FORGING
To forge a weapon you have to find the following items:
Forging hammer Mould Ingot
You must hold the hammer and ingot in your hands.
Type MIX to use the hammer on the ingot.
As you bash the ingot, you will make the temperature alter. The hotter the ingot, the better the item
of armour it will make.
When you have worked the ingot, you should then place the mould in your RIGHT hand. Mix the
ingot and the mould to produce the item of equipment you require.
All items made by a character are greater in ability than the relevant equipment you can buy in a
shop.
You can add magical effects to items by working with a spell caster.
ASSASSINATION
=============
If you strike a blow from hiding (hidden or invisible), a check is made on your assassination skill vs.
the creature's abilities. If successful, the creature will be instantly killed! Note: this only applies to
hand held weapons, not missile weapons and this skill only works when striking a blow from
concealment.
AWARENESS
=========
The awareness skill represents the character's perception of his surroundings. The higher this skill,
the greater the probability that he will find secret doors when using the SEARCH command, and find
traps when using the EXAMINE command. Also, a SEARCH in a room with a hidden character will
be more likely to reveal that character if the user has a high awareness.
BARTER
======
The barter skill determines how much you pay for items that you buy and what price you get for items
that you sell. A player with a high barter skill will pay less to purchase items and make more money
when selling items. When using the SHOW ITEMS command at a shop, you will see two numbers
(one in parentheses and one not). The first number is your cost, the second number (the one in
parenthesis) is the list price of the item. Thus, you can see just how well your barter skill is working.
Note: this skill applies to sold items as well. A person with a higher barter skill will get a better price
for sold items. It is a good technique to have the person in the adventuring party with the highest
barter skill sell all items found and do all of the group purchasing.
CABALISTIC ABILITY
==================
The cabalistic ability skill represents the player's ability to use scrolls. The higher this skill, the
greater the chance that a character's use of a scroll will be successful.
CALLED SHOT
===========
This skill is used in conjunction with the AIM command. It allows you to take extra time and care
with a blow to attempt to land a very damaging attack. When you wish to use this skill, use the AIM
command instead of the ATTACK command to attack a creature.
When using this skill, your chance to hit is reduced and your blow takes somewhat longer to land but
your damage is increased.
DODGING
=======
The dodging skill increases your chances of evading an attack from a creature. Thus, a high dodging
skill will mean creatures miss you more often. Dodging does not affect the damage done by a
successful attack. To reduce damage, wear armour or learn the toughness skill.
HERBALISM
=========
This skill is the natural ability to mix herbs and seeds. You will find that most herbs and seeds can be
combined to form a paste. Pastes can be mixed together to generate herbs with healing properties.
HERBLORE
If you acquire the herbalism skill, you can use it to mix and combine herbs, seeds and pastes.
You should hold the two items you wish to mix in your hands.
Type MIX to combine them.
The item you hold in your RIGHT hand is always given the greater quantity. You will find that
altering the order you mix items will often generate a different result.
EXAMPLE:
Take a HARRIN herb in your RIGHT hand
Take a SUNFLOWER in your left hand
Type MIX (to create a BROWN paste)
Place the paste on the floor
Take a LARANE herb in your RIGHT hand
Take a JUNIPTAR SEED in your left hand
Type MIX (to create a BLUE paste)
Hold the Blue paste in your left hand and the Brown paste in your RIGHT hand.
Type MIX (to produce a paste that allows you to Breathe in Water)
JEWELER
=======
JEWELER helps determine the value of a treasure.
The higher your skill, the closer your approximation of the item's value.
LORE
====
The lore skill helps you determine the special properties of an item when examined. Thus, a player
with a high lore skill that examines a magical dagger will be able to determine the full powers of the
item. Once identified, you will always remember the special properties of an item.
MAGIC SPELL USE
===============
This ability allows you to cast magic; this covers spells that affect the body and mind. Magic is the
main school for a wizard. You can belong to any of the three magical guilds if you are a wizard.
MAGICAL DEXTERITY
=================
The magical dexterity skill is used when a character uses a wand, rod, or staff. The higher this skill,
the more likely it is that the item will function properly.
MULTIPLE ATTACKS
================
As this skill increases, your character has a higher chance of having a successful attack instantly
followed up with another. Thus, if you type A to attack a creature and hit, if your multiple attack skill
check is successful, your character would instantly strike the creature again. Note: this works only
with hand held weapons and only comes into play when you successfully strike a creature.
NATURALISM SPELL USE
====================
This ability allows you to cast naturalist magic, which covers spells that heal the body and mind.
Naturalist magic is the main school for a shaman. You can belong to any of the three magical guilds if
you are a shaman.
PHYSICAL TRAINING
=================
This skill represents your body conditioning. The higher this skill is, the more hit points you gain per
level and the faster you recover lost hit points when resting.
PICK LOCKS
==========
The pick locks skill is used when a player attempts to unlock a locked item. The higher the skill, the
better the chance of success.
PICK POCKETS
============
If you are hidden or invisible, you can use the PICKPOCKET command to attempt to steal gold from
a creature. Your chance of success is based on your pick pockets skill.
REMOVE TRAPS
============
The remove traps skill determines the chance of a player successfully removing a trap on a trapped
item. When a player attempts to unlock a trapped item, the remove traps skill is used to determine
whether the trap was avoided.
RESILIENCE
==========
The resilience skill increases your character's resistance to all forms of physical attack (poisons, cold,
heat, etc.) The higher this skill, the less damage you will take from elemental type damage.
SORCERY SPELL USE
=================
This ability allows you to cast sorcerer magic, which covers spells that attack the body and mind.
Sorcery magic is the main school for a sorcerer. You can belong to any of the three magical guilds if
you are a sorcerer.
SPELL RESISTANCE
================
The spell resistance skill increases your character's resistance to the effects of spells cast by creatures.
