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Quick Reference Script
Script Short name qrs
Original Creator Gahread Tempestas
Version Date 14/SEP/2005


DescriptionEdit

If someone would like to update this, that would be great!

SyntaxEdit

> .qrs

Once you run the script it will explain how to find the information you are looking for.

The ScriptEdit

#QRS lookup!

debug off
setvariable InStormFront yes
goto SF%InStormFront%

SF%InStormFront%:
goto wizardmainmenu
exit

SFyes:
goto stormfrontmainmenu
exit

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

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


mechanic:
mechanics:
echo ai          - AI crystal information
echo cm          - Character Manager and statistics information
echo combat      - All sorts of combat-related information. Weapons, armor, AvDs, DFs, etc.
echo items       - A few of the more common mid- to high-end items in the game
echo material    - Material information. Much more than the METAL verb.
echo picking     - Locks and pick information
echo society     - Signs and symbols for COL and Voln.
echo encumbrance - Checks your encumbrance for you
echo encumb info - What encumbrance means
echo wands       - Wands and what's inside them
exit

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

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

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

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

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

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

material:
echo metal  - Metal information. Similar to the verb, but with more.
echo metal1 - Metals listed by rarity. Very rare or above is difficult to get at a merchant.
echo metal2 - Metals, sorted. Flaring, Elven, Dwarven and lockpick-only.
echo wood   - Magical Elanthian woods
echo wood1  - Nonmagical woods
exit

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

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


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

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


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

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

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

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

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

# Acronyms for Minor Spiritual spells (100s)

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

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

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

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

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

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

WoF:
walls:
echo WoF/Walls = Wall Of Force (spell 140)
goto 140

# Acronyms for Major Spiritual spells (200s)

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

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

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

# Acronyms for Cleric Base spells (300s)

repel:
echo Smite/Bane (spell 302)
goto 302

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

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

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

# Acronyms for Minor Elemental spells (400s)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

# Acronyms for Major Elemental Spells (500s)

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

# Acronyms for Ranger Base spells (600s)

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

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

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

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

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

# Acronyms for Sorcerer Base spells (700s)

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

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

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

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

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

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

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

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

# Acronyms for Wizard Base spells (900s)

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

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

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

# Acronyms for Bard Base spellsongs (1000s)

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

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

# Acronyms for spell circles

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

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

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

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

# Acronyms for skills

CM:
echo CM = Combat Maneuvers skill
exit

FA:
echo FA = First Aid skill
exit

MC:
echo MC = Mana Control
exit

MIU:
echo MIU = Magic Item Use skill
exit

MOC:
echo MOC = Multi Opponent Combat skill
exit

MS:
echo MS = Maneuver Strength
exit

PP:
echo PP = Picking Pockets skill
exit

PF:
echo PF = Physical Fitness skill
exit

SA:
echo SA = Spell Aiming skill
exit

TWC:
echo TWC = Two Weapon Combat skill
exit

# Acronyms for general game stuff

AS:
echo AS = Attack Strength
echo AS = Arcane Symbols
exit

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

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

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

CvA:
echo CvA = Cast versus Armor
exit

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

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

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

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

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

HP:
echo HP = Hit Points
echo HP = Harness Power
exit

HSN:
echo HSN = Hot Summer Nights
exit

CBSS:
echo CBSS = Character Background Statistics System
exit

HERT:
echo HERT = 'Haven Emergency Response Teams
exit

NF:
echo NF = Northern Fury
exit

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

MvA:
echo MAvA = Maneuver Attack versus Armor
exit

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

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

RSN:
echo Tomorrow. Really. Or maybe the next. Or the day after. But sometime Real Soon Now.
pause 5
echo Hahahaha! Don't tell me you actually believed that?!
exit

RT:
echo RT = Roundtime
exit

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

THT:
echo THT = To Hit Target
exit

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

# Acronyms for locations

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

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

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

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

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

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

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

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

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

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

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

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

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

TI:
echo TI = Teras Isle (dwarven island reached by the Glaesen Star)
TaI:
Ta'I:
echo TI/Ta'I = Ta'Illistim (Elven city on the eastern side of the Dragonspine)
exit

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

bandolier:
goto bandoleer

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

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

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

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

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

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

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

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

braces:
echo They're suspenders.
exit

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

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

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

breeks:
echo They're breeches or trousers.
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

chaussures:
echo They're shoes.
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

djellaba:
goto jellaba

djellabah:
goto jellaba

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

gaskins:
echo They're hose or breeches.
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

mandelion:
echo It's a tabard.
exit

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

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

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

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

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

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

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

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

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

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

nightrail:
echo It's a night gown.
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

tamo'shanter:
goto tam-o-shanter

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

cultures:
cultures:
echo Elf:          | Dwarf(Clans):  | Giantkin(Clans): | Human:
echo ----          | ------         | ---------        | ------
echo Ardenai       | Egrentek       | Araime           | Aldora
echo Ashrim        | Gotronek       | Grishknel        | Allace
echo Illistim      | Greetok        | Grot'karesh      | Bourth
echo Loenthra      | Grenroa        | Issimir          | Chastonia
echo Nalfein       | Gulroten       | Maeramil         | Dragach
echo Vaalor        | Kazunel        | T'Kirem          | Estoria
echo .             | Kikthuum       | Vaikalimara      | Hendor
echo Dark Elf:     | Khanashael     |                  | Honneland
echo ---------     | Krenlumtrek    | Halfling:        | Highmount
echo Dhe'nar       | Krethuum       | ---------        | Jantalar
echo Faendryl      | Mithrenek      | Brughan          | Mestanir
echo .             | Mordrakam      | Malghava         | Oire
echo Forest Gnome  | Oltregek       | Mhoragian        | Riverwood
echo (Bloodlines): | Parkshnuum     | Paradis          | Seareach
echo ------------  | Ralgrenek      |                  | Selanthia
echo Basingstoke   | Ragnak         | Erithian(Dais):  | Talador
echo Greengair     | Reznek         | --------         | Tehir Tribes
echo Wendwillow    | Roramnoak      | Eloth            | Torre
echo Rosengift     | Schneckgren    | Surath           | Trauntor
echo Felcour       | Sharznekgren   | Nathala          | Vornavis
echo Angstholm     | Smaelton       | Yachan           |
echo .             | Toktrog        | Tichan           | Sylvankind
echo Burghal Gnome |                | Valaka           | (D'ahranals):
echo (Bloodlines): | Half-Krolvin   |                  | -----------
echo ------------- | (Klinasts):    | Aelotoi:         | Fresiawn 
echo Withycombe    | ------------   | -------          | Kytawa 
echo Winedotter    | Gob'tak        | Mrae'ni          | Lassaran 
echo Aledotter     | Rafi'kaes      | Vaer'sah         | Tyesteron 
echo Nylem         | Hos'tau        | Gaeh'deh         |
echo Vylem         | Lar'toth       |                  |
echo Neimhean      | Swu'lin        |                  |
echo
echo Note: Half-Elves can be of any Elven or Human culture, and also can be
echo Faendryl or Half-Sylvan, but have no specific culture of their own.
exit

gob'takklinast:
gob'tak:
gobtak:
gobtakklinast:

rafi'kaesklinast:
rafi'kaes:
rafikaes:
rafikaesklinast:

hos'tauklinast:
hos'tau:
hostau:
hostauklinast:

lar'tothklinast:
lar'toth:
lartothklinast:
lartoth:

swu'linklinast:
swu'lin:
swulinklinast:
swulin:

withycombebloodline:
withycombe:

winedotterbloodline:
winedotter:

aledotterbloodline:
aledotter:

nylembloodline:
nylem:

vylembloodline:
vylem:

neimheanbloodline:
neimhean:

basingstokebloodline:
basingstoke:

greengairbloodline:
greengair:

wendwillowbloodline:
wendwillow:

rosengiftbloodline:
rosengift:

felcourbloodline:
felcour:

angstholmbloodline:
angstholm:

mrae'ni:
mraeni:

vaer'sah:
vaersah:

gaeh'deh:
gaehdeh:

elothdai:
eloth:

surathdai:
surath:

nathaladai:
nathala:

yachandai:
yachan:

tichandai:
tichan:

valakadai:
valaka:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

citizenship:
echo City:                 Who may gain citizenship:
echo Wehnimer's Landing    No restrictions
echo Teras Isle            No restrictions
echo Solhaven              No restrictions
echo River's Rest          No restrictions
echo Icemule Trace         No restrictions
echo Zul Logoth            Dwarf only
echo Ta'Illistim           Elf & Aelotoi full/Sylvan & Dwarf partial
echo Ta'Vaalor             Elf & Aelotoi full/Sylvan & Dwarf partial
echo Cysaegir              No restrictions
echo Isle of Four Winds    No restrictions
exit

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

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

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

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

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

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

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

dyespurple:
dyespink:
echo amethyst purple   bright fuchsia
echo deep violet       carnation pink
echo dusky mauve       dusty rose
echo faded purple      marbled pink
echo glossy puce       opalescent pink
echo mottled purple    pale pink
echo pale lilac        pearly pink
echo royal purple      rosy pink
echo .                 shell pink
echo .                 speckled pink
exit
	
dyesblack:
dyeswhite:
echo coal black      alabaster white
echo dull black      bleached white
echo glossy black    bone white
echo inky black      bright white
echo jet black       chalky white
echo matte black     cloudy white
echo mottled black   frosty white
echo pitch black     ghostly white
echo plain black     glossy white
echo .               iridescent white
echo .               opalescent white
echo .               pale ivory
echo .               pearly white
echo .               pure white
echo .               silvery white	
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

wand:
wands:
echo oaken wand: Stun Relief (108)
echo
echo aquamarine wand (blessed): Holy Bolt (306)
echo
echo iron wand: Minor Shock (901)
echo silver wand: Minor Shock (901)
echo aquamarine wand (normal): Minor Water (903)
echo golden wand: Minor Fire (906)
echo metal wand: Major Cold (907)
echo crystal wand: Major Acid (926 - not learnable)
echo slender blue wand: Minor Cold (928 - not learnable)
echo
echo polished bloodwood wand: Blood Burst (701)
echo twisted wand: Mana Disrupt (702)
echo smooth bone wand: Disintegrate (705)
echo clear glass wand: Mind Jolt (706)
echo pale thanot wand: Limb Disruption (708)
exit

locks:
echo  
echo Lock Description (IC)     Lock Rating (OOC) 
echo Primitive .................. -5 to -35
echo Rudimentary ............... -40 to -75
echo Extremely Easy ............ -80 to -115    
echo Very Easy ................. -120 to -155
echo Easy ...................... -160 to -195
echo Very Basic ................ -200 to -235
echo Fairly Easy ............... -240 to -275
echo Simple .................... -280 to -315
echo Fairly Simple ............. -320 to -355
echo Fairly Plain .............. -360 to -395
echo Moderately Well-Crafted ... -400 to -435
echo Well-Crafted .............. -440 to -475
echo Tricky .................... -480 to -515
echo Somewhat Difficult ........ -520 to -555
echo Moderately Difficult ...... -560 to -595
echo Very Well-Crafted ......... -600 to -635
echo Difficult ................. -640 to -675
echo Extremely Well-Crafted .... -680 to -715
echo Very Difficult ............ -720 to -755
echo Fairly Complicated ........ -760 to -795
echo Intricate ................. -800 to -835
echo Amazingly Well-Crafted .... -840 to -875
echo Very Complex .............. -880 to -915
echo Impressively Complicated .. -920 to -955
echo Amazingly Intricate ....... -960 to -995
echo Extremely Difficult ....... -1000 to -1035
echo Extremely Complex ......... -1040 to -1075
echo Masterfully Well-Crafted .. -1080 to -1115
echo Amazingly Complicated ..... -1120 to -1155
echo Astoundingly Complex ...... -1160 to -1195
echo Incredibly Intricate ...... -1200 to -1235
echo Absurdly Well-Crafted ..... -1240 to -1275
echo Exceedingly Complex ....... -1280 to -1315
exit

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

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

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

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

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

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

woods:
wood:
echo WOOD     STR/DUR  R/S/T + Rarity
echo Carmiln    5/20   RST  +6   4    Hardwood, many uses
echo Deringo   10/30   RST  +8   4    Popular magical wood, southwest Elanthia
echo Faewood    5/20    ST  +20  3    Fragrant, Imaera's favorite, used for holy items
echo Fireleaf  15/35    ST  +22  6    From Barony of Riverwood;Bright red fall foliage
echo Glowbark  20/40   RST  +22  6    From EN, glow faintly at night, strongly magical
echo Hoarbeam   5/35   RST  +12  3    Silver-grey wood, irregular grain, type of fir
echo Illthorn  20/40    ST  +25  7    From Gyldemar forest; Painful, poisonous thorns
echo Ipantor   10/25   R    +17  6    Used by Sylvan & Humans;From western Dragonspire
echo Kakore    10/25    ST  +10  4    Birchlike;Deep red-brown wood, found in marshes
echo Lor       10/30     T  +25  6    Silvery, grows only near Old Ta'Faendryl
echo Mesille    5/20   RST  +15  3    Golden brown wood, beautiful grain
echo Mossbark  10/30   RST  +15  4    Wood similar to pine, but lighter; mossy bark
echo Orase     10/20    ST  +20  4    From Pinefar;halfling favored;very defined grain
echo Rowan      5/20     T  +5   4    Commonly used for protective magic
echo Ruic      10/25   R    +20  4    red-gold wood;magic 'snap' attenuated by firing
echo Sephwir   15/30   R    +25  7    Silvery wood from Yuriqen, related to modwir
echo Villswood 15/30   RST  +15  3    Saw-blade grain, from Wyrdeep forest
echo Witchwood  5/10     T  +17  6    soft, dark, gnarled wood
echo Wyrwood   10/30   R    +25  6    'Hanging Willow', corrodes metal;from Wyrdeep
echo Yew        0/0    R    +2   4    Close-grained elastic wood, traditional for bows
echo
echo NOTE:Not all woods are good for all uses. Woods are marked
echo Ranged, Shield or sTave as appropriate.
echo For information on rarity key, see .qrs metal1
echo For information on 'common' woods, see .qrs wood1
exit

wood1:
echo
echo ebonwood   hardwood tree w/very black heartwood
echo ironwood   heavy, strong hardwood, color unknown, also 'elanthian ironwood'
echo fel        dark hardwood, just short of ebony
echo haon       silvery-grey tree, smooth bark, wide, translucent leaves
echo linden     light-colored, soft, supple, large clusters of gold flowers
echo maoral     tropical, large deciduous conifer w/ heavy & durable red wood
echo mistwood   diseased ironwood, pale blond wood w/ decorative grain
echo modwir     scaly grey-barked softwood, quick growing pine
echo monir      vaguely similar to oak, but larger; pale, hard wood 
echo rosewood   reddish tropical hardwood w/very dark, wide grain
echo tanik      striking blueish colored pine tree
echo thanot     sturdy, bluish shrub
echo witchwood  dark grey or brown shrubwood
echo
echo http://www.play.net/gs3/info/flora/trees.asp for detailed information
exit

