|Paladins are better at raw combat than thieves, but not as good as
warriors. They have 3 attacks, and spells to use against their foe. They are encouraged to keep a good alignment, a paladin can only cast his spells when he is aligned good. Paladins get a damage bonus when they are aligned
good, and fighting an evil mob.
success of a kick depends upon how well you are learned. The higher
level you reach the harder you kick.
|The chance of a disarm depends upon how well you are
learned. To disarm
someone is to attempt to 'knock' away that person's weapon. If you succeed you will cause him to drop his
weapon. If you miss, your
opponent will be able to attack one extra round. A disarm makes you unable to type commands for 3 rounds of violence for
a success, 2 rounds of violence without. A character without a weapon will do less damage and will be unable to
|The chance of parrying an attack depends upon how well you are
learned. If you succeed, you would have deflected your opponent's attack.
You must have a weapon wielded to be able to parry.
|A rescue is an attempt to make a monster hit you instead of the person being
rescued. You can only 'turn' one monster for each attempt. This is highly
useful when playing in groups.
skill imparts the ability to attack once more than your primary attack.
Highly useful while in combat. With _just_ the skill DUAL, you can get a
maximum of 2 attacks.
|Detect evil||Level 5|
|Detect evil will enable you to see the red aura surrounding evil
persons and items.
Armor spell creates a protective field on its target
|Bless on a victim will improve the victims saving throw versus spells
by 1, and furthermore improve the hitroll by 1.
Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weight no more
than five pounds per level of caster.
|Cure light||Level 13|
|This spell cures minor wounds but as the caster's levels
increase, he/she may cure more.
makes possible to attack three times.
|Turn undead||Level 15|
|Will do damage against undead
|Cure blind||Level 19|
|This spell will cure a person blinded by the
"blindness" spell, it can not remove blindness caused by, for
example, cursed items.
|Dispell evil||Level 20|
|This spell will only affect evil
creatures. An evil person of level
equal or less than caster will suffer 100 damage points. If the victim is higher level than
caster, the spell will inflict
a lot of damage, saving throw versus half damage.
|Cure serious||Level 20|
|This spell heals
fractures, cuts, and serious wounds with ease.
The amount healed depends on the caster's power.
|Protectioin from evil||Level 20|
|This spell will prevent all evil mobs 3 levels or lower than a protected person
from attacking them. This is true even if the mob hates that person (i.e.has fought them
|Shine is an attack spell which
focuses a sphere of light damaging the victim
for a damage total between (caster level * 8) and (caster level * 10) and a bonus of (-(victim align \ 10)).
|This spell will damage everybody except the caster in that
|Remove poison||Level 24|
|Know alignment||Level 25|
|This spell enables the caster to see the target's aura.
Flurry allows a warrior to be able to attack all mobs fighting him/her/it
within the same round. Flurry happens by chance during the course of the
|Cure major||Level 25|
|This is the most
potent of the paladin cure spells. It restores hit points
to the casting paladin.
|Remove curse||Level 25|
|Will remove a curse on carried objects or any persons in the room.
|Cure critic||Level 26|
|This spell cures more than Cure
Serious. The amount of cure depends on the level of the caster.
|Shield of Faith||Level 30|
|This is a paladin sanctuary spell. It can only be used on the caster, and
lasts a comparable time to the cleric sanctuary.