Thus, a character with a high spell resistance skill will take less damage from spells and have a
higher chance of not being affected by a spell.
SPIRITUAL KARMA
===============
This skill represents your mental and spiritual awareness. The higher this skill is, the more spell
points you gain per level and the faster you recover lost spell points when resting.
STEALTH
=======
The stealth skill is used when a character uses the HIDE command. A hidden character can walk
around unnoticed by creatures or players. When a hidden player attacks, the player's chance to hit
and damage is increased significantly.
Note: when hidden, you cannot interact with shops. Use the UNHIDE command to come out of
hiding. Note also, picking up an item when hidden will instantly make you visible.
Also note, you cannot hide when there are creatures in your room.
STUNNING BLOW
=============
This skill represents your training in striking creatures in such a way as to cause them to be stunned
or incapacitated. Whenever you strike a creature, your stunning blow chance is compared with the
skill of the creature. If you succeed, the creature will be stunned or incapacitated for a while (length
of time depending on your skill and that of the creature).
Note: this skill only works with hand held or martial arts weapons, not with missile weapons.
SWIMMING
========
The swimming skill is checked when you attempt to move into water locations. If your skill is high
enough, you are allowed to swim across these locations. If not high enough, you are not allowed to
enter those locations (unless you have some other method of traversing the water, like the spell of
water breathing, flying, or levitation)
TOUGHNESS
=========
The toughness skill allows your character to absorb damage received from creatures. A high
toughness allows an unarmored character to absorb damage as if they were armored. Note: the
toughness skill does not reduce your chances to be hit, just the damage you take when hit. The
dodging skill should be learned if you want to decrease your chances of being hit in combat.
WARCRAFT
========
This skill represents your character's ability to find a weakness in the creature's defense or armour.
The higher this skill, the more damage your character does when landing a blow. This ability applies
to hand held AND missile weapons and is automatic whenever successfully striking a creature.
WEAPONSMITHING
==============
Certain skills allow you to better judge an item's value when you examine it. WEAPONSMITHING
helps determine a weapon's value. The higher your skill, the closer your approximation of the item's
value.
You can use these skills to manufacture items of armour and weapons.
You can add magical effects to items by working with a spell caster.
8. MAGIC
========
SPELL USE
=========
Spell use allows a character to learn and cast spells. The higher this skill, the more effective a spell is
and the lower the chance of spell failure. Note: to learn spells, you must go to a shop selling spells.
Use the SHOW SPELLS command to view the spells being taught and use the SCRIBE <spell
number> command to actually learn the spell.
To cast a spell, use:
CAST <spell name or number>
TARGET <your name or targets name>
Note: you can learn a spell multiple times. The more you learn a spell, the more effective you are with
it, the less chance you have of failing in the casting and the longer it lasts or the more damage it does.
ENCHANTING
==========
To enchant a non-weapon/non-armour item:
Hold the item in your right hand
Cast 'Enchant Item'
Target yourself
The item is now ready to receive magic
Cast any spell you know
Use the ENCHANT command (with the item in your right hand)
This adds a charge to the item
Note, you cannot add a different spell to an item that already
has a spell. Also, you cannot add a spell to an item that
already has a use_affect (you can't add healing to boots of teleportation,
for example) You can only enchant rods, statues, rings, neckwear and
wristwear.
The number of times you can add a charge to an item is based on
the items BUY value / 100 (minimum 1 charge)
As long as the item hasn't been used up, you can, at any time,
add another charge of the same type to the item.
CHARGES
=======
Note, you cannot add a different spell to an item that already has a spell. Also, you cannot add a spell
to an item that already has a use_affect (you can't add healing to boots of teleportation for example)
You can only enchant rods, statues, rings, neckwear and wristwear.
The number of times you can add a charge to an item is based on the items BUY value / 100
(minimum 1 charge)
As long as the item hasn't been used up, you can, at any time, add another charge of the same type to
the item.
ITEM SPELLS
There is a section of spells that affect items. These spells allow you to enchant weapons or rings with
additional powers.
Name of spell | effects | Cost
================================================
Remove traps Rooms
Fire enchantment Weapons
Cold enchantment Weapons
Electricity enchantment Weapons
Entanglement enchantment Weapons
Poison enchantment Weapons
Stun enchantment Weapons
Slow enchantment Weapons
Hold enchantment Weapons
Sleep enchantment Weapons
Web enchantment Weapons
Energy drain enchantment Weapons
Bless weapon Weapon
Bless armour Armour
Harden armour Armour
Magic armour Armour
Discharge all items
Enchant item Rings, rods, jewelry
SPELL LIST
==========
1. Fireflames
2. Inferno
3. Dragon Fire
4. Chill
5. Ice Ball
6. Blizzard
7. Zap
8. Blazing Bolts
9. Gigawatt Death
10. Ensnare
11. Web
12. Engulf
13. Venom
14. Pestilence
15. Plague
16. Confusion
17. Mindmaze
18. Brainbleed
19. Sloth
20. Time Stop
21. Unlock
22. Blink
23. Teleport
24. Group Teleport
25. Levitate
26. Fly
27. Water Walking
28. Gills
29. Lurk
30. Invisibility
31. Heal
32. Regenerate
33. Body Restore
34. Body Bind
35. Unstun
36. Antidote
37. Sleep
38. Entrap
39. Release
40. Airy Freedom
41. Disentangle
42. Ogre Strength
43. Giant Strength
44. Dragon Strength
45. Light Shards
46. Demon Shards
47. Dragon Shards
48. Eagle Eye
49. Tiger Eye
50. Magic Eye
51. Raise Dead
52. Resurrect
53. Telepathy
54. Flamebane
55. Crystal Skin
56. Aurora
57. Bloodshrine
58. Freedom
59. Earth Light
60. Earth Sight
61. Haste
62. Lore
63. Reveal
64. Scry
65. Soul Leech
66. Cadaver Converse
67. Demon Fire
68. Arctic Blast
69. Lightning Storm
70. Refresh
71. Invigorate
SKILL LEVELS
============
Skill ability is rated in the following order:
1) Apprentice
2) Beginner
3) Novice <-- Skill only gives real benefit after this level
4) Reasonable <-- You can teach skills you know at this level
5) Adequate
6) Accomplished
7) Proficient <-- Some classes cannot progress
8) First Rate above this rank in some skills.