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

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

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

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

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

voln:
echo Symbol:        Function:                        Favor cost:
echo ---------------------------------------------------------------------------
echo Recogniton   | Shows Voln members and undead  | 0
echo Blessing     | Blesses all "normal" weapons.  | 12
echo Thought      | Sends message over Voln-net    | 12
echo Recovery     | 10 health                      | 24
echo Courage      | +1 AS per step                 | 24
echo Protection   | +1 DS per step                 | 24
echo Throw        | Use as 'Throw target'          | 0 if undead, 6 if living
echo Punch        | Use as 'Punch target'          | 0 if undead, 6 if living
echo Kick         | Use as 'Kick target'           | 0 if undead, 6 if living
echo Calming      | CS based Calm. Mass or focus   | 48
echo Sleep        | CS based Sleep                 | 60, 2 if target warded
echo Turning      | Mass Repel                     | 72
echo Mana         | 50 mana                        | 84, plus 0-2 deeds
echo Sight        | Sight other Volners for 15 sec | 96
echo Holiness     | Bless magical or attack undead | 108
echo Submission   | Drops stance and induces RT    | 108
echo Restoration  | Half of missing health max: 50 | 120
echo Need         | Broadcasts your location       | 132	
echo Retribution  | Attacks all or targeted undead | 144 (only works while dead)
echo Preservation | LK; 2 minutes per step         | 156
echo Dreams       | Spirit, HP, & Mana recovery    | 168
echo Return       | Fogs you and group to Voln     | 204
echo Invitation   | Invites people to join Voln    | 0
echo
echo Rated by levels of undead killed. One spin is approximately 500 levels.
exit

col:
echo Sign:         Effect:                      Cost:
echo -----------------------------------------------------
echo Recognition | Says 'Hi' to CoL members   | None
echo Warding     | +5 DS                      | 1 mana
echo Striking    | +5 AS                      | 1 mana
echo Clotting    | Stops bleeding             | 1 mana
echo Thought     | Amunet on                  | 1 mana
echo Defending   | +10 DS                     | 2 mana
echo Smiting     | +10 AS                     | 2 mana
echo Staunching  | Stops bleeding longer      | 1 mana
echo Deflection  | +20 bolt DS                | 3 mana
echo Hypnosis    | Calm 1 critter             | 1 spirit
echo Swords      | +20 AS                     | 1 spirit
echo Shields     | +20 DS                     | 1 spirit
echo Dissipation | +20 TD                     | 1 spirit
echo Healing     | Full health                | 2 spirit
echo Madness     | +50 AS, -50 DS             | 3 spirit
echo Possession  | Mass calm                  | 3 spirit
echo Wracking    | Full mana                  | 5 spirit
echo Darkness    | Return to CoL              | 6 spirit
echo Hopelessness| Autodecay                  | All Spirit
exit

skills:
echo Skill \ cost (P/M)	Warr    Rogu    Wiza    Cler    Empa    Sorc    Rang    Bard    Pala
echo ------------------	----    ----    ----    ----    ----    ----    ----    ----    ----
echo Two Wpn Cbat      	2/2     2/2     12/12   9/9     12/12   12/12   3/2     3/2     3/3    
echo Armor Use         	2/0     5/0     14/0    8/0     15/0    15/0    5/0     5/0     3/0
echo Shield Use        	2/0     4/0     13/0    13/0    13/0    13/0    5/0     5/0     3/0
echo Dodging            4/2     2/1     20/20   20/20   20/20   20/20   7/5     6/6     5/3
echo Cbt Maneuvers    	4/3     4/4     12/8    10/6    12/8    12/8    6/4     8/4     5/4
echo Edged Weapons      2/1     2/1     6/1     4/2     6/2     6/2     3/1     3/1     3/1
echo Blunt Weapons      2/1     3/1     6/1     4/2     6/2     6/2     4/1     4/1     3/1
echo Two-Hdd Wpons      3/1     6/2     14/3    10/3    13/3    14/3    6/2     3/1     4/2
echo Ranged Weapons     2/1     3/1     14/3    9/3     14/3    14/3    3/1     4/2     6/2
echo Thrown Weapons     2/1     2/1     8/2     9/3     9/3     9/3     3/1     3/1     5/1
echo Pole Arm Weapons   3/1     7/2     14/3    11/3    14/3    14/3    7/2     6/1     5/2
echo Brawling           2/1     3/1     10/2    6/1     10/2    10/2    4/1     3/1     4/1
echo Multi-Opp Combat   4/3     10/3    15/10   15/8    15/10   15/10   10/4    7/3     5/2
echo Ambush             3/4     2/1     15/10   12/12   15/15   15/14   3/3     4/4     4/5
echo Physical Training  2/0     3/0     8/0     7/0     2/0     8/0     4/0     4/0     3/0
echo Spell Research     0/120   0/67    0/8     0/8     0/8     0/8     0/17    0/17    0/27
echo Arcane Symbols     0/7     0/7     0/1     0/2     0/2     0/2     0/5     0/4     0/5
echo Magic Item Use     0/8     0/8     0/1     0/2     0/2     0/2     0/5     0/4     0/6
echo Spell Aiming      	5/25    4/22    2/1     3/2     3/1     3/1     5/15    3/10    5/20
echo Harness Power      0/10    0/9     0/4     0/4     0/4     0/4     0/5     0/5     0/5
echo Elemental Lore     0/15    0/15    0/6     0/20    0/20    0/7     0/20    0/8     0/20
echo Spiritual Lore     0/15    0/15    0/20    0/6     0/6     0/7     0/10    0/20    0/7
echo Sorcerous Lore     0/30    0/30    0/10    0/10    0/12    0/6     0/18    0/18    0/18
echo Mental Lore        0/40    0/40    0/20    0/20    0/6     0/20    0/20    0/8     0/20
echo Mana Control: Elem 0/10    0/10    0/4     0/12    0/12    0/3     0/15    0/6     0/15
echo Mana Control: Spir 0/10    0/10    0/15    0/3     0/3     0/3     0/5     0/12    0/6
echo Mana Control: Ment 0/15    0/15    0/15    0/12    0/3     0/12    0/15    0/6     0/15
echo Disarm Traps       2/4     1/1     2/6     2/6     2/6     2/6     2/4     2/3     2/5
echo Pick Locks         2/3     1/1     2/4     2/4     2/4     2/4     2/3     2/1     2/4
echo Stalk and Hide     3/2     1/1     5/4     5/4     5/4     5/4     2/1     3/2     4/4
echo Perception        	0/3     0/1     0/3     0/3     0/3     0/3     0/2     0/3     0/3
echo First Aid         	1/2     1/2     2/1     1/1     1/0     2/1     2/1     2/1     1/1
echo Trading           	0/4     0/3     0/3     0/3     0/3     0/3     0/3     0/2     0/3
echo Picking Pockets   	2/3     1/0     3/3     3/3     3/3     3/3     2/3     2/1     4/4
echo Climbing          	3/0     1/0     5/0     4/0     4/0     5/0     2/0     3/0     3/0
echo Swimming          	2/0     2/0     3/0     3/0     3/0     3/0     2/0     3/0     2/0
echo Survival           1/3     2/2     3/2     3/2     3/2     3/2     1/1     2/2     2/2
echo
echo  tps or races for more character creation data
exit

races:
echo Race      STR  AGI  INF  WIS  AUR  CON  DEX  DIS  LOG  INT  HPF  Max TruMax Spirit
echo --------------------------------------------------------------------------------
echo Human     +5    0    0    0    0    0    0    0   +5   +5    6   150  175   2/3
echo Giant     +15  -5   +5    0   -5   +10  -5    0    0   -5    7   200  235   2/3
echo Half-Elf   0   +10  +5    0    0    0   +5  -5    0     0    5   130  155   1/2
echo Sylvan     0   +5   +5    0   +5    0   +5  -5    0     0    5   130  155   1/2
echo Dark Elf   0   +5   -5   +5   +10  -5   +10  -10   0   +5    5   120  140   2/5
echo Elf       -5   +15  +15   0   +5    0   +5   -20   0    0    5   130  155   2/5
echo Dwarf     +10  -5   -10   0   -10  +15   0   +10  +5    0    6   140  180   4/5
echo Halfling  -20  +10  -15   0   -5   +10  +15  -5   +5   +10   4   100  135   4/5
echo Aelotoi   -5   +10  -5    0    0    0   +5   +5   +5   +5    5   115  145   2/3
echo B-Gnome   -15  +10  -5    0   +5   +10  +10  -5   +10  +5    4    90  125   2/3
echo F-Gnome   -10  +10  -5   +5    0   +10  +5   +5   +5    0    4   100  135   4/5 
echo Half-Krol +10  +5   -5   -5    0   +10   0    0   -10   0    6   165  200   1/2
echo Erithian  -5    0   +10   0   +10   0    0   +5   +5    0    5   120  155   1/2
echo 
echo
echo These numbers are added or subjected from each stat bonus. HPF is your Hit Point
echo Factor. You gain this many HPs when you train in Physical Training, + or - one
echo HP per 10 bonus or negative your Constitution Stat Bonus is. You can gain HPs up
echo to your Max, modified by your Constitution bonus. If you have a 100 Constitution,
echo you may have up to TruMax hit points. Spirit refers to your spirit regen rate
echo while on a node, in spirit/minute. Offnode, it is half this.
echo
echo tps or skills for more character creation data
exit

tps:
echo Training points (TP)
echo  Physical =  (25 + (((AUR + DIS)/2 + STR + CON + DEX + AGI)/20))
echo  Mental   =  (25 + (((AUR + DIS)/2 + LOG + INT + INF + WIS)/20))
echo
echo Note: Prime Requisites count double wherever they are in the training point equations.
echo
echo Warrior    STR+CON
echo Rogue      AGI+DEX
echo Wizard     AUR+LOG
echo Cleric     WIS+INT
echo Empath     WIS+INF
echo Sorcerer   AUR+WIS
echo Ranger     DEX+INT
echo Bard       INF+AUR
echo Paladin    WIS+STR
echo
echo races or skills for more character creation data
exit

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

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

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

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

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

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

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

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

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

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

halfelfages:
half-elfages:
halfelfage:
half-elfage:
echo Half-Elf Ages:
echo 25 to 61       appears to be very young
echo 62 to 98       appears to be young
echo 99 to 135      appears to be mature
echo 136 to 172     appears to be in the prime of life
echo 173 to 209     appears to be advanced in years
echo 210 to 246     appears to be senescent
echo 247 to 283     appears to be old
echo 284 to 320     appears to be elderly
echo 321 to 357     appears to be ancient
echo 358 to 394     appears to be in his dotage
echo 395 to ?       appears to be wizened with age
exit

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

elfage:
elfages:
pureelfages:
pureelfage:
echo Pure Elf Ages:
echo 30 to 176      appears to be very young
echo 177 to 323     appears to be young
echo 324 to 470     appears to be mature
echo 471 to 617     appears to be in the prime of life
echo 618 to 764     appears to be advanced in years
echo 765 to 911     appears to be senescent
echo 912 to 1058    appears to be old
echo 1059 to 1205   appears to be elderly
echo 1206 to 1352   appears to be ancient
echo 1353 to 1499   appears to be in his dotage
echo 1500 to ?      appears to be wizened with age
exit

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

sylvanage:
sylvanages:
sylvankindages:
sylvankindage:
echo Sylvankind Ages:
echo 30 to 176      appears to be very young
echo 177 to 323     appears to be young
echo 324 to 470     appears to be mature
echo 471 to 617     appears to be in the prime of life
echo 618 to 764     appears to be advanced in years
echo 765 to 911     appears to be senescent
echo 912 to 1058    appears to be old
echo 1059 to 1205   appears to be elderly
echo 1206 to 1352   appears to be ancient
echo 1353 to 1499   appears to be in his dotage
echo 1500 to ?      appears to be wizened with age
exit

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

darkelfages:
darkelfage:
darkelvesages:
darkelvesage:
echo Dark Elf Ages:
echo 30 to 176      appears to be very young
echo 177 to 323     appears to be young
echo 324 to 470     appears to be mature
echo 471 to 617     appears to be in the prime of life
echo 618 to 764     appears to be advanced in years
echo 765 to 911     appears to be senescent
echo 912 to 1058    appears to be old
echo 1059 to 1205   appears to be elderly
echo 1206 to 1352   appears to be ancient
echo 1353 to 1499   appears to be in his dotage
echo 1500 to ?      appears to be wizened with age
exit

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


title:
titles:
professions:
goto profession

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

NAAMIT: 
echo Ponter says, "Naamit." 
echo Ponter asks, "As in vomit?" 
echo Damnit Naamit!