9) Outstanding
10) Pre-eminent
11) Supreme <-- Ascendance requires 8 skills to
12) Awesome this level.
13) Ultimate
SPELL EXPLANATIONS
==================
Note: These are ordered by Spell Type, alphabetically.
SPELL TYPE: MAGIC
==================
BLINK SPELL
Spell Name: Blink
Spell Type: Magic
Spell Point Cost: 20
This simple chant calls upon the element of air to MOVE the caster a short distance. This allows the
caster to evade combat or to move through locked doors. Use the TARGET command on a direction
to blink.
DISCHARGE SPELL
Spell Name: Discharge
Spell Type: Magic
Spell Point Cost: 10
This spell removes an item or weapon enchantment from an item or weapon. Cast the spell, hold the
item or weapon in your right hand, and use the target command. This spell is used to remove an
enchantment from an item or weapon, generally in preparation for adding a different enchantment to
it. The target is always the caster.
EARTH LIGHT SPELL
Spell Name: Earth Light
Spell Type: Magic
Spell Point Cost: 15
Pre-Requisite: Telepathy
This magic spell allows the caster to determine a location's unique location ID. This ID can be used
in the future for map making purposes or for use with the Earth Sight spell to view who is currently in
that location. The target for this spell is always blank, as the information returned is for the caster's
current location.
EARTH SIGHT SPELL
Spell Name: Earth Sight
Spell Type: Magic
Spell Point Cost: 30
Pre-Requisite: Earth Light
This magic spell allows the caster to look into a room previously identified via the Earth Light spell.
Thus, a caster can view the contents of any room at any time as long as they know the room's unique
identifier, determined via the Earth Light spell.
ENCHANT ITEM SPELL
Spell Name: Enchant Item
Spell Type: Magic
Spell Point Cost: 100
Pre-Requisite: Lore
This spell prepares an item to be enchanted. Cast the spell and hold the item (wand, rod, staff, statue,
jewelry, ring) in your right hand and target. The item will now begin pulsing and is now ready to
receive enchantments.
FLY SPELL
Spell Name: Fly
Spell Type: Magic
Spell Point Cost: 30
Pre-Requisite: Levitate
This chant calls upon a large air spirit to propel you through the heavens. This allows you to move
across chasms, avoid pit traps, etc. The duration is based on your skill with the Fly spell. Target the
person to make fly.
GILLS SPELL
Spell Name: Gills
Spell Type: Magic
Spell Point Cost: 30
Pre-Requisite: Levitate
This chant is able to provide the caster with the means to enter the deep water regions of LEGENDS OF COSRIN.
The duration is based on your Gills spell level. Target the person to make breathe water.
GROUP TELEPORT SPELL
Spell Name: Group Teleport
Spell Type: Magic
Spell Point Cost: 80
Pre-Requisite: Teleport
A greater form of the Teleport chant, this version calls forth the greatest of the air spirits to ensure
ALL people in a location who are FOLLOWING the caster are teleported. It also is targeted at a
remember slot, like Teleport.
HASTE SPELL
Spell Name: Haste
Spell Type: Magic
Spell Point Cost: 20
Pre-Requisite: Sloth
This magic spell allows the caster to react FAR faster than any mortal creature. The speed increase
and duration are based on the caster's spell level with the Haste spell. Target the person to speed up.
INVISIBILITY SPELL
Spell Name: Invisibility
Spell Type: Magic
Spell Point Cost: 20
Pre-Requisite: Lurk
This chant calls upon the spirits of water and air to create a wall of refracted light around the caster.
Creatures cannot uncover invisible characters, unlike hidden characters which have a chance of being
spotted. This spell makes the user hidden and all hide effects apply. The duration is based upon your
Invisibility skill level. Note, hostile actions will make you visible. Target the person to make
invisible.
LEVITATE SPELL
Spell Name: Levitate
Spell Type: Magic
Spell Point Cost: 15
By use of this simple chant, the caster calls forth a small air spirit to provide a means of simple
levitation. The duration is based on your skill with the Levitate spell. Target the person to levitate.
LORE SPELL
Spell Name: Lore
Spell Type: Magic
Spell Point Cost: 50
Pre-Requisite: Earth Sight
This magic spell allows the caster to gain ULTIMATE knowledge of equipment and treasure. Your
Lore spell level determines how powerful a magic item you can successfully lore. Once cast, hold the
item to lore in your right hand and target it. Then, examine the item and you will see all of the item's
special properties.
LURK SPELL
Spell Name: Lurk
Spell Type: Magic
Spell Point Cost: 5
This chant calls upon the spirit of air to shroud the caster in a mist. This is like an automatic hide.
This works just as hide does, including allowing assassination attempts and the use of the UNHIDE
command to become visible again. The duration is based on your Lurk spell skill level. Note, hostile
actions will make you visible. Target the person to hide.
MAGIC ARMOR SPELL
Spell Name: Magic Armor
Spell Type: Magic
Spell Point Cost: 30
Pre-Requisite: Dragon Shards
This spell protects a user with magical armor. The target will have a certain amount of damage
automatically absorbed by the magic armor before taking the damage himself. The amount of damage
absorbed is based on the caster's Magic Armor spell ability. The spell lasts until it has absorbed its
maximum amount of damage. Target the person to magically armor.