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


warrior: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Warrior Titles:
echo 00 - Fighter 
echo 00 - Cadet 
echo 05 - Barbarian 
echo 05 - Squire 
echo 10 - Swordsman / Swordswoman 
echo 10 - Raider 
echo 15 - Militiaman 
echo 15 - Soldier 
echo 20 - Mercenary 
echo 20 - Gladiator 
echo 25 - Myrmidon 
echo 25 - Fencer 
echo 30 - Hiresword 
echo 30 - Man-at-Arms / Amazon 
echo 35 - Armiger 
echo 35 - Battlerager 
echo 40 - Blademaster / Blademistress 
echo 40 - Marauder 
echo 45 - Berserker 
echo 45 - Protector 
echo 50 - Weaponmaster / Weaponmistress 
echo 50 - Cavalier 
echo 55 - Destroyer 
echo 60 - Guardian 
echo 65 - Warlord 
echo 70 - Champion 
echo 00 - Warrior 
DeleteFromHighlightStrings string=%1
Exit

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


rogue: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Rogue Titles:
echo 00 - Cutpurse 
echo 00 - Prowler 
echo 05 - Pickpocket 
echo 05 - Hoodlum 
echo 10 - Footpad 
echo 10 - Bandit 
echo 15 - Smuggler 
echo 15 - Brigand 
echo 20 - Thief 
echo 20 - Locksmith 
echo 25 - Grifter 
echo 25 - Highwayman 
echo 30 - Filcher 
echo 30 - Stalker 
echo 35 - Sapper 
echo 35 - Thug 
echo 40 - Fingersmith 
echo 40 - Knave 
echo 45 - Blackguard 
echo 45 - Bounty Hunter 
echo 50 - Purloiner 
echo 50 - Cutthroat 
echo 55 - Waylayer 
echo 60 - Scoundrel 
echo 65 - Master Locksmith 
echo 70 - Master Rogue 
echo 00 - Rogue 
DeleteFromHighlightStrings string=%1
Exit

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


ranger: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Ranger Titles:
echo 00 - Scout 
echo 00 - Forager 
echo 05 - Explorer 
echo 05 - Forester 
echo 10 - Tracker 
echo 10 - Searcher 
echo 15 - Survivalist 
echo 15 - Rover 
echo 20 - Woodsman / Woodswoman 
echo 20 - Plainsman / Plainswoman 
echo 25 - Frontiersman 
echo 25 - Pioneer 
echo 30 - Pathfinder 
echo 30 - Trailsman / Trailswoman 
echo 35 - Wayfarer 
echo 35 - Mountaineer 
echo 40 - Guide 
echo 40 - Gamekeeper 
echo 45 - Voyager 
echo 45 - Watcher 
echo 50 - Trailblazer 
echo 50 - Forestwalker 
echo 55 - Woodsmaster / Woodsmistress 
echo 60 - Beastmaster / Beastmistress 
echo 65 - Huntmaster / Huntmistress 
echo 70 - Forest Warden 
echo 00 - Ranger 
DeleteFromHighlightStrings string=%1
Exit

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

Bard: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Bard Titles:
echo 00 - Songsmith 
echo 00 - Busker 
echo 05 - Thespian 
echo 05 - Poet / Poetess 
echo 10 - Skald 
echo 10 - Piper 
echo 15 - Storyteller 
echo 15 - Harper 
echo 20 - Gleeman / Gleewoman 
echo 20 - Battlechanter 
echo 25 - Jongleur 
echo 25 - Spellsinger 
echo 30 - Rhymester 
echo 30 - Jester 
echo 35 - Loresinger 
echo 35 - Muse 
echo 40 - Balladeer 
echo 40 - Bladesinger 
echo 45 - Composer 
echo 45 - Master Poet 
echo 50 - Minstrel 
echo 50 - Songmaster / Songmistress 
echo 55 - Troubadour 
echo 60 - Master Storyteller 
echo 65 - Loremaster / Loremistress 
echo 70 - Bard Laureate 
echo 00 - Bard / Bardess 
DeleteFromHighlightStrings string=%1
Exit

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

Empath: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Empath "Titles":
echo 00 - Mender 
echo 00 - Pacifist 
echo 05 - Woundtender 
echo 05 - Consoler 
echo 10 - Healer 
echo 10 - Sustainer 
echo 15 - Botanist 
echo 15 - Caretaker 
echo 20 - Herbalist 
echo 20 - Nurse 
echo 25 - Phlebotomist 
echo 25 - Bloodletter 
echo 30 - Herbmaster / Herbmistress 
echo 30 - Palliator 
echo 35 - Curer 
echo 35 - Butcher 
echo 40 - Meliorator 
echo 40 - Apothecary 
echo 45 - Rejuvenator 
echo 45 - Physician 
echo 50 - Chirurgeon 
echo 50 - Scourge 
echo 55 - Solacebringer 
echo 60 - Woundmaster / Woundmistress 
echo 65 - Martyr 
echo 70 - Master Healer 
echo 00 - Empath 
DeleteFromHighlightStrings string=%1
Exit

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

Cleric: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Cleric Titles:
echo 00 - Initiate 
echo 00 - Pilgrim 
echo 05 - Proselyte 
echo 05 - Crusader 
echo 10 - Acolyte 
echo 10 - Renouncer 
echo 15 - Sacristan 
echo 15 - Missionary 
echo 20 - Brother / Sister 
echo 20 - Deacon 
echo 25 - Shaman 
echo 25 - Celebrant 
echo 30 - Intercessor 
echo 30 - Curate 
echo 35 - Preacher 
echo 35 - Confessor 
echo 40 - Priest / Priestess 
echo 40 - Inquisitor 
echo 45 - Prior / Prioress 
echo 45 - Heretic 
echo 50 - Theurgist 
echo 50 - Churchwarden 
echo 55 - Abbot / Abbess 
echo 60 - Soul Keeper 
echo 65 - Prelate 
echo 70 - Patriarch / Matriarch 
echo 00 - Cleric 
DeleteFromHighlightStrings string=%1
Exit

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

Wizard: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Wizard Titles:
echo 00 - Conjurer 
echo 00 - Prestidigitator 
echo 05 - Boltwielder 
echo 05 - Spellweaver 
echo 10 - Spellbinder 
echo 10 - Evoker 
echo 15 - Rainmaker 
echo 15 - Firestormer 
echo 20 - Hedgewizard 
echo 20 - Magician 
echo 25 - Invoker 
echo 25 - Battle Mage 
echo 30 - Elementalist 
echo 30 - Stormcaller 
echo 35 - Zephyr Mage 
echo 35 - Icebringer 
echo 40 - Enchanter / Enchantress 
echo 40 - Thaumaturge 
echo 45 - Pyromancer 
echo 45 - Geomancer 
echo 50 - Mage 
echo 50 - War Mage 
echo 55 - Mystic 
echo 60 - Adept 
echo 65 - Archwizard 
echo 70 - Archmage 
echo 00 - Wizard 
DeleteFromHighlightStrings string=%1
Exit

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

Sorcerer: 
AddToHighlightStrings string="%1" foreColor=12 notOnWordBoundary=false caseInsensitive=true /quiet
echo
echo Sorcerer Titles:
echo 00 - Transmuter 
echo 00 - Beguiler 
echo 05 - Hexer 
echo 05 - Ritualist 
echo 10 - Disruptor 
echo 10 - Cabalist 
echo 15 - Dissembler 
echo 15 - Harrower 
echo 20 - Incanter / Incantress 
echo 20 - Tormenter 
echo 25 - Sacrificer 
echo 25 - Deceiver 
echo 30 - Re-Animator 
echo 30 - Plaguebringer 
echo 35 - Maledictor 
echo 35 - Enervator 
echo 40 - Soulslayer 
echo 40 - Necromancer 
echo 45 - Doomsayer 
echo 45 - Torturer 
echo 50 - Summoner 
echo 50 - Apostate 
echo 55 - Corruptor 
echo 60 - Cursebringer 
echo 65 - Demonmaster / Demonmistress 
echo 70 - Warlock / Witch 
echo 00 - Sorcerer / Sorceress 
DeleteFromHighlightStrings string=%1
Exit


HolyCrusader:
DarkCrusader:
TempleGuard:
Purifier:
Exemplar:
Vindicator:
Challenger:
Repentent:
Penitent:
Blasphemer:
Zealot:
HolyWarrior:
Arbiter:
Reaver:
Quester:
Avenger:
Templar:
Defender:
Faithbringer:
Wrathbringer:
Justicar:
Redeemer:
Vanquisher:
Dreadnaught:
Preceptor:
Paragon:
goto Paladin

Paladin:
echo Paladin Titles:
echo 00 - Holy Crusader
echo 00 - Dark Crusader
echo 05 - Temple Guard
echo 05 - Purifier
echo 10 - Exemplar
echo 10 - Vindicator
echo 15 - Challenger
echo 15 - Repentent
echo 20 - Penitent
echo 20 - Blasphemer
echo 25 - Zealot
echo 25 - Holy Warrior
echo 30 - Arbiter
echo 30 - Reaver
echo 35 - Quester
echo 35 - Avenger
echo 40 - Templar
echo 40 - Defender
echo 45 - Faithbringer
echo 45 - Wrathbringer
echo 50 - Justicar
echo 50 - Redeemer
echo 55 - Vanquisher
echo 60 - Dreadnaught
echo 65 - Preceptor
echo 70 - Paragon
echo 00 - Paladin
echo
exit
restday:
echo Restday - Sunday
exit

volnes:
echo Volnes - Monday
exit

tilamaires
echo Tilamaires - Tuesday
exit

Leyan:
echo Leyan - Wednesday
exit

Niiman:
echo Niiman - Thursday
exit

Huntress:
echo Day of the Huntress - Friday
exit

Feastday:
echo Feastday - Saturday
exit

sunday:
goto restday

monday:
goto volnes

tuesday:
goto tilamaires

wednesday:
goto leyan

thursday:
goto niiman

friday:
goto huntress

saturday:
goto feastday

lormesta:
echo Lormesta - January
exit

fashanos:
echo Fashanos - February
exit

charlatos:
echo Charlatos - March
exit

olaesta:
echo Olaesta - April
exit

ivastaen:
echo Ivastaen - May
exit

lumnea:
echo Lumnea - June
exit

koaratos:
echo Koaratos - July
exit

phoenatos:
echo Phoenatos - August
exit

imaerasta:
echo Imaerasta - September
exit

jastatos:
echo Jastatos - October
exit

eoantos:
echo Eoantos - November
exit

eorgaen:
echo Eorgaen - December
exit

january:
goto lormesta

february:
goto fashanos

march:
goto charlatos

april:
goto olaesta

may:
goto ivastaen

june:
goto lumnea

july:
goto koaratos

august:
goto phoenatos

september:
goto imaerasta

october:
goto jastatos

november:
goto eoantos

december:
goto eorgaen

crits:
crit:
echo There are three types of crits that standard weapons deal,
echo crush, slash and puncture.
echo Bolts also have their own crits.
echo To get a list, go to .qrs critcrush, critslash, critpuncture or critfire.
exit

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

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

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

critfire:
firecrits:
firecrit:
echo Available crit fire tables:
echo crit fire abs
echo crit fire back
echo crit fire chest
echo crit fire head
echo crit fire l arm
echo crit fire r arm
echo crit fire l hand
echo crit fire r hand
echo crit fire l eye
echo crit fire r eye
echo crit fire l leg
echo crit fire r leg
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

SLASH CRIT TABLE:

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

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

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

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

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

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

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

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

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

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

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

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

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

Kylinarr:
echo (Kylinarr slips one hand down between my legs...taking your big and next toe...firmly pinching my shaft between them... nodding slightly to you as i start kissing your neck with wet, suckling kisses..pumping my foot a bit slower as you soak my toes and the seat beneath you)
exit

Critfireabs:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   5    | Minor burns to abdomen. Looks painful.
echo      |  25    | Abdomen bursts into flames. Would be funny without the blood.
echo      |  30    | Flames cook a ghoul master's abdomen. Looks about medium well.
echo      |  50    | Permanently debilitating burns across stomach.
echo      |  60    | Intestines rupture from intense heat; a giant rat dies a slow, painful death.
echo      |  70    | Flame burns through an arch wight's abdomen. Greasy smoke billows forth.
exit

Critfireback:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   5    | Minor burns to back. Looks uncomfortable.
echo      |  10    | Burst of flames to back toasts skin nicely.
echo      |  15    | Burst of flames to back fries shoulder blades. Youch!
echo      |  20    | Nasty burns to back. Won't be sleeping on that for awhile.
echo      |  25    | Back bursts into a spectacular display of flames. Bet it hurts too.
echo      |  30    | Flames cook a tomb wight's back. Looks about medium well.
echo      |  50    | A large patch of flesh is seared off an elder ghoul master's back.
echo      |  60    | Flame engulfs back: a giant rat flambe!
echo      |  70    | Back burnt to the bone. Smoke curls up from what's left of a giant rat.
exit

Critfirechest:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   0    | Burst of flames to chest. Didn't hurt much.
echo      |   5    | Minor burns to chest. That hurts a bit.
echo      |  10    | Burst of flames to chest toasts skin nicely.
echo      |  25    | Flames burn hole in chest exposing ribs!
echo      |  60    | Flames engulf body. Chest left a smoldering ruin.
echo      |  70    | Fire completely surrounds a giant rat. Blood boils and heart stops.
exit

Critfirehead:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |  15    | Burst of flames char forehead a crispy black.
echo      |  20    | Flames engulf head searing hair and scalp. Sickening!
echo      |  30    | Head explodes in flames! Grab some marshmallows.
echo      |  35    | Flame sets a giant rat's head alight like a torch. Burned beyond recognition.
echo      |  40    | Head reduced to a charred stump.
echo      |  50    | Head explodes, splattering sizzling bits of flesh and bone everywhere.
exit

Critfirelarm:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   7    | Burst of flames to left arm burns skin bright red.
echo      |  10    | Nasty burns to left arm. Gonna need lots of butter.
echo      |  15    | Flames incinerate left arm to the bone. Not a pleasant sight.
echo      |  35    | Left arm burnt away at elbow. Ointment won't help.
echo      |  40    | Left arm incinerated. Unfortunate.
exit

Critfireleye:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |    3   | Burst of flames to left eye bakes eyelid.
exit

Critfirelhand:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |    5   | Burst of flames to left hand fries palm. Ouch!
echo      |    7   | Nasty burns to left hand. Gonna need lots of butter.
echo      |   10   | Extreme heat melts the skin off a ghoul master's left hand. Gross!
echo      |   30   | Left hand burned off. Only a stump remains.
exit

Critfirelleg:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |  15    | Burst of flames to left leg blackens kneecap.
echo      |  17    | Nasty burns to left leg. Gonna need lots of butter.
echo      |  20    | Flames incinerate left leg to the bone. Not a pleasant sight.
echo      |  30    | Scorching heat shrivels left leg to a useless black mass.
echo      |  40    | Left leg burned off at the knee. Ouch.
exit

Critfireneck:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |  10    | Burst of flames chars neck a crispy black.
echo      |  12    | Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
echo      |  15    | Flames burn neck into a bubbling mass of flesh. Forget lunch.
echo      |  20    | Fire burns through neck and destroys carotid artery. Painfully bloody way to die.
echo      |  40    | Neck completely incinerated; an arch wight's head drops to the ground and rolls to your feet!
exit

Critfirerarm:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   3    | Minor burns to right arm. That hurts a bit.
echo      |   7    | Burst of flames to right arm burns skin bright red.
echo      |  10    | Nasty burns to right arm. Gonna need lots of butter.
echo      |  15    | Flames incinerate right arm to the bone. Not a pleasant sight.
echo      |  20    | Extreme heat causes a tomb wight's right arm to expand and snap. That must hurt!
echo      |  25    | Right arm scorched so bad it might as well be gone.
echo      |  35    | Right forearm burned clean off. At least it's cauterized.
echo      |  40    | Flame consumes a giant rat's right arm all the way to the shoulder.
exit

Critfirereye:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   20   | Flames toast right cornea. Consider an eyepatch.
echo      |   40   | Right eye catches fire, quickly bringing a ghoul master's brain to a boil.
exit

Critfirerhand:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   15   | Skin and muscle seared off right hand. Not much left.
exit

Critfirerleg:
echo Rank | Damage |         Messaging
echo ----------------------------------------------------------------------------------
echo      |   15   | Burst of flames to right leg blackens kneecap.
echo      |   25   | Extreme heat causes a ghoul master's right leg to expand and snap. That must hurt!
echo      |   30   | Right leg horribly scorched. Won't be usable for weeks.
echo      |   45   | Right leg aflame. When the smoke clears, there's nothing left.
exit


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

herbs2:
echo Duuuuuude... No, really, I'll write it in.... *cough cough* soon, man, I'm just gettin' on it... oh, wow, is that a kobold over there, or am I just... damn. Whew.

iceherbs:
echo Icemule's Tarts and Potions for Injuries and Scars:
echo  
echo Area of Body    Type     Minor Wounds:           Moderate Wounds:      Major wounds:
echo ------------------------------------------------------------------------------------------
echo Abdomen, Back,  Injury:  Tundra Grass            Musk Ox Tart          Musk Ox Tart
echo Chest, Eyes     Scars:   Rocklizard Potion       Earthworm Potion      Earthworm Potion*
echo ------------------------------------------------------------------------------------------
echo Limbs: Arms,    Injury:  Dabbings Family Special Frog's Bone Porridge  Frog's Bone Porridge
echo Hands, Legs     Scars :  Elk Fat Gel             Walrus Blubber        Ptarmigan Feathers
echo ------------------------------------------------------------------------------------------
echo Head, Face      Injury:  Elk Horn Potion          Ram's Bladder        Ram's Bladder
echo and Neck        Scars:   Sparrowhawk Pie          PolarBear Fat Soup   PolarBear Fat Soup
echo ------------------------------------------------------------------------------------------
echo Nervous         Injury:  Leaftoe's Lichen Tart    Snowflake Elixir     Snowflake Elixir
echo System          Scars:   Ma Leaftoe's Special     Flower-Shaped Tart   Flower-Shaped Tart
echo ------------------------------------------------------------------------------------------
echo
echo Tart for Blood Loss:
echo --------------------------------------------------------------------------------------
echo Minor Bloodloss: Iceberry Tart.
echo  
echo * = Eyes can be regenerated with the Starfish Potion.
exit

pineherbs:
echo Pinefar's Healing Teas and Potions for Injuries and Scars:
echo  
echo Area of Body    Type     Minor Wounds:     Moderate Wounds:      Major wounds:
echo --------------------------------------------------------------------------------------
echo Abdomen, Back,  Injury:  GingkoNut Tea     Gingko Nut Potion     Gingko Nut Potion
echo Chest, Eyes     Scars:   Wyrmwood Tea      Wyrmwood Potion       Wyrmwood Potion*
echo --------------------------------------------------------------------------------------
echo Limbs: Arms,    Injury:  Sweetfern Tea     Sweetfern Potion      Sweetfern Potion
echo Hands, Legs     Scars:   AngelicaRoot Tea  Manroot Potion        Manroot Potion
echo --------------------------------------------------------------------------------------
echo Head, Face      Injury:  Feverfew Tea      Feverfew Potion       Feverfew Potion
echo and Neck        Scars:   Pennyroyal Tea    Pennyroyal Potion     Pennyroyal Potion
echo --------------------------------------------------------------------------------------
echo Nervous         Injury:  Red Lichen Tea    Red Lichen Potion     Red Lichen Potion
echo System          Scars:   Valerian Root Tea Valerian Root Potion  Valerian Root Potion
echo --------------------------------------------------------------------------------------
echo
echo Teas for Blood Loss:  
echo ------------------------------------------------------------------------------  
echo Minor Bloodloss: Acantha Leaf Tea.
echo Major Bloodloss: Sassafras Tea.
echo  
echo * = Eyes can be regenerated with the Daggit Root Potion.
exit

terasherbs:
echo Teras Isle Healing Ales for Injuries and Scars:
echo  
echo Area of Body    Type     Minor Wounds:       Moderate Wounds:     Major wounds:
echo ------------------------------------------------------------------------------
echo Abdomen, Back,  Injury:  Mama Dwarf's Ale    Aged Schooner Ale    Aged Schooner Ale
echo Chest, Eyes     Scars:   Gert's Homemade Ale Wort's Winter Ale    Wort's Winter Ale*
echo ------------------------------------------------------------------------------
echo Limbs: Arms,    Injury:  Lost Dogwater Ale   Golden Goose Ale     Golden Goose Ale
echo Hands, Legs     Scars:   Bearded Ladies Ale  Mad Mutt Frothy Ale  Captain Pegleg's Ale
echo ------------------------------------------------------------------------------
echo Head, Face      Injury:  Semak's Smooth Ale  Dark Swampwater Ale  Dark Swampwater Ale
echo and Neck        Scars:   Agrak's Amber Ale   Reaper's Red Ale     Reaper's Red Ale
echo ------------------------------------------------------------------------------
echo Nervous         Injury:  Orc's Head Ale      Kenar's Dropjaw Ale  Kenar's Dropjaw Ale
echo System          Scars:   Miner's Muddy Ale   Draco's Dream Ale    Draco's Dream  Ale
echo ------------------------------------------------------------------------------
echo
echo Ale for Blood Loss:
echo ------------------------------------------------------------------------------
echo Major Bloodloss: Bloody Krolvin Ale.
echo
echo
echo * - Eyes can be regenerated with Volcano Vision Ale.
exit

zulherbs:
echo Zul Logoth Healing Ales and Teas for Injuries and Scars:
echo  
echo Area of Body    Type     Minor Wounds:     Moderate Wounds:   Major wounds:
echo ------------------------------------------------------------------------------
echo Abdomen, Back,  Injury:  Chuncky Black     Roasted Ratweed    Roasted Ratweed
echo Chest, Eyes     Scars:   Brown Weedroot    Dirty Crevice      Dirty Crevice
echo ------------------------------------------------------------------------------
echo Limbs: Arms,    Injury:  Bubbling Brown    Crushed Cavegrass  Crushed Cavegrass
echo Hands, Legs     Scars:   Spotted Toadstool Stalagtite Brew    Stalagtite Brew
echo ------------------------------------------------------------------------------
echo Head, Face      Injury:  Rusty Red         Sticky Lichen      Sticky Lichen
echo and Neck        Scars:   Dull Crimson      Stone Soot         Stone Soot
echo ------------------------------------------------------------------------------
echo Nervous         Injury:  Thick Foggy      Glowing Mold        Glowing Mold
echo System          Scars:   Dark Frothing    Stalagmite Brew     Stalagmite Brew
echo ------------------------------------------------------------------------------
echo
echo Potions for Blood Loss:
echo ------------------------------------------------------------------------------
echo Minor Bloodloss: Grey Mushroom potion.
echo Major Bloodloss: Green Mushroom potion. 
exit

mstrike:
echo Ranks:   Result:
echo -----------------------------------------
echo   5 ranks = 2 swings at multiple targets
echo  15 ranks = 3 swings at multiple targets
echo  35 ranks = 4 swings at multiple targets
echo  75 ranks = 5 swings at multiple targets
echo 115 ranks = 6 swings at multiple targets
echo -----------------------------------------
echo  30 ranks = 2 swings at one target
echo  70 ranks = 3 swings at one target
echo 110 ranks = 4 swings at one target
echo
echo Mstrikers have a fatigue time of up to 45 seconds based on swings taken, weapon weight vs attacker Strength, Constitution bonus, and Physical Fitness training. During this time they may not mstrike again.
echo
echo Roundtime: ((attacks-1) * weapon speed) + or - roundtime modifiers [armor, dex/ref, etc]
echo Minimum roundtime of 5 seconds.
exit

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


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

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

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

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

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

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

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

katar:
echo It's a katar, also known as a manople. See edged for more information.
exit

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

maingauche:
echo See edged for more information.
exit

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


espadon:
Echo It's a bastard sword.
exit

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

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

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

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

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

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

kaskara:
Echo It's a longsword.
exit


parryingdagger:
Echo It's a main gauche.
exit

bilbo:
colichemarde: 
epee: 
fleuret: 
foil: 
schlager: 
tuck: 
tock: 
tocke: 
verdun:
Echo It's a rapier.
exit
 
cutlass:
kilij:
palache:
sabre:
sapara:
vataghan:
yataghan:
Echo It's a scimitar.
exit

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


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

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

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

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

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

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

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

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

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

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

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

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

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

espadon:
echo It's a bastard sword.
exit

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

militaryflail:
echo It's a flail.
exit

bisacuta:
echo It's a military pick.
exit

staff:
echo It's a quarter staff.

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

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

maul:
tetsubo:
sledgehammer:
echo It's a maul.
exit

100:
echo 101 Spirit Warding I
echo 102 Spirit Barrier
echo 103 Spirit Defense
echo 104 Disease Resistance
echo 105 Poison Resistance
echo 106 Spirit Fog 
echo 107 Spirit Warding II
echo 108 Stun Relief
echo 109 Dispel Invisibility
echo 110 Unbalance
echo 111 Fire Spirit
echo 112 Water Walking
echo 113 Undisease
echo 114 Unpoison
echo 115 Fasthr's Reward
echo 116 Locate Person
echo 117 Spirit Strike
echo 118 Web
echo 119 Spirit Dispel
echo 120 Lesser Shroud
echo 125 Call Lightning
echo 130 Spirit Guide
echo 140 Wall of Force
exit

101:
SWARDING:
SpiritWardingI:
echo
echo 101, Spirit Warding I, [SWARDING] 'light blues'
echo Defensive spell. +10 STD (Spirit TD), +10 bolt defense.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit

102:
spiritbarrier:
sbarrier:
echo
echo 102, Spirit Barrier, [SBARRIER] 'airwall'
echo Defensive/Disabling spell. +20 DS, -20 AS, +/-1 for every 2 ranks past 102 in the minor spirit circle, capped at caster's level.
echo NOTE: No longer hinders bolt casting. Can no longer be blown off by call wind.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit

103:
spiritdefense:
sdefense:
echo
echo 103, Spirit Defense, [SDEFENSE] 'powerful look'
echo Defensive spell +10 DS.
echo Duration: 1800 sec base + 90 sec/spell known in circle, refreshable.
echo
exit

104:
diseaseresistance:
disresist:
echo
echo 104, Disease Resistance [DISRESIST]
echo Utility spell. Two wardings for disease rolls if first is failed.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit

105:
poisonresistance:
poiresist:
echo
echo 105, Poison Resistance [POIRESIST]
echo Utility spell. Two wardings for poison rolls if first is failed.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit

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

107:
spiritwardingII:
swarding2:
echo
echo 107, Spirit Warding II, [SWARDING2] 'deep blues'
echo Defensive spell. +15 STD (spirit TD), +25 bolt defense.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit

108:
stunrelief:
echo
echo 108, Stun Relief, [STUNRELIF] 'unstun'
echo Utility spell. Unstuns target.
echo
exit

109:
dispellinvisibility:
dispelinvisibility:
disinvis:
echo
echo 109, Dispell Invsibility [DISINVIS]
echo Utility spell. If any invisible people in room fail a hidden warding roll, invisibility is removed from them.
echo
exit

110:
unbalance:
echo
echo 110, Unbalance [UNBALANCE]
echo CS based disabling/attack spell. Knocks target to ground, does impact damage, inflicts RT.
echo
exit

111:
firespirit:
echo
echo 111, Fire Spirit, [FIRESPIRIT] 'flare'
echo Fire based ball spell. Major Fire attack when aimed, a flare when cast outside. If cast unaimed inside, flare rebounds to targets self.
echo Training in Spiritual Lore: Spirit Summoning increases number of targets for 'splash' effect (to a max of 19.)
echo Uses MoC training to help with 'splashing' to other creatures.
echo
exit

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

113:
undisease:
echo
echo 113, Undisease [UNDISEASE]
echo Utility spell. Removes one instance of disease, no matter how severe.
echo
exit