RECALL SPELL
Spell Name: Recall
Spell Type: Magic
Spell Point Cost: 40
Pre-Requisite: Blink
This is a spell that INSTANTLY teleports you to your hometown (or to Moorgate if you have not yet
become a citizen of a city). Unlike other spells, there is no need to target this spell; it immediately
recalls you to town upon casting.
REMOVE TRAPS SPELL
Spell Name: Remove Traps
Spell Type: Magic
Spell Point Cost: 5
After casting this spell, target it in the direction of a location that you want to check for traps. Thus,
if there is an opening to the North, targeting the spell north will remove traps in the location to the
north. Your success will be based on your Remove Traps spell skill.
REVEAL SPELL
Spell Name: Reveal
Spell Type: Magic
Spell Point Cost: 5
This magic spell allows the caster to see hidden exits, traps, etc. Either target a direction to check a
door for traps, target an item to check it for traps, or do not use a target and the room will be checked
for secret exits. Your success will be based on your skill level with the Reveal spell.
SCRY SPELL
Spell Name: Scry
Spell Type: Magic
Spell Point Cost: 45
Pre-Requisite: Earth Sight
This magic spell allows the caster to locate and lock onto another person. Once cast, target a player
currently on-line. Your remember slot number 10 will be set with that person's location. You can
then use a Teleport spell to teleport to remember slot 10 to appear next to the user scryed.
TELEPATHY SPELL
Spell Name: Telepathy
Spell Type: Magic
Spell Point Cost: 6
When this spell is cast, you grant the target telepathy. Everyone who is currently telepathic can send
mental thoughts using the THINK <message> command. The duration of this spell is based on your
Telepathy spell skill. Target the person to make telepathic.
TELEPORT SPELL
Spell Name: Teleport
Spell Type: Magic
Spell Point Cost: 40
Pre-Requisite: Recall
One of the most powerful chants is the one of teleport, it allows the caster to MOVE to any location
remembered. To remember a location use the REMEMBER <remember slot> command to add it to
one of your 9 remember slots. To see the locations remembered, use the remember command with no
parameters. After casting Teleport, target one of your remember slots to be instantly teleported there.
UNLOCK SPELL
Spell Name: Unlock
Spell Type: Magic
Spell Point Cost: 5
This spell calls upon a simple chant to work at the complex locks that secure boxes and doors. The
ability to open the lock is dependent on the ability of the caster and the ability of the lock- smith.
Once cast, use the TARGET command on an item or a direction based on what you are trying to
unlock.
WATER WALKING SPELL
Spell Name: Water Walking
Spell Type: Magic
Spell Point Cost: 12
This chant calls upon a small water spirit to freeze the water under your feet; it provides the fastest
means of traveling over water. This is perfect for people with low swimming skills. The duration is
based on your skill with the Water Walking spell. Target the person to make walk on water.
SPELL TYPE: NATURALISM
=======================
AIRY FREEDOM SPELL
Spell Name: Airy Freedom
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Web
This spell frees a target that is magically webbed. Target the person to free.
ANTIDOTE SPELL
Spell Name: Antidote
Spell Type: Naturalism
Spell Point Cost: 6
Pre-Requisite: Heal
This spell cures the target of poison. The amount of poison cured is based on the caster's Antidote
spell use skill. Target the person to unpoison.
AURORA SPELL
Spell Name: Aurora
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Zap
This spell magically enhances a character's resistance to electricity. The amount and duration of this
protection is based on the spell caster's skill. Target the person to protect.
BLESS ARMOUR SPELL
Spell Name: Bless Armor
Spell Type: Naturalism
Spell Point Cost: 40
Pre-Requisite: Dragon Shards
This spell blesses a piece of armor which has been prepared for enchantment. An enchanted piece of
armor adds to a character's defense during combat. The amount of blessing and duration of the
blessing is based on the caster's spell use skill. Hold the armor in your right hand and target yourself
to bless a piece of armor.
BLESS WEAPON SPELL
Spell Name: Bless Weapon
Spell Type: Naturalism
Spell Point Cost: 40
Pre-Requisite: Magic Eye
This spell blesses a weapon which has been prepared for enchantment. An enchanted weapon adds to
a character's chance to hit and damage during combat. The amount of blessing and duration of the
blessing is based on the caster's spell use skills. Hold the weapon in your right hand and target
yourself to bless a weapon.
BLOODSHRINE SPELL
Spell Name: Bloodshrine
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Venom
This spell magically enhances a character's resistance to poison. The amount and duration of this
protection is based on the spell caster's skill. Target the person to protect.
BODY BIND SPELL
Spell Name: Body Bind
Spell Type: Naturalism
Spell Point Cost: 6
Pre-Requisite: Heal
This spell reduces or completely stops the target from bleeding. The amount of bleeding stopped is
based on the caster's Body Bind spell skill level. Target the person to cure bleeding on.
BODY RESTORE SPELL
Spell Name: Body Restore
Spell Type: Naturalism
Spell Point Cost: 12
Pre-Requisite: Regenerate
This is one of the most powerful chants of the body that a wizard can cast. It heals the body of almost
all its wounds. The amount of damage healed is based on the caster's Body Restore spell use skill.
This is a more powerful version of the Regenerate spell. Target the person to be healed.
CADAVER CONVERSE SPELL
Spell Name: Cadaver Converse
Spell Type: Naturalism
Spell Point Cost: 20
Pre-Requisite: Scry
This spell allows a dead person to speak as normal instead of the normal wailing that is done. The
duration is based upon the caster's spell skills. Target the dead person to speak with.
CRYSTAL SKIN SPELL
Spell Name: Crystal Skin
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Chill
This spell magically enhances a character's resistance to cold. The amount and duration of this
protection is based on the spell caster's skill. Target the person to protect.
CURE CONFUSION SPELL
Spell Name: Cure Confusion
Spell Type: Naturalism
Spell Point Cost: 11
Pre-Requisite: Antidote
This spell cures a target of the confusion affliction. Target the person to unconfuse.