114:
unpoison:
echo
echo 114, Unpoison [UNPOISON]
echo Utility spell. Removes one instance of poison, no matter how severe.
echo
exit

115:
fasthr'sreward:
fasthrsreward:
echo
echo 115, Fasthr's Reward [FASTHRSREWARD]
echo Gives the caster a second chance to ward a CS-based spell 50% of the time against spiritual spells, 25% of the time against hybrid spells and 12.5% of the time against elemental spells. Regardless of the effect, the second result stands.
echo Duration: 600 seconds or until used.
exit

116:
locateperson:
locate:
echo
echo 116, Locate Person, [LOCATE] 'locate'
echo Utility spell. Locates a person if they are in your town area and not hidden, invisible or unpresenced.
echo
exit

117:
spiritstrike:
spirstrike:
echo
echo 117, Spirit Strike [SPIRSTRIK]
echo Offensive boosting spell. +75 AS to next swing.
echo Duration: 2 minutes.
echo
exit

118:
web:
echo
echo 118, Web [WEB]
echo CS based disabling spell. Casts a magical web based on warding failure. Very short duration.
echo
exit

119:
spiritdispel:
echo
echo 119, Spirit Dispel [SPIRITDISPEL]
echo Utility spell. Spiritual version of 417 (elemental dispel). When used in conjunction with 417, can damage target.
echo NOTE: For more information, type .qrs 417.
echo
exit

120:
lessershroud:
echo
echo 120, Lesser Shroud, [LESSERSHROUD] 'alkars'
echo Defensive spell. +15 DS, +20 STD, +1 DS for every 2 ranks in MnS over 20, capped at caster's level.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit

125:
calllightning:
lightning:
echo
echo 125 Call Lightning [LIGHTNING]
echo Maneuver based attack/utility spell. Creates a cloud over target that shoots a random number of lightning bolts at it. Requires about 20 seconds for storm to form. Can be cast at boxes to vaporize them.
echo Training in Spiritual Lore: Spirit Summoning will reduce cloud generation time (up to -7 seconds at 70 ranks.)
echo NOTE: Do not cast this spell on Mithril boxes, Enruned boxes, or boxes with glyph traps; the bolt will reflect back at the caster!
echo
exit

130:
spiritguide:
spirguide:
echo
echo 130, Spirit Guide, [SPIRGUIDE], 'fog'
echo Utility spell. Brings caster and group to random point in town, or close by.
echo 'Fogging sickness' or 'airsickness' results, giving caster RT for a short time (usually under two minutes.) Fogging sickness can be reduced by constitution bonus, minor spirit spells known and other factors.
echo Landing targets - Outside N Gate, Garden, TSC, North Dock, Outside Temple, Land's End Road.
echo Teras targets - Statue, Poor Quarter, North Gate, Outside Temple, N of the trail to Pyros, N & E of the statue, S and 2 W of the Warrior Guild (cul-de-sac.)
echo Solhaven targets - West Road, Outside Broken Tower, Broken Tower, Market Bridge, North Gate, Liabo Plaza, Esplanade Gate.
echo
exit

140:
wallofforce:
wallforce:
echo
echo 140, Wall of Force, [WALLFORCE], 'walls' 'WoF' (found in ruby amulets)
echo +100 DS.
echo Duration: 90 seconds self cast, 60 seconds when cast on others; not stackable.
echo
exit

# MAJOR SPIRIT SPELL CIRCLE

200:
echo 201 Calm
echo 202 Spirit Shield
echo 203 Manna
echo 204 Unpresence
echo 205 Light
echo 206 Darkness
echo 207 Purify Air
echo 208 Living Spell
echo 209 Untrammel
echo 210 Silence
echo 211 Bravery
echo 212 Interference
echo 213 Minor Sanctuary
echo 214 Bind
echo 215 Heroism
echo 216 Frenzy
echo 217 Mass Interference
echo 218 Spirit Servant
echo 219 Spell Shield
echo 220 Major Sanctuary
echo 225 Transference
echo 230 Spirit Hunter (not implemented)
echo 240 Unnamed (not implemented)
exit

201:
calm:
echo
echo 201, Calm, [CALM]
echo CS based disabling spell. Prevents target from casting or attacking.
echo Duration: 5 seconds per warding failure.
echo
exit
202:
spiritshield:
sshield:
echo
echo 202, Spirit Shield, [SSHIELD], 'dims'
echo Defensive spell. +10 DS, +1 for every 3 ranks of MjS over 2, capped at caster's level.
echo Duration: 1200 sec base + 60 sec/spell known in circle, refreshable.
echo
exit
203:
manna:
echo
echo 203, Manna, [MANNA], 'baking bread'
echo Utility spell. Bread speeds up healing, spirit, and mana recovery while sitting or lying down.
echo Duration: 5 bites, level of caster determines potency, can deteriorate and become poisonous.
echo
exit
204:
unpresence:
echo
echo 204, Unpresence, [UNPRESENCE]
echo Utility spell. Protects target from magical means of locations such as 116, call familiar, symbol of sight.
echo Duration: 1200 sec base + 60 sec/spell known in circle.
echo
exit
205:
light:
echo
echo 205, Light, [LIGHT]
echo Utility spell. -30 DS to the entire room, Brightens room, makes it harder to hide.
echo Duration: 1 minute per level, can be dispelled with 206.
echo
exit
206:
darkness:
echo
echo 206, Darkness, [DARKNESS]
echo Utility spell. +30 DS to the entire room, Darkens room, makes it easier to hide.
echo Duration: 1 minute per level, can be dispelled with 205.
echo
exit
207:
purifyair:
echo
echo 207, Purify Air, [PURIFYAIR]
echo Utility spell. Target becomes immune to poisonous gas.
echo Duration: 1200 sec base + 60 sec/spell known in circle, refreshable.
echo
exit
208:
livingspell:
livespell:
echo
echo 208, Living Spell, [LIVESPELL], 'rune'
echo CS based disabling/utility spell. spell. Caster can steal the spell from target and then cast it him/herself. Both parties will use necessary mana to cast the spell.
echo Successful transfer is based on warding roll. Spells above 19th level can not be stolen.
echo
exit
209:
untrammel:
echo
echo 209, Untrammel, [UNTRAMMEL]
echo Utility spell. Dissolve webs.
echo
exit 
210:
silence:
echo
echo 210, Silence, [SILENCE]
echo CS based disabling spell. Prevents target from speaking or casting.
echo Duration: 30 seconds + warding failure in seconds -100, can not be used on dead bodies. +1 second per rank in Spiritual Lore: Summoning up to 100 ranks, .5 seconds per rank for second 100 ranks.
echo
exit                          
211:
bravery:
echo
echo 211, Bravery, [BRAVERY] (found in pure potions - except clerics for whom it is 215.)
echo Offensive boosting spell. +15 AS (physical, spell, ranged), increases resistance to fear.
echo Duration: 1200 sec base + 60 sec/spell known in circle, refreshable.
echo
exit
212:
interference:
interfere:
echo
echo 212, Interference, [INTERFERE]
echo CS based disabling spell. -15 to Spiritual TD, -7 to Elemental TD of target on warding. TD pushdown on initial cast. -30 Penalty to AS and DS (on some forms of attack) based on warding roll and ranks in MjS circle, can interefere with attacks and spell casting.
echo Duration: (MjS spell ranks/5 + 10 + (warding failure*3)) ; capped at 120 seconds.
echo
exit
213:
minorsanctuary:
minrsanct:
echo
echo 213, Minor Sanctuary, [MINRSANCT], 'sanct'
echo Utility spell. Creates an area relatively safe from danger. Will drop shortly after the caster leaves.
echo Persons or critters in the area can not attack, hide, steal, cast offensive spells while the spell is in effect.
echo Duration: 60 seconds per level.
echo
exit
214:
bind:
binding:
echo
echo 214, Bind, [BINDING]
echo CS based disabling spell. -50 DS, freezes target and forces into offensive stance. Target can not move, attack, or cast.
echo Duration: 13 seconds + (warding failure -100.)
echo
exit
215:
heroism:
echo
echo 215, Heroism, [HEROISM] (found in prickly porcupine pendants, pure potion when drunk by clerics.)
echo Offensive boosting spell. +25 AS (physical, spell, ranged), increased HP and mana recovery. +1 AS for every 10 ranks in Spiritual Lore: Blessings.
echo Duration: 1200 sec base + 60 sec/spell known in circle, refreshable.
echo
exit
216:
frenzy:
echo
echo 216, Frenzy, [FRENZY]
echo CS based disabling spell. Forces target into offensive stance based on warding roll.
echo Duration: 2 seconds * warding failure.
echo
exit
217:
Massinterference:
echo
echo 217, Mass Interference
echo CS based mass disabling spell. -15 Spiritual TD, -7 Elemental TD. -30 penalty to AS and DS of all creatures in room suscessfully warded, also can hinder attacks and disrupt spell casting. NOT player friendly.
echo Duration: (MjS spell ranks/5 + 10 + (warding failure*3)) ; capped at 120 seconds.
echo
exit
218:
spiritservant:
servant:
echo
echo 218, Spirit Servant, [SERVANT]
echo Utility spell. Will carry up to two objects, will pick up its master's disarmed weapons. Will LK master (for 5 minutes) and call for help when master dies.
echo Training in Spiritual Lore, Spirit Summoning has two benefits: Firstly, it increases the duration of the Spirit Servant. Every rank of Spirit Summoning Lore increases the duration by 30 seconds. Secondly, the duration of Preservation that the Spirit Servant bestows on its master is increased. Each rank of Summonining Lore up to 100 ranks increases the duration by 15 seconds. For every additional rank past 100, the duration is increased by 10 seconds.
echo Duration: 600 seconds +10 seconds for every MjS rank.
echo
exit
219:
spellshield:
spshield:
echo
echo 219, Spell Shield, [SPSHIELD], 'opals'
echo Defensive spell. +30 TD, +30 EDS.
echo Duration: 1200 sec base + 60 sec/spell known in circle, refreshable.
echo
exit
220:
majorsanctuary:
mjsanct:
echo
echo 220, Major Sanctuary, [MJSANCT]
echo Utility spell. Transports group to private sanctuary, ends when caster leaves sanct or when spell wears off.
echo Duration: 30 seconds per level.
echo
exit
225:
transference:
transfer:
echo
echo 225, Transference, [TRANSFER]
echo Utility spell. Allows caster to transport to a person's location if they are in your town area and not hidden, invisible, unpresenced or in an unfoggable location.
echo
exit
230:
echo
echo 230, Spirit Hunter, [SPHUNTER]   
echo * Spell not implemented yet *
echo
exit                              
250:
echo
echo 250 Unnamed
echo * Spell not implemented yet *
echo
exit

# CLERIC SPELL CIRCLE

300:
echo 301 Prayer of Holding
echo 302 Smite/Bane
echo 303 Prayer of Protection
echo 304 Holy Blade
echo 305 Preservation
echo 306 Holy Bolt
echo 307 Benediction
echo 308 Well of Life
echo 309 Neutralize Curse
echo 310 Warding Sphere
echo 311 Blinding
echo 312 Fervent Reproach
echo 313 Prayer
echo 314 Interdiction
echo 315 Remove Curse
echo 316 Atonement (not implemented)
echo 317 Zealot
echo 318 Raise Dead
echo 319 Divine Wrath
echo 320 Exorcism (not implemented)
echo 325 Holy Receptacle
echo 330 Commune
echo 340 Unnamed (not implemented)
exit

301:
prayerofholding:
holding:
echo
echo 301, Prayer of Holding, [HOLDING]
echo CS based disabling spell. Freezes undead critter, when bound target receives -50 DS.
echo Duration based on warding. *Works on undead only*.
echo
exit
302:
smite:
bane:
echo
echo 302, Smite/Bane [SMITE]
echo CS based attack spell. Uses diety alignment for spell. Smite works best on undead, Bane works best on living. Mana cost is about 1/12 of creatures level (double against opposite alignment - casting smite on a living being or bane on undead). Can infuse mana randomly doing massive damage, amount and rate based on spiritual mana control - Can NOT infuse against opposite alignment. Most effective with open-handed casting in offensive stance.
echo Training in Spiritual Lore: Religion helps with this spell.
echo NOTE: To get open-handed casting bonus with this spell, you must have an open hand and type CHANNEL <target>. This will give you 3 seconds HARD RoundTime.
echo
exit
303:
prayerofprotection:
warding:
echo
echo 303, Prayer of Protection, [WARDING]
echo Defensive spell. +10 - +40 DS, +10 - +40 EDS (DS bonus is +10 + 1 for every cleric spell known past 303 with a max bonus of +40.)
echo Duration: 900 sec base + 30 sec/spell known in circle.
echo
exit
304:
holyblade:
echo
echo 304, Holy Blade, [HOLYBLADE], 'bless'
echo Utility spell. Blesses weapons, 3 swings/spell known in circle. +1 bless for every rank in Spiritual Lore: Blessings.
echo NOTE: Must know 25th level spell in cleric circle to bless normal weapons with holy water flares.
echo NOTE: Must know 40th level spell in cleric circle to bless magic metals with holy water flares.
echo
exit
305:
preservation:
preserve:
echo
echo 305, Preservation, [PRESERVE] (found in white flasks)
echo Utility spell. Lifekeeps a dead body, preventing decay.
echo Duration: 600 seconds + 15 seconds per rank in Spiritual Lore: Religion.
echo
exit
306:
holybolt:
echo
echo 306, Holy Bolt, [HOLYBOLT]
echo Holy water based bolt spell. Sprays holy water at target, AS based on spell aiming skill, works for living or undead.
echo Training in Spiritual Lore: Religion increases DF against undead.
echo NOTE: The DF against living is the same as the base DF of Minor Water (903).
echo
exit
307:
benediction:
benedict:
echo
echo 307, Benediction, [BENEDICT]
echo Defensive/Offensive spell. +5 AS (physical, ranged), +5 DS. +1 AS/DS for every 2 ranks in cleric circle beyond 7. Does not add to bolt DS.
echo Duration: 900 sec base + 20 sec/spell known in circle, Refreshable. Affects only those joined to caster's group when cast on the group leader (the caster does not have to be leading.)
echo
exit
308:
welloflife:
wellolife:
echo
echo 308, Well of Life, [WELLOLIFE]
echo Utility spell. Transfers spirit from caster to target, caster will always have at least 1 spirit remaining.
echo Must be cast to 'link' to a dead body before casting any of the resurrection spells.
echo
exit
309:
neutralizecurse:
nutcurse:
echo
echo 309, Neutralize Curse, [NUTCURSE]
echo Utility spell. When cast at a cursed object will remove curse for duration of the spell.
echo Duration: 30 seconds.
echo
exit
310:
wardingsphere:
wardsphr:
echo
echo 310, Warding Sphere, [WARDSPHR]
echo Defensive spell. +10 DS, +10 TD (DS and TD bonus is +10 + 1 for each spell known past 310 Max +20 DS/TD.)
echo Duration: 900 sec base + 20 sec/spell known in circle. Refreshable. Affects only those joined to caster's group when cast on the group leader (the caster does not have to be leading.)
echo
exit
311:
blinding:
echo
echo 311, Blinding, [BLINDING]
echo CS based disabling spell. Blinds and stuns target based on warding roll. Chance that target will fall to their knees.
echo Duration: 15 seconds +1 second every 4 points warding (over 100.)
echo
exit
312:
ferventreproach:
freproach:
echo
echo 312, Fervent Reproach, [FREPROACH]
echo CS based attack spell. Attacks target with (your eyecolor here) energy, damaging it. This spell causes no physical wounds (damages health points only), and will not cause stuns, crit-kills nor insta-kills.
echo Spell can be charged for up to 6 seconds to make it more powerful. To set the charge time you must type PRAY FERVENT REPROACH (0,3,4,5,6) to set the timer to however many seconds the caster desires.
echo The spell will sometimes provide back to the caster a bonus of increased Wisdom, Mana and Health points. 30 seconds base + extra for each rank of Spirit Lore: Blessing. The amount of time is 1/10 normal if you cannot learn from the creature that you cast at and recieved the bonus from.
echo
echo Notes on charging:
echo Praying will force you to kneel, so it is not advisable to change the timer in the middle of battle. Once it's set, you will always charge for that amount of time until you pray to set another time.
echo Charging will only work when used in conjunction with the CHANNEL verb for casting it. Spell can be cast using the CAST command, but you will recieve no benefit in power from open hands, stance nor charging.
echo IMPORTANT NOTE: While charging the spell, you will be given hard roundtime, so it is advisable to be in a less agressive stance before preparing the spell.
echo
echo Training in Spirit Lore: Religion increases the power of the attack.
echo Training in Spirit Lore: Blessings increases the duration of the bonus effect.
echo
exit
313:
prayer:
echo
echo 313, Prayer, [PRAYER]
echo Defensive spell. +10 STD, +10 DS (DS bonus when player has 35 ranks in clerical circle). +1 DS for every rank in cleric circle over 35, higher resistance to maneuver attacks.
echo Duration: 900 sec base + 30 sec/spell known in circle, refreshable.
echo
exit
314:
interdiction:
interdict:
echo
echo 314, Interdiction, [INTERDICT]
echo CS based disabling spell. Drains mana from target. Target loses mana in proportion to cleric's effectiveness (base spell knowledge) until mana reaches 0.
echo Duration: 5 sec/number of Cleric spells known.
echo
exit
315:
removecurse:
remcurse:
echo
echo 315, Remove Curse, [REMCURSE]
echo Utility spell. Completely removes a curse from an item. May take multiple casts to overcome especially strong curses.
echo
exit
316:
atonement:
echo
echo 316, Atonement, [ATONEMENT]
echo * Spell not implemented yet *
echo
exit
317:
zealot:
echo
echo 317, Zealot, [ZEALOT]
echo CS based attack. +15 AS, - 30 DS Target's group will suffer AS bonus/DS penalty and forced offensive stance for duration.
echo Duration: 10 seconds per level.
echo
exit
318:
raisedead:
echo
echo 318, Raise Dead, [RAISEDEAD]
echo Utility spell. Brings life back to a dead body.
echo Cleric must first cast 308 to 'link' to body. Cleric will lose 75% of maximum spirit points. Target will be restored with 1 spirit and 1 health point (if target had 0 or negative HP.) Requires Mana Control skill of 102 or better for 100% raise ability.
echo
echo Upon learning 325, the cleric recieves the Life Restoration version of this spell (the old 318 version.) Cleric loses 50% of the target's maximum spirit, while target is restored to 10% spirit and health points.
echo
echo Upon learning 340, the cleric recieves the Ressurection version of this sepll (the old 340 version.) Cleric Loses 25% of the target's maximum spirit, while target is restored to 50% spirit and health points.
echo
echo The cleric's and the target's souls will remain linked for 2 minutes. If target dies again within that time, cleric suffers severe punishment, disallowing him or her to raise for a long time.
echo
exit
319:
divinewrath:
divinewrth:
divinelightshow:
echo
echo 319, Divine Wrath, [DIVINEWRTH]
echo CS based attack spell. Attack based on diety alignment.
echo Training in Spiritual Lore: Summoning reduces the time between initial cast and the first attack frame, and also lessens the pause between attack frames.
echo Training in Spiritual Lore: Religion determines the number of attack frames (1-3 frames.)
echo Training in Spiritual Mana Control increases crits from secondary attack, it increases the number of creatures attacked per frame, and finally it decreases the rest time between casts.
echo NOTE: Smite aligned clerics will find that the spell works best for undead, and bane clerics on living. Unaligned clerics will cast the old version of DW (eerie crimson mist, dropping to knees, etc.)
echo
exit
320:
exorcism:
echo
echo 320, Exorcism, [EXORCISM]
echo * Spell not implemented yet *
echo
exit
325:
holyreceptacle:
echo                              
echo 325, Holy Receptacle [HOLYRECEPTACLE]                
echo Utility spell. Can 'bless' clerical spells and diety powers into gems.
echo Training in Spiritual Lore: Blessing decreases failure rate of blessing spells.
echo Can 'bless' 5 diety powers into gems:
echo Tier 1 - Silver to gold. Requires 5 ranks Spiritual Lore: Blessing, and 10 ranks of Spiritual Lore: Religion.
echo Tier 2 - Brimstone (Holy Hand Grenade). Requires 5 ranks Spiritual Lore: Summoning, 5 ranks Spiritual Lore: Blessing, and 15 ranks Spiritual Lore: Religion. Spiritual Lore: Summoning also determines the chance of hitting targets.
echo Tier 3 - Nexus. Transports Cleric and group to a predetermined location. Requires 10 ranks Spiritual Lore: Summoning, 5 ranks Spiritual Lore: Blessing, and 20 ranks Spiritual Lore: Religion.
echo Tier 4 - Chrism. When waved at a corpse prior to raising, it enhances rate of SP, HP and MP recovery, as well as lessening DR penalties. When waved on a living target, it allows them to meditate like a cleric, emapth or savant. Requires 15 ranks Spiritual Lore: Summoning, 10 ranks Spiritual Lore: Blessing, and 25 ranks Spiritual Lore: Religion.
echo Tier 5 - TBD.
echo
exit
330:
commune:
echo 
echo 330, Commune, [COMMUNE]
echo RP/Utility spell. Cleric casts spell in order to try to contact his or her deity.
echo If deity does not respond, most mana consumed by the spell are returned to the caster.
echo Note: This spell actually sends a message to GMs, who will respond or not.
echo
exit
340:
echo
echo 340
echo
echo * Spell not implemented yet *
echo
exit

#MINOR ELEMENTAL SPELL CIRCLE

400:
echo 401 Elemental Defense I
echo 402 Presence
echo 403 Picking Enhancement
echo 404 Disarming Enhancement
echo 405 Elemental Detection
echo 406 Elemental Defense II
echo 407 Unlock
echo 408 Disarm
echo 409 Elemental Blast
echo 410 Elemental Wave
echo 411 Elemental Weapon
echo 412 Weapon Deflection
echo 413 Elemental Saturation
echo 414 Elemental Defense III
echo 415 Elemental Strike
echo 416 Piercing Gaze
echo 417 Elemental Dispel
echo 418 Mana Focus
echo 419 Mass Elemental Defense
echo 420 Magic Item Creation
echo 425 Elemental Targeting
echo 430 Elemental Barrier
echo 435 Major Elemental Wave
echo 440 Minor Elemental (not implemented)
exit

401:
elementaldefenseI:
elemdef1:
echo
echo 401, Elemental Defense I, [ELEMDEF1] "Silvers"
echo Defensive spell. +5 DS, +5 TD.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit
402:
presence:
echo
echo 402, Presence [PRESENCE]
echo Utility spell. Detects hidden/invisible people, increases perception.
echo Duration: 2 sec/spell known in circle, stackable, self cast only.
echo
exit
403:
pickingenhancement:
pkenhance:
echo
echo 403, Picking Enhancement [PKENHANCE]
echo Utility spell. Helps lockpicking based on caster's lockpicking training - greater potency self cast.
echo Duration: 30 sec + 1 sec/spell known in circle, stackable.
echo
exit
404:
disarmenhancement:
dsenhance:
echo
echo 404, Disarm Enhancement [DSENHANCE]
echo Utility spell. Helps disarm locks based on caster's disarm training - greater potency self cast.
echo Duration: 30 sec + 1 sec/spell known in circle, stackable.
echo
exit
405:
elementaldetection:
elemdetect:
echo
echo 405, Elemental Detection [ELEMDETECT]
echo Utility spell. Detects spells on people and magical properties of items, immediate.
echo
echo Time remaining: Duration: | Charges detected: Number:
echo very little     <1 min    | Couple            1-2
echo some            1-5 min   | Few               3-5
echo a fair amount   5-30 min  | Several           6-9
echo a lot           30-60 min | Fair              10-15
echo a great amount  >60 min   | Bunch             16-20
echo .                         | Many              21-30
echo .                         | Great many        >30
echo
exit
406:
elementaldefenseII:
elemdef2:
echo
echo 406, Elemental Defense II, [ELEMDEF2] "Brights"
echo Defensive spell. +10 DS, +10 TD.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit
407:
unlock:
echo
echo 407, Unlock, [UNLOCK] "Popping"
echo Utility spell. Causes doors/locked containers to open.
echo
exit
408:
disarm:
echo
echo 408, Disarm [DISARM]
echo Utility spell. Disarms traps on doors/locked containers.
echo
exit
409:
elementalblast:
elemblast:
echo
echo 409, Elemental Blast [ELEMBLAST]
echo CS based attack spell. Injures target based on warding failure.
echo
exit
410:
elementalwave:
elemwave:
ewave:
echo
echo 410, Elemental Wave [ELEMWAVE]
echo Maneuver based disabling spell. Knocks targets not in caster's group over and causes RT. Caster's level vs. target level determines knockdown and RT penalties.
echo
exit
411:
elementalweapon:
elementalblade:
elemblade:
echo
echo 411, Elemental Weapon or Elemental Blade [ELEMBLADE]
echo Utility spell. Adds +20 and a flare to a non-magical weapon, 4 strikes/level.
echo NOTE: Flare is random, can use ATTUNE to change element (requires 20 ranks in one elemental lore.)
echo
exit
412:
weapondeflection:
wpdeflect:
echo
echo 412, Weapon Deflection [WPDEFLECT]
echo Non-wardable disabling spell. Target gets -25 AS penalty.
echo Duration: 60 sec + (5 * diff between caster's and target's level), not stackable.
echo
exit
413:
elementalsaturation:
elemsat:
echo
echo 413, Elemental Saturation [ELEMSAT]
echo CS based disabling spell. Target gets -25 TD penalty.
echo Duration: 10 sec/level.
echo
exit
414:
elementaldefenseIII:
elemdef3:
echo
echo 414, Elemental Defense III [ELEMDEF3] "Guards"
echo Defensive spell. +20 DS, +15 ETD.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit
415:
elementalstrike:
elemstrike:
echo
echo 415, Elemental Strike [ELEMSTRIKE]
echo CS based attack spell. Stronger version of Elem. Blast, injures target based on warding failure.
echo NOTE: Can use ATTUNE to change to specific flare (must have 20 ranks in one Elemental Lore.)
echo
exit
416:
piercinggaze:
piercegaze:
echo
echo 416, Piercing Gaze [PIERCEGAZE]
echo Utility spell. Allows caster to see into, behind or under containers, can detect traps when used on a box.
echo
exit
417:
elementaldispel:
elemdispel:
echo
echo 417, Elemental Dispel [ELEMDISPEL]
echo Utility/Disabling spell. Causes target to lose prepared spell, lose a defensive spell or lose mana (in order given.)
echo NOTE: When used in conjunction with Spirit Dispel, can cause damage to target.
echo
exit
418:
manafocus:
echo
echo 418, Mana Focus [MANAFOCUS]
echo Utility spell. Creates a local Mana node, failure can kill/cause damage to caster. Mana from focus comes in a seperate pulse, but mana total will end up being the same as in a natural node.
echo Duration: 60 seconds per level, not stackable, not refreshable.
echo
exit
419:
masselementaldefense:
massedef:
echo
echo 419, Mass Elemental Defense [MASSEDEF] "Mass Guards"
echo Defensive spell. +20 DS, +15 TD to entire group (Caster must be leading group.)
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit
420:
magicitemcreation:
magicitem:
echo
echo 420, Magic Item Creation [MAGICITEM]
echo Utility spell. Allows a known spell to be imbedded into a prepared object, see IMBED command in game.
echo
exit
425:
elementaltargeting:
elemtarget:
echo
echo 425, Elemental Targeting [ELEMTARG]
echo Offensive boosting spell. +25 plus (# of known MnE spell ranks above 25 divided by 2) to AS and CS (Elemental only), max bonus +50. Gives +13 bonus +1 for every 4 ranks in MnE circle (max +25) to hybrid CS. Refreshable.
echo Duration: 900 sec base + 30 sec/spell known in circle.
echo
exit
430:
elementalbarrier:
elembarr:
echo
echo 430, Elemental Barrier [ELEMBARR]
echo Defensive spell. +15 DS/TD +1 DS/TD for every 2 ranks in MnE circle, capped at caster's level. Refreshable.
echo Duration: 900 sec base + 30 sec/spell known in circle.
echo
exit
435:
majorelementalwave:
majorewave:
majrwave:
echo
echo 435, Major Elemental Wave [MAJRWAVE]
echo Maneuver based disabling/attack spell. More powerful version of ewave (410) that also does elemental damage.
echo NOTE: Can ATTUNE elemental damage (requires 20 ranks in one elemental lore.)
echo	
exit
450:
echo
echo 450, Minor Elemental
echo * Not yet implemented *
echo
exit