CURE PACIFISM SPELL
Spell Name: Cure Pacifism
Spell Type: Naturalism
Spell Point Cost: 15
Pre-Requisite: Cure Confusion
This spell cures a target of the pacifism affliction. Target the person to cure of pacifism.
DEMON SHARDS SPELL
Spell Name: Demon Shards
Spell Type: Naturalism
Spell Point Cost: 12
Pre-Requisite: Light Shards
This spell magically enhances a target's defense. This reduces their chance to be hit during combat.
The duration and amount of defense added is based on the caster's Demon Shards spell use skill.
Target the person to magically protect. This spell is a stronger version of the Light Shards spell.
DISENTANGLE SPELL
Spell Name: Disentangle
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Ensnare
This spell frees a target that is magically entangled. Target the person to free.
DRAGON SHARDS SPELL
Spell Name: Dragon Shards
Spell Type: Naturalism
Spell Point Cost: 12
Pre-Requisite: Demon Shards
This spell magically enhances a target's defense. This reduces their chance to be hit during combat.
The duration and amount of defense added is based on the caster's Dragon Shards spell use skill.
Target the person to magically protect. This spell is a stronger version of the Demon Shards spell.
DRAGON STRENGTH SPELL
Spell Name: Dragon Strength
Spell Type: Naturalism
Spell Point Cost: 20
Pre-Requisite: Giant Strength
This spell magically enhances a target's strength. This improves their chance to hit and damage in
combat. The duration and amount of strength added is based on the caster's Dragon Strength spell
use skill. Target the person to make stronger. This spell is a stronger version of the Giant Strength
spell.
EAGLE EYE SPELL
Spell Name: Eagle Eye
Spell Type: Naturalism
Spell Point Cost: 5
This spell magically enhances a target's accuracy. This increases their chance to hit during combat.
The duration and amount of accuracy added is based on the caster's Eagle Eye spell use skill. Target
the person to magically enhance.
FLAMEBANE SPELL
Spell Name: Flame Bane
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Fireflames
This spell magically enhances a character's resistance to fire. The amount and duration of this
protection is based on the spell caster's skill. Target the person to protect.
FREEDOM SPELL
Spell Name: Freedom
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Ensnare
This spell magically enhances a character's resistance to entanglement. The amount and duration of
this protection is based on the spell caster's skill. Target the person to protect.
GIANT STRENGTH SPELL
Spell Name: Giant Strength
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Ogre Strength
This spell magically enhances a target's strength. This improves their chance to hit and damage in
combat. The duration and amount of strength added is based on the caster's Giant Strength spell use
skill. Target the person to make stronger. This spell is a stronger version of the Ogre Strength spell.
HARDEN ARMOUR
Spell Name: Harden Armor
Spell Type: Naturalism
Spell Point Cost: 100
Pre-Requisite: Magic Armor
This spell hardens a piece of armor which has been prepared for enchantment. A hardened piece of
armor will absorb the first "n" points of damage the wearer receives. The amount of damage absorbed
is based on the caster's spell use skill. Hold the armor in your right hand and target yourself to harden
a piece of armor.
HEAL SPELL
Spell Name: Heal
Spell Type: Naturalism
Spell Point Cost: 3
This chant brings forward the best parts of the spirits of air and body to create the best ways to heal.
The amount of damage healed is based on the caster's Heal spell use skill. Target the person to be
healed.
LIGHT SHARDS SPELL
Spell Name: Light Shards
Spell Type: Naturalism
Spell Point Cost: 6
This spell magically enhances a target's defense. This reduces their chance to be hit during combat.
The duration and amount of defense added is based on the caster's Light Shards spell use skill.
Target the person to magically protect.
MAGIC EYE SPELL
Spell Name: Magic Eye
Spell Type: Naturalism
Spell Point Cost: 20
Pre-Requisite: Tiger Eye
This spell magically enhances a target's accuracy. This increases their chance to hit during combat.
The duration and amount of accuracy added is based on the caster's Magic Eye spell use skill. Target
the person to magically enhance. This spell is a stronger version of the Tiger Eye spell.
OGRE STRENGTH SPELL
Spell Name: Ogre Strength
Spell Type: Naturalism
Spell Point Cost: 5
This spell magically enhances a target's strength. This improves their chance to hit and damage in
combat. The duration and amount of strength added is based on the caster's Ogre Strength spell use
skill. Target the person to make stronger.
RAISE DEAD SPELL
Spell Name: Raise Dead
Spell Type: Naturalism
Spell Point Cost: 80
Pre-Requisite: Dragon Shards
This spell brings a dead character back to life. The character still loses half of their excess experience
like with the DIE command, but no gold piece cost is incurred. Target the dead person to bring back
to life.
REGENERATE SPELL
Spell Name: Regenerate
Spell Type: Naturalism
Spell Point Cost: 6
Pre-Requisite: Heal
This chant brings forward the best parts of the spirits of air and body to create the best ways to heal.
The amount of damage healed is based on the caster's Regenerate spell use skill. This is a more
powerful version of the Heal spell. Target the person to be healed.
RELEASE SPELL
Spell Name: Release
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Entrap
This spell frees a target that is magically held. Target the person to free.
RESTORE HEARING SPELL
Spell Name: Restore Hearing
Spell Type: Naturalism
Spell Point Cost: 11
Pre-Requisite: Unstun
This spell cures a target of the deafness affliction. Target the person to restore hearing to.
RESTORE VOICE SPELL
Spell Name: Restore Voice
Spell Type: Naturalism
Spell Point Cost: 11
Pre-Requisite: Unstun
This spell cures a target of the muteness affliction. Target the person to cure of muteness.