# MAJOR ELEMENTAL SPELL CIRCLE    

500:
echo 501 Sleep
echo 502 Spell Store
echo 503 Thurfel's Ward
echo 504 Slow
echo 505 Hand of Tonis
echo 506 Haste
echo 507 Elemental Deflection
echo 508 Elemental Bias
echo 509 Strength
echo 510 Hurl Boulder
echo 511 Floating Disk
echo 512 Ice Patch
echo 513 Elemental Focus
echo 514 Stone Fist
echo 515 Rapidfire
echo 516 Mana Leech
echo 517 Charge Item
echo 518 Cone of Lightning
echo 519 Immolation
echo 520 Stone Skin
echo 525 Meteor Swarm
exit	

501:
sleep:
echo
echo 501, Sleep, [SLEEP]
echo CS based disabling spell. Puts target to sleep. Target will be prone with -50 DS in offensive stance.
echo The mana cost for this spell is level of target/2 with a max cost of 20 mana and a minimum cost of 1 mana.
echo Duration: 5 seconds per level.
echo
exit
502:
spellstore:
echo
echo 502, Spell Store, [SPELLSTORE]
echo Utility spell. The next spell cast within 30 seconds of this one will stay prepared for an extended period of time.
echo Exact duration is based on target's activity.
echo
exit
503:
thurfel'sward:
thurfelsward:
thurward:
echo
echo 503, Thurfel's Ward [THURWARD]
echo Defensive spell. +20 DS, +1 for every 4 ranks in MjE circle, extra bonus for self-cast only. Casting on others gives straight +20 DS.
echo Duration: 1200 sec base + 60 sec/spell known in circle, stackable.
echo
exit
504:
slow:
echo
echo 504, Slow, [SLOW]
echo CS based disabling spell. Slows target down, adding RT to any actions being attempted (based on target's actions.)
echo Training in Elemental Lore: Air will add +1 RT at 100 ranks, +2 RT at 200 ranks and +3 RT at 300 ranks.
echo Duration: 1 minute, not stackable or refreshable.
echo
exit
505:
handoftonis:
handtonis:
echo
echo 505, Hand of Tonis, [HANDTONIS]
echo CS based disabling/Air based bolt spell. Steals the breath out of a target, stunning it.
echo Training in Elemental Lore: Air turns cast into a bolt spell for stances above guarded at 20 ranks. Each rank over 20 increases DF of the air bolt.
echo NOTE: Air bolt does unbalance crits.
echo Can also be used to blow away clouds and clear clutter.
echo Duration: 5 sec + 1 sec/2 warding failure.
echo
exit
506:
haste:
echo
echo 506, Haste, [HASTE]
echo Utility spell. Speeds up target, reducing RT from any action being attempted (reduction based on action of target.)
echo Training in Elemental Lore: Air will add -1 RT at 100 ranks, -2 RT at 200 ranks and -3 RT at 300 ranks.
echo There will always be a minimum of 1 RT.
echo Duration: 1 minute, not stackable or refreshable.
echo
exit
507:
elementaldeflection:
deflect:
echo
echo 507, Elemental Deflection, [DEFLECT]
echo Defensive spell. +20 DS +1 per 2 ranks in MjE over 7, capped at caster's level.
echo Duration: 600 sec base + 15 sec/spell known in circle, stackable. Self-cast only
echo
exit
508:
elementalbias:
elembias:
echo
echo 508, Elemental Bias , [ELEMBIAS]
echo Defensive spell. +20 ETD.
echo Duration: 600 sec base + 30 sec/spell known in circle, stackable. Self-cast only.
echo
exit
509:
strength:
echo
echo 509, Strength, [STRENGTH], (found in white crystals)
echo Offensive boosting spell. +15 strength bonus
echo Training in Elemental Lore: Earth will add an additional strength bonus (selfcast only) of +1 at 4 ranks up to +16 AS at 184 ranks as follows:
echo 
echo RANKS   BONUS
echo -------------
echo 4       +1
echo 9       +2
echo 15      +3
echo 22      +4
echo 30      +5
echo 39      +6
echo 49      +7
echo 60      +8
echo 72      +9
echo 85      +10
echo 99      +11
echo 114     +12
echo 130     +13
echo 147     +14
echo 165     +15
echo 184     +16
echo
echo The strength bonus factors into encumbrance, Voln-fu, AS and other systems.
echo
echo Duration: 600 sec base + 30 sec/spell known in circle, Stackable.
echo
exit
510:
hurlboulder:
echo
echo 510, Hurl Boulder [HURLBOULDER]
echo Earth based bolt attack.
echo Training in Elemental Lore: Earth will increase DF.
echo
exit
511:
floatingdisk:
floatdisk:
echo
echo 511, Floating Disk, [FLOATDISK]
echo Utility spell. Creates a disk that floats behind the caster, can be OPENed and CLOSEd in order to store items.
echo Disk will last until owner logs off, disconnects, dies, or DISMISSes the disk. 
echo For a few minutes after logging off, disk will search for the owner and possibly return if owner returns to the lands.
echo Training in Elemental Lore: Air increases item capacity. 10 ranks will increase the total item capacity to 9, with the maximum of 20 items at 200 ranks.
echo Bonus is self-cast only.
echo
exit
512:
icepatch:
echo
echo 512, Ice Patch [ICEPATCH]
echo Disabling spell. Creates slippery patch of ice around caster when cast without target. All characters or creatures not joined to the caster may slip while trying to engage in melee or thrown weapon combat (either before or after attack is made - Think Icemule Trail.)
echo When cast at a target, the target is subject to a CS attack. When warded, the target's legs become encased in ice, 'rooting' the target in place.
echo Training in Elemental Lore: Water increases chance of opponent injuring itself in untargetted version. Additionally, when focused version is cast on target, casting 903 on target will convert the water bolt into an ice chunk (the blue wand spell.) 10 ranks for one ice bolt, 200 ranks for 12 ice bolt casts.
echo Duration: Variable, based on warding failure.
echo
exit
513:
elementalfocus:
elemfocus:
echo 513, elemental Focus, [ELEMFOCUS]
echo Offensive boosting spell. +20 spell AS, -40 weapon AS, +1 AS for every 2 MjE ranks, capped at caster's level.
echo Duration: 600 sec base + 30 sec/spell known in circle (self.)
echo Duration: 1 sec/2 warding failure (others.)
echo
exit
514:
stonefist:
echo
echo 514, Stone Fist [STONEFIST]
echo CS based Attack/Disabling spell. Upon successful warding, the target will be rooted in place by a massive stone fist.
echo While target is caught in the fist, the caster can perform various actions, causing the fist to attack the target (for extra mana cost.)
echo 
echo Commands:
echo
echo Commands that require no lore:
echo Wave - 2 mana - Will wave target around, causing roundtime. Will not break fist's grip.
echo Push - 2 mana - Will push target to ground, leaving it prone and in roundtime. Will break fist's grip.
echo Throw - 3 mana - Will throw target to ground, causing damage. Will break fist's grip.
echo
echo Commands that require Elemental Lore: Earth to use:
echo Slap - 4 mana - Slaps target, causing damage. Will break fist's grip.
echo Clench - 5 mana - Squeezes target, causing damage to chest, back and abdomen. Will not break fist's grip. (appx 1x lore/target level required)
echo Pound - 8 mana - Pounds target into ground, causing damage to head, neck and limbs. Will not break fist's grip.(appx 1.8x lore/target level required)
echo
exit
515:
rapidfire:
echo 515, Rapid Fire, [RAPIDFIRE]
echo Utility spell. Once cast, the next spell prepared will automatically prepare itself for the duration of the spell.
echo Duration: 5 seconds per level.
echo
exit
516:
manaleech:
echo 516, Mana Leech, [MANALEECH]
echo CS based disabling/utility spell. Drains mana from target. Wizard can gain up to 1 mana/3 points of warding failure.
echo The maximum amount returned is based on Major Elemental spell ranks and mana of the target (maximum mana return is capped at number of MjE spell ranks.) Elemental Mana Control determines how much you can cast and how soon the fatigue wears off. The caster's total mana points cannot exceed his/her maximum.
echo NOTE: On a successful warding, the spell costs 1 mana. If warded off, the spell costs 16 mana.
echo
exit
517:
chargeitem:
echo
echo 517, Charge Item, [CHARGEITEM]
echo Utility spell. Allows wizard to add charges to magical items up to a maximum of 40 charges (blue crystals, ruby amulets, wands, mage recargables, etc.)
echo You need a pure gem and must pour a grot'kel potion to prepare the gem. Prep 517 and cast at the gem to create an orb.
echo Continue casting 517 at the orb (each cast will take 1 mana), until it is ready for charging (it will hum with the tones of enchantment.)
echo When the orb is ready, hold the item you wish to charge in your RIGHT hand and RUB the orb. 
echo Each charge placed in the item will drain from the caster the full amount of mana it would take to cast the spell.
echo The orb will need to be upkept by recasting 517 at it when it begins to shrink. Duration of orb is random.
echo It is possible for a catastrophic failure to destroy the item, and blow the charger's nerves.
echo
exit
518:
Coneoflightning:
conelight:
echo
echo 518, Cone of Lightning, [CONELIGHT]
echo Lightning based bolt spell. Major Shock spell which hits multiple targets in the room. 
echo Will not hit other player characters.
echo
exit
519:
immolation:
echo
echo 519, Immolation [IMMOLATION]
echo Fire based warding spell, chance of complete incineration of target (instakill). Fire will continue to burn on target (if not killed outright) damaging every round until snuffed out. Target will not be able to cast spells or attack while under effects of the spell.
echo Damage on initial burst increased by Elemental Lore: Fire
echo
exit
520:
stoneskin:
echo 520, Stone Skin [STONESKIN]
echo Defensive spell. Forms layer of stone around caster, absorbing some damage taken when hit, will shatter when enough damage absorbed.
echo Training in Elemental Lore: Earth increases damage absorbtion and shatter point
echo Duration: 600 seconds + (30 seconds * MjE spells known)
echo
exit
525:
meteorswarm:
meteors:
echo 525, Meteor Swarm, [METEORS]
echo Maneuver based attack spell. Creates a storm of meteors which will hit everything in the room, including other players and the caster.
echo NOTE: Run like hell after casting it!
echo Duration: 1 - 3 min, most effective when cast outdoors.
echo
exit

# RANGER SPELL CIRCLE

600:
echo 601 Natural Colors
echo 602 Resist Elements
echo 603 Foraging
echo 604 Skinning
echo 605 Whispering Willow
echo 606 Phoen's Strength
echo 607 Sounds
echo 608 Camouflage
echo 609 Sunburst
echo 610 Tangle Weed
echo 611 Mass Colors
echo 612 Breeze
echo 613 Self Control
echo 614 Imbue
echo 615 Call Swarm
echo 616 Spike Thorn
echo 617 Sneaking
echo 618 Mobility
echo 619 Mass Calm
echo 620 Resist Nature
echo 625 Nature's Touch
echo 630 Animal Companion
echo 635 Nature's Fury
echo 640 Wall of Thorns
echo 650 Assume Aspect
exit	