RESURRECT SPELL
Spell Name: Resurrect
Spell Type: Naturalism
Spell Point Cost: 160
Pre-Requisite: Raise Dead
This spell brings a dead character back to life. The character may or may not lose excess experience,
determined by the skill level of the caster. There is also no gold piece loss. Target the dead person to
bring back to life.
You will need to hold the relevant life rune in your hand when casting this spell see HELP LIFE
RUNES for more information.
LIFE RUNES
The powers of resurrection require the use of a life rune. These are available from several shops in the
land. The runes come in different colours. The runes should ONLY be purchased by the spell casters
as they are of NO use to people who can not cast the resurrection spell.
People wishing to cast the spell will need the rune that matches the level requirements of the person
they wish to restore life to.
BRONZE LIFE RUNE - This will restore life to any mortal under 11th level
SILVER LIFE RUNE - This will restore life to any mortal under 21st level
GOLD LIFE RUNE - This will restore life to any mortal under 41st level
The rune is DESTROYED in the casting of the spell.
SANCTUARY SPELL
Spell Name: Sanctuary
Spell Type: Naturalism
Spell Point Cost: 50
Pre-Requisite: Cure Pacifism
This spell enchants the target with sanctuary. While under the effects of Sanctuary, no creature will
attempt to attack you. Note: a side effect is that you cannot advance on, attack, or target a creature
either. The duration of this spell is based on the caster's spell use skill. Target the person to enchant
with sanctuary.
TIGER EYE SPELL
Spell Name: Tiger Eye
Spell Type: Naturalism
Spell Point Cost: 10
Pre-Requisite: Eagle Eye
This spell magically enhances a target's accuracy. This increases their chance to hit during combat.
The duration and amount of accuracy added is based on the caster's Tiger Eye spell use skill. Target
the person to magically enhance. This spell is a stronger version of the Eagle Eye spell.
UNSTUN SPELL
Spell Name: Unstun
Spell Type: Naturalism
Spell Point Cost: 6
Pre-Requisite: Regenerate
This spell unstuns the target. Target the person to unstun.
SPELL TYPE: SORCERY
====================
ARCTIC BLAST SPELL
Spell Name: Arctic Blast
Spell Type: Sorcery
Spell Point Cost: 18
Pre-Requisite: Blizzard
This spell shoots a cone of cold at all creatures in the room. The damage done is based on your spell
skill. Target doesn't require any parameters since all creatures are affected.
BLAZING BOLTS SPELL
Spell Name: Blazing Bolts
Spell Type: Sorcery
Spell Point Cost: 6
Pre-Requisite: Zap
This spell shoots a bolt of electricity at your target. The damage done is based on your spell skill.
Target a creature to affect. This is a more powerful version of Zap.
BLIZZARD SPELL
Spell Name: Blizzard
Spell Type: Sorcery
Spell Point Cost: 12
Pre-Requisite: Ice Ball
This spell shoots a cone of cold at your target. The damage done is based on your spell skill. Target a
creature to affect. This is a more powerful version of Ice Ball.
BRAINBLEED SPELL
Spell Name: Brainbleed
Spell Type: Sorcery
Spell Point Cost: 16
Pre-Requisite: Mindmaze
This spell causes the target creature to become confused and unable to react. The duration of the spell
is based on your spell skill. Target a creature to affect. This is a more powerful version of the
Mindmaze spell.
CAUSE PACIFISM SPELL
Spell Name: Cause Pacifism
Spell Type: Sorcery
Spell Point Cost: 20
Pre-Requisite: Mindmaze
This spell causes the target creature to become pacifistic. This means it will not be able to attack or
advance on players. The duration of the spell is based on your spell skill. Target a creature to affect.
CHILL SPELL
Spell Name: Chill
Spell Type: Sorcery
Spell Point Cost: 3
This spell shoots a cone of cold at your target. The damage done is based on your spell skill. Target a
creature to affect.
COLD ENCHANTMENT SPELL
Spell Name: Cold Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Arctic Blast
This spell allows the caster to add a cold enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
CONFUSION SPELL
Spell Name: Confusion
Spell Type: Sorcery
Spell Point Cost: 4
This spell causes the target creature to become confused and unable to react. The duration of the spell
is based on your spell skill. Target a creature to affect.
DEMON FIRE SPELL
Spell Name: Demon Fire
Spell Type: Sorcery
Spell Point Cost: 18
Pre-Requisite: Dragon Fire
This spell shoots a burst of flames at all creatures in the room. The damage done is based on your
spell skill. Target doesn't require any parameters since all creatures are affected.
DRAGON FIRE SPELL
Spell Name: Dragon Fire
Spell Type: Sorcery
Spell Point Cost: 12
Pre-Requisite: Inferno
This spell shoots a burst of flames at your target. The damage done is based on your spell skill.
Target a creature to affect. This is a more powerful version of Inferno.
ELECTRICITY ENCHANTMENT SPELL
Spell Name: Electricity Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Lightning Storm
This spell allows the caster to add an electricity enchantment to a weapon. The number of charges
and intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in
your right hand and target this spell.
ENERGY DRAIN ENCHANTMENT SPELL
Spell Name: Energy Drain Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Soul Leech
This spell allows the caster to add an energy drain enchantment to a weapon. The number of charges
and intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in
your right hand and target this spell.
ENGULF SPELL
Spell Name: Engulf
Spell Type: Sorcery
Spell Point Cost: 16
Pre-Requisite: Web
This spell covers the target with sticky webbing, clinging vines, and other compounds designed to
hold the creature still. The intensity and duration of the entanglement is based on your spell skill.
Target a creature to affect. This is a more powerful version of Web.
ENSNARE SPELL
Spell Name: Ensnare
Spell Type: Sorcery
Spell Point Cost: 4
This spell attempts to entangle a creature in weeds and vines. The duration and intensity of the
entanglement is based on your spell skill. Target a creature to affect.
ENTANGLEMENT ENCHANTMENT SPELL
Spell Name: Entanglement Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Engulf
This spell allows the caster to add an entanglement enchantment to a weapon. The number of charges
and intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in
your right hand and target this spell.
ENTRAP SPELL
Spell Name: Entrap
Spell Type: Sorcery
Spell Point Cost: 12
Pre-Requisite: Sloth
This spell causes the target creature to become rigid and unable to move. The duration of the spell is
based on your spell skill. Target a creature to affect.
FIRE ENCHANTMENT SPELL
Spell Name: Fire Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Demon Fire
This spell allows the caster to add a fire enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
FIREFLAMES SPELL
Spell Name: Fireflames
Spell Type: Sorcery
Spell Point Cost: 3
This spell shoots a burst of flames at your target. The damage done is based on your spell skill.
Target a creature to affect.
GIGAWATT DEATH SPELL
Spell Name: Gigawatt Death
Spell Type: Sorcery
Spell Point Cost: 12
Pre-Requisite: Blazing Bolts
This spell shoots a bolt of electricity at your target. The damage done is based on your spell skill.
Target a creature to affect. This is a more powerful version of Blazing Bolts.
HOLD ENCHANTMENT SPELL
Spell Name: Hold Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Release
This spell allows the caster to add a hold enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
ICE BALL SPELL
Spell Name: Ice Ball
Spell Type: Sorcery
Spell Point Cost: 6
Pre-Requisite: Chill
This spell shoots a cone of cold at your target. The damage done is based on your spell skill. Target a
creature to affect. This is a more powerful version of Chill.
INFERNO SPELL
Spell Name: Inferno
Spell Type: Sorcery
Spell Point Cost: 6
Pre-Requisite: Fireflames
This spell shoots a burst of flames at your target. The damage done is based on your spell skill.
Target a creature to affect. This is a more powerful version of Fireflames.
LIGHTNING STORM SPELL
Spell Name: Lightning Storm
Spell Type: Sorcery
Spell Point Cost: 18
Pre-Requisite: Gigawatt Death
This spell shoots a bolt of electricity at all creatures in the room. The damage done is based on your
spell skill. Target doesn't require any parameters since all creatures are affected.
MINDMAZE SPELL
Spell Name: Mindmaze
Spell Type: Sorcery
Spell Point Cost: 8
Pre-Requisite: Confusion
This spell causes the target creature to become confused and unable to react. The duration of the spell
is based on your spell skill. Target a creature to affect. This is a more powerful version of the
Confusion spell.
PACIFIES ENCHANTMENT SPELL
Spell Name: Pacifies Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Cure Pacifism
This spell allows the caster to add a pacifies enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
PESTILENCE SPELL
Spell Name: Pestilence
Spell Type: Sorcery
Spell Point Cost: 8
Pre-Requisite: Venom
This spell injects the creature with poison. The amount of poison is based on your spell skill. Target
a creature to affect. This is a more powerful version of the Venom spell.
PLAGUE SPELL
Spell Name: Plague
Spell Type: Sorcery
Spell Point Cost: 16
Pre-Requisite: Pestilence
This spell injects the creature with poison. The amount of poison is based on your spell skill. Target
a creature to affect. This is a more powerful version of the Pestilence spell.
POISON ENCHANTMENT SPELL
Spell Name: Poison Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Plague
This spell allows the caster to add a poison enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
SLEEP ENCHANTMENT SPELL
Spell Name: Sleep Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Sleep
This spell allows the caster to add a sleep enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this
spell.
SLEEP SPELL
Spell Name: Sleep
Spell Type: Sorcery
Spell Point Cost: 15
Pre-Requisite: Confusion
This spell causes the target creature to fall asleep and become virtually helpless. The duration of the
spell is based on your spell skill. Target a creature to affect.
SLOTH SPELL
Spell Name: Sloth
Spell Type: Sorcery
Spell Point Cost: 8
This spell causes the target creature to become slow and take much longer to perform actions. The
duration and intensity of the spell is based on your spell skill. Target a creature to affect.
SLOW ENCHANTMENT SPELL
Spell Name: Slow Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Time Stop
This spell allows the caster to add a slow enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
SOUL LEECH SPELL
Spell Name: Soul Leech
Spell Type: Sorcery
Spell Point Cost: 12
Pre-Requisite: Regenerate
This spell causes the target creature to be hit with a dose of negative energy, causing its life force to be
sucked out - resulting in loss of hit points. The damage caused by the spell is based on your spell
skill. Target a creature to affect.
STUN ENCHANTMENT SPELL
Spell Name: Stun Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Brainbleed
This spell allows the caster to add a stun enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
TIME STOP SPELL
Spell Name: Time Stop
Spell Type: Sorcery
Spell Point Cost: 16
Pre-Requisite: Sloth
This spell causes the target creature to become slow and take much longer to perform actions. The
duration and intensity of the spell is based on your spell skill. Target a creature to affect. This is a
more powerful version of the Sloth spell.
VENOM SPELL
Spell Name: Venom
Spell Type: Sorcery
Spell Point Cost: 4
This spell injects the creature with poison. The amount of poison is based on your spell skill. Target
a creature to affect.
WEB ENCHANTMENT SPELL
Spell Name: Web Enchantment
Spell Type: Sorcery
Spell Point Cost: 100
Pre-Requisite: Engulf
This spell allows the caster to add a web enchantment to a weapon. The number of charges and
intensity of the enchantment is based on your spell use skill. To enchant the weapon, hold it in your
right hand and target this spell.
WEB SPELL
Spell Name: Web
Spell Type: Sorcery
Spell Point Cost: 8
Pre-Requisite: Ensnare
This spell covers the target with sticky webbing. The intensity and duration of the entanglement is
based on your spell skill. Target a creature to affect. This is a more powerful version of Ensnare.
ZAP SPELL
Spell Name: Zap
Spell Type: Sorcery
Spell Point Cost: 3
This spell shoots a bolt of electricity at your target. The damage done is based on your spell skill.
Target a creature to affect.
9. GUILDS
=========
GUILD RULES
===========
LEGENDS OF COSRIN is based on a guild system. This system allows for a basic archetypal character. We
STRONGLY recommend that you think long and hard before you choose your guild.
The guild structure is a design tool to aid the roleplay aspects of LEGENDS OF COSRIN and as a result it is not to be
treated with abuse or contempt.
The moderators take a VERY dim view towards players who change guilds for no apparent reason.
Should you ever leave a guild, you will NEVER be allowed to rejoin it.
If you feel you wish to move guilds, you MUST take your case before a Immortal. If you wish to move
and it is accepted by a Immortal, you will have all unique skills REMOVED.
GUILD COMMANDS
==============
GSHOUT
======
SYNTAX: GSHOUT <message> or GS <message>
This command issues a shout to your guild members only. Immortals will still see the shout message
but other guild members will not.
GUILDLOCKER
===========
SYNTAX: GUILDLOCKER <item>
Each guild has a locker location where items of great magic and power can be stored. The guildmaster
(and appointed assistants) are the only people who are allowed to remove items from the guild locker.
GUILDDEPOSIT
============
SYNTAX: GUILDDEPOSIT <amount>
Each guild has a guild bank account. This is used by the guild master to purchase items and buildings
for the guild. Any member of the guild can add to the guild account. Only the guildmaster (or
appointed assistants) can withdraw gold from the guild account.
GUILDTITHE
==========
SYNTAX: GUILDTITHE <percentage>
Once you join a guild, you can start to increase your guild level within the guild. Your guild level
allows you to challenge for the role of guildmaster and has a direct result on your ability to summon
other guildmembers. (Summoning players is limited to the guildmaster and appointed assistants).
The tithe sets what percentage of your earned experience will be given over to your guild level. A
usual rating is 10% but you are able to set it as high as you wish (up to 100%!)
GUILDRANK
=========
SYNTAX: GUILDRANK <guild number> - Will display the guildranks for any guild in the land.
As you gain in guild levels, you will find that you can increase your standing within the guild. To look
at the levels that other people have obtained, you can issue the GUILDRANK command. This will list
the people in the guild, the guild title that they have and the guild score they have accrued. You can
look at other guilds by adding a number after the command.
GWHO
====
SYNTAX: GWHO
This lists all your guild members on line at the present time. For guild masters, this lists much greater
detail on guild members.
GUILDSTAT
=========
SYNTAX: GUILDSTAT or GS
This command will list your current details regarding your guild. Included in this list are your current
guild rank, your guildmaster's name and the amount of gold and exp. that it holds in the guild
accounts.
LUCK
====
Luck plays a part in the ways of mortals. The Great Goddess Kali has allowed luck to be 'rented' by
any guild. When a guild has luck on its side, it is favored in combat, treasure and even, in a small
way, protected from death.
GUILDBUYLUCK
============
SYNTAX: GUILDBUYLUCK <amount>
This command is used by the guildmaster to try and BUY the power of luck for your guild. Having
luck on the guild's side will greatly enhance your skills.
You do not need to buy the luck outright, you may elect to pay off a smaller amount (hence two guilds
could work together to reduce the cost of buying the luck from a third guild.)
GUILDLUCK
=========
SYNTAX: GUILDLUCK
This command will list the guild that currently has luck on its side. You will also see an amount set
against the luck. This is how much another guild would have to pay in GUILDEXPERIENCE to buy
the luck for their own guild.
GUILDTITLE
==========
SYNTAX: GUILDTITLE
This will list the titles held for your guild. The titles are given to you as you gain in GUILDRANK.
GUILDSUFFIX
===========
SYNTAX: GUILDSUFFIX <player name> <new suffix>
This command is used by the guildmaster to alter the name of a guildmember.
A suffix can be up to 20 characters long.
GUILDPREFIX
===========
SYNTAX: GUILDPREFIX <player name> <new prefix>
This command is used by the guildmaster to alter the name of a guildmember.
A prefix can be up to 20 characters long.
GUILDWITHDRAW
=============
GUILDWITHDRAW <amount>
This command allows you to withdraw gold from the guild account. This command is available only
to the guildmaster and only from the guildbank location.
10. HISTORY
===========
LEGENDS OF COSRIN is the work of two people. Kali the creator of the world and Doug the creator of the game
tools. It is the combination of over 10 man years of work. The game was written from a player's point
of view and we incorporated as many ideas and suggestions as we could find.
We are both proud of the system and are always looking for ideas that help to improve it. During the
development of the system, we have had invaluable input from the following people:
Tobias, Isomage, Galbraith, Oltravar, Mystra, Vasari, Mordred, Zen, Kyria, Dragon and Alvogyl.
LEGENDS OF COSRIN and all the work involved around it is dedicated to the one thing that means the most to both
Doug and Kali: Their families.
Thanks to the BETA testers for all their hard work.
BETA TESTERS
We had over 200 characters for beta testing here are a just a few names:
JUPITER BYRON ANLIN ALRIC LLUKS
JILIN ELENDIL MORGOTH D'eath DARK
OMNIRUS AZAD MORGAN ZERO SAMUAL
BONSAI ETRIGAN ISOMAGE OLTRAVAR MYSTRA
DOOGNESTEIN DAGDA HERCULES ZEN MIDNIGHT
WILLOW FRAGGY MERLIN MINX SIGMAR
HAWK APOLLO MORDRED SAMSON GRACE
OREN RAVENLAS CHEVRON CLEOPATRA SLIME2
KIAR HADES KONAN DREDD UTHER
VAUX BRAG PUG GABRIAL WAVICLE
ASHUREK IRONMAN PANTHER SHAKA TANIS
KLITH XUGUMAD PERC KHAN
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