601:
naturalcolors:
ntrcolor:
echo
echo 601, Natural Colors, [NTRCOLOR], 'hues'
echo Defensive spell. +10 DS, Bonus to hide outside, increased by Ranger spells known.
echo Spiritual Lore: Blessings gives a bonus to hiding, and from +1 to +10 DS beginning at 5 ranks.
echo Duration: 600 sec base + 20 sec/spell known in circle, Stackable, Does not add extra protection in conjunction with 611.
echo
exit
602:
resistelements:
reselem:
echo
echo 602, Resist Elements, [RESELEM], 'shimmers'
echo Defensive spell. +15 EDS, Offers extra protection vs. wind, cold, fire, electricity.
echo Spiritual Lore: Blessings gives a bonus to protection, and from +1 to +10 EDS beginning at 5 ranks.
echo Duration: 1200 sec base + 60 sec/spell known in circle, Stackable.
echo
exit
603:
foraging:
forage:
echo
echo 603, Foraging, [FORAGE]
echo Utility spell. Makes it easier to forage, bonus increased by Spiritual Lore: Blessings
echo Duration: 15 seconds per level, Stackable.
echo Training in Survival increases success.
echo
exit
604:
skinning:
echo
echo 604, Skinning, [SKINNING]
echo Utility spell. Makes it easier to skin a dead critter.
echo Spiritual Lore: Blessings increases skin value from 1% to 10%, beginning at 5 ranks.
echo Training in Survival and First Aid increases success.
echo Duration: 1 minute.
echo
exit
605:
whisperingwillow:
whiswillow:
echo
echo 605, Whispering Willow, [WHISWILLOW]
echo Utility spell. Allows caster to whisper to anyone within range.
echo Spiritual Lore: Summoning increases utility as follows:
echo       Same    Same
echo Ranks Room    Realm Visible  Outdoors 
echo 0               X       X       X
echo 4               X       X
echo 8       X       X               X
echo 12      X       X
echo 16              X               X
echo 20              X
echo 24                      X       X
echo 28                      X 	
echo 32                              X
echo 36 (any)
echo For example, if you have at least 0 ranks, you can whisper to someone in the same realm or closer, visible and outdoors.
echo Duration: 30 seconds per level, Stackable.
echo
exit
606:
phoenstr:
echo
echo 606, Phoen's Strength, [PHOENSTR]
echo Offensive boosting spell. +10 AS (weapon only), +2 MB
echo Duration: 900 sec base + 30 sec/spell known in circle, Stackable, can only be cast outdoors, alleviates encumberance.
echo
exit
607:
sounds:
echo
echo 607, Sounds, [SOUNDS]
echo Non warding disabling spell. -20 DS, non wardable. Targets over 15 levels above caster: 20% chance of failure for every level (cumulative) to 20 levels over caster (100% failure)
echo Increased training in Ranger spells increases DS penalty up to -50 at 70 spells.
echo Targets also must check for spell failure, starting at 10%, and an additional 1% to 13% beginning at 1 rank Spiritual Lore: Summoning. This is NOT related to armor spell failure.
echo 607 also induces penalties to to aiming ranged weapons and disarming traps.
echo Duration: 120 seconds Non-stackable.
echo
exit
608:
camouflage:
echo
echo 608, Camouflage, [CAMOUFLAGE], 'camo'
echo Offensive boosting spell. +30 AS (weapon, spell, ranged), automatic hide, easier to stay hidden.
echo Shadow Mastery allows the caster to keep 10% of the bonus per rank when moving from one room to another. Penalties increase as the caster continues moving.
echo Duration: 1 attack, Non-stackable, can sneak or stalk, but you lose the effects of the spell.
echo
exit
609:
sunburst:
echo
echo 609, Sunburst, [SUNBURST]
echo Utility/Attack spell. When CAST, reveals hidden critters or people, can detect invisible critters, people or missiles.
echo When CAST AT a creature it will temporarily reduce the target's perception greatly. Will also induce roundtime on undead targets. Success based on warding roll.
echo NOTE: When cast, players revealed from hiding will not be able to immediately hide again, subject to same restriction as being pointed at.
echo
exit
610:
tangleweed:
tangle:
echo
echo 610, Tangle Weed, [TANGLE]
echo Maneuver based Disabling/Attack spell. Creates a vine that will entangle a target, dragging it to the ground.
echo If cast from neutral or more aggressive stance, can damage target. Spiritual Lore: Summoning gives the spell a chance to drain strength as well. The chance is (Lore skill/2) percent.
echo Duration is variable, will last until caster leaves the room or DISMISSes vine, or spell fades away.
echo
exit
611:
masscolors:
masscolor:
echo
echo 611, Mass Colors, [MASSCOLOR] 'mass hues'
echo Defensive spell. +10 DS, Easier to hide outside, same as 601 but effects the entire group. Caster must lead party.
echo Duration: 900 sec base + 30 sec/spell known in circle, Stackable, Does not add extra protection in conjunction with 601.
exit
612:
breeze:
echo
echo 612, Breeze, [BREEZE]
echo Utility spell. Causes a whirlwind that can be used to blow away clouds, as well as light items on the ground.
echo Has a (Spiritual Lore: Summoning skill / 2) percent chance of inducing roundtime on any creatures. 
echo Duration: 3 seconds per level.
echo
exit
613:
selfcontrol:
selfcontr:
echo
echo 613, Self Control, [SELFCONTR]
echo Defensive spell. +20 DS against all but bolt spells, +1 per 2 Ranger spells beyond 13.
echo +20 Spirit TD, plus an additional 1 to 10 Spirit TD beginning at 5 ranks Spiritual Lore: Blessings.
echo Assists in disarming traps and Sheer Fear, with increasing bonuses based on Ranger spells known.
echo Duration: 1200 sec base + 60/spell known in circle, Stackable.
echo
exit
614:
imbue:
echo
echo 614, Imbue, [IMBUE]  
echo Utility spell. Will take a suitable organic object (such as a stick) and turn it into a rod or wand that can be imbedded. Maximum mana increased by Spiritual Lore: Summoning training.
echo Might take multiple casts to successfully create a wand or rod.
echo Can make tree/wyrmwood bark into amulet.
echo Can make wiregrass into bracelet/anklet.
echo
exit
615:
callswarm:
echo
echo 615, Call Swarm, [CALLSWARM]
echo Manuever based disabling spell. Creates a swarm of insects that will attack target, attempting to cause various effects based on stance at casting:
echo Offensive - Knockdown
echo Advancing - Damage
echo Forward   - AS penalty
echo Neutral   - DS penalty
echo Guarded   - Poison or Disease
echo Defensive - Roundtime
echo
echo After the first round of attack, effects are random.
echo Swarm can be dispelled by using 612. Swarm can turn on the caster and attack him or her, and will remain after their original target dies.
exit
616:
spikethorn:
echo
echo 616, Spike Thorn, [SPIKETHORN]
echo Maneuver based attack spell. Creates large spiked thorns to grow beneath the target, causing damage. Has crits that result in instant death.
echo Amount of damage becomes higher with more known Ranger spells.
echo ((Spiritual Lore: Summoning skill / 2) - 30) percent chance of a second attack.
echo
exit
617:
sneaking:
echo
echo 617, Sneaking, [SNEAKING]
echo Utility spell. Increases ability to hide, sneak, or stalk. Helps you stay in hiding.
echo When cast in conjunction with 601, makes caster almost invisible. Can not lead a group while under the spell's effects.
echo Spiritual Lore: Blessings and this spell gives you a bonus to remaining standing on ice.
echo Duration: 300 sec base + 20/spell known in circle, Non-stackable.
echo
exit
618:
mobility:
echo
echo 618, Mobility, [MOBILITY], 'dex' 'mobilies'
echo Defensive spell. +20 MB (voln-fu.) Helps dodge maneuver attacks (such as roa'ters, webs, acid attacks.) +1 rank for each spell known over 618 (self-cast only) and provides a bonus to hiding or stealing. Each +5 bonus costs +1 mana per cast.
echo Duration: 900 sec base + 30 sec/spell known in circle, Stackable.
echo
exit
619:
masscalm:
echo
echo 619, Mass Calm, [MASSCALM]
echo Non-warding disabling spell. Calms everything in room, very difficult to resist against.
echo NOTE: Very short duration.
echo
exit
620:
resistnature:
echo
echo 620, Resist Nature [RESISTNATURE]
echo Utility spell. Can infuse leather armors with resistances to weeds, spikethorns and elements. Can wear off if the armor suffers severe damage or is destroyed (breakage).
echo NOTE: Restricted to 5 sets of armor per week.
echo
exit
625:
nature'stouch:
naturestouch:
naturetch:
echo
echo 625, Nature's Touch, [NATURETCH]
echo Utility spell. Allows outdoor only spells to be cast anwhere.
echo Duration: 300 seconds +10 seconds per Ranger spell rank.
echo
exit
630:
animalcompanion:
animalcom:
echo
echo 630, Animal Companion, [ANIMALCOM]
echo Utility spell. Summons a wild beast to aid ranger. Caster can befriend companion and develop bond with it.
echo NOTE: Don't forget to feed it!
echo
exit
635:
naturesfury:
nature'sfury:
echo
echo 635, Nature's Fury
echo CS based attack spell. Attacks all creatures and characters not in caster's group. Damage based on Terrain and Climate of the room being cast in.
echo Training in Spirit Lore: Summoning increases number of damage cycles done.
echo
exit
640:
wallofthorns:
wallthorns:
echo
echo 640, Wall of Thorns [WALLTHORNS]
echo Defensive spell. Creates a wall of thorns around caster, +20 DS and can block some incoming attacks.
echo NOTE: Duration will be shorter in extreme climates, and longer in moderate climates.
echo
exit
650:
assumeaspect:
echo 650, Assume Aspect [ASSUME]
echo Gives caster +20 to certain statistics or +20 ranks of certain skills, depending on which aspect of nature the caster assumes. Spiritual Lore: Summoning and Blessings provide improvements to various skills and statistics.
echo The caster may choose among Wolf, Jackal, Lion, Panther, Owl, Hawk, Rat, Porcupine, Bear, Serpant, Block, Mantis or Yierka. After casting, the ranger may ASSUME an aspect, which lasts 2 minutes. The same aspect may be assumed no more than once every 4 minutes. Aspects other than the last one used may be assumed at any time. Aspects after the first cost 25 mana each. 
echo
echo
echo
echo Duration: 600 seconds, refreshable
exit


#SORCERER SPELL CIRCLE
700:
echo 701 Bloodburst
echo 702 Mana Disruption
echo 703 Corrupt Essence
echo 704 Phase
echo 705 Disintigrate
echo 706 Mind Jolt
echo 707 Eye Spy
echo 708 Limb Disruption
echo 709 Quake
echo 710 Energy Maelstrom
echo 711 Pain Infliction
echo 712 Cloak of Shadows
echo 713 Nightmare
echo 714 Scroll Infusion
echo 715 Curse
echo 716 Disease
echo 717 Evil Eye
echo 718 Torment
echo 719 Dark Catalyst
echo 720 Implosion
echo 725 Minor Summoning
echo 730 Animate Dead
echo 735 Ensorcell (not implemented)
echo 740 Demonic Summoning (not implemented)
exit	


701:
bloodburst:
echo
echo 701, Bloodburst [BLOODBURST] "BB"
echo CS based attack spell. 5 HP damage +1 damage per 20 success. Causes neck bleeding equivalent, stackable to a maximum of 35 damage/bleeding.
echo Training in Sorcerous Lore: Necromancy will cause some HP to be transferred to caster every round (until the caster is at full health).
echo
exit
702:
manadisruption:
manadisrupt:
echo
echo 702, Mana Disruption, [MANADISRUPT] "MD"
echo CS based attack spell. Does small critical damage and potentially large amounts of non-visible HP damage using the table below. If at least one hand is open, more aggressive stances increase the damage done on a successful cast.
echo Description                       Damage
echo ----------------------------------------
echo A weak blow                       1-4 
echo A light strike                    5-9
echo A nice hit                        10-14 
echo A strong strike                   15-20
echo A painful blow                    20-24
echo Target staggered by strong strike 25-29
echo A powerful hit                    30-34 
echo A very painful blow               35-39 
echo Target staggers in pain           40-44 
echo A masterful strike                45-49 
echo A most painful blow               50-54 
echo Target reels from brutal strike   55-59 
echo A devastating hit                 60-64 
echo Massive internal disruption       65+
echo NOTE: To get open-handed casting benefit, you must have an open hand and type CHANNEL <target>. This will give you 3 seconds of HARD RoundTime.
echo
exit
703:
corruptessence:
cessence:
echo
echo 703, Corrupt Essence, [CESSENCE]
echo CS based disabling spell. Target cannot cast during duration. Target TD is reduced by WIS bonus + (your level - target’s level). This can also increase target TD. If that happens, you're hunting way over your head.
echo NOTE: Target does not lose prepared spell and can still prepare a spell while under the effects of this spell.
echo Duration 15 seconds, NOT refreshable (Kill it fast!).
echo
exit
704:
phase:
echo
echo 704, Phase [PHASE]
echo Utility spell. Lets you reach into containers, boxes and walk through doors. Doesn't work on mithril, enruned or glyph trapped boxes, even if disarmed. Some doors are not phasable.
echo Previously the single most useless spell in Gemstone, in August 2005 it was changed to allow the caster to phase certain creatures such as banshees, lost souls and Ithzir. Successfully hitting them with Phase will prevent them from fading out for 1 sec/failure. Phasing a non-corporeal creature will make them corporeal for 1 second/failure, allowing spells such as Dark Catalyst and AS-based attacks to have considerably more dire consequences.
echo
echo Phase may also be cast on items, making them weightless for 10 minutes + 6 seconds per Sorcery spell known. Demonology lore increases the maximum weight of an single item that a sorcerer may make weightless, according to the following table:
echo Ranks Pounds
echo 0     10
echo 3     12
echo 7     14
echo 12    16
echo 18    18
echo 25    20
echo 33    22
echo 42    24
echo 52    26
echo 63    28
echo 75    30
echo 88    32
echo 102   34
echo 117   36
echo 133   38
echo 150   40
echo 168   42
echo 187   44
echo Items which have been phased may not be worn, and vice-versa. Lockable containers, such as those made with the Lockmastery rogue's guild skill, may be used to hold items inside while they are phased. Boxes may also be phased, but the effect is the same as attempting to open them without checking for traps.
exit
705:
disintigrate:
echo
echo 705, Disintegrate [DISINTEGRATE]
echo CS based attack spell. Does potentially large amounts of damage. Works best against non-corporeal undead and is affected by stance. Does more damage in aggressive (Forward, Advancing, Offensive) stances.
echo Stance bonus is only given when using the CHANNEL verb to cast.
echo This spell is NOT affected by any lores, training, stats or what is in your hands.
echo
exit
706:
mindjolt:
echo
echo 706, Mind Jolt [MINDJOLT] "Stun"
echo CS based disabling spell. Stuns target.
echo Duration: 1 second per warding failure (over 101). Refreshable.
exit
707:
eyespy:
echo
echo 707 Eye Spy [EYESPY]
echo Utility spell. Sorcerer sends out an eye that can wander. TELL EYE TO for directions to command eye. Having the eye in another room at the end of the spell will lose the eye, resulting in a rank 3 scar.
echo 30 sec/spell known in circle, up to 10 minutes.
echo NOTE: Minor Demons can carry your eye to scout the area.
echo
exit
708:
limbdisruption:
limbdisrupt:
echo
echo 708 Limb Disruption [LIMBDISRUPT] "LD", "FLD"
echo CS based disabling spell. Breaks or blasts off a random limb or hand (unfocused) Focused version is targetable at specific hand/limb, but caster will suffer severe CS drop if not equal to 2x target level in spell aiming.
echo Training in Sorcerous Lore: Necromancy will allow a severed arm to come to life and attack it's former master (very random, only when spell is focused).
echo
exit
709:
quake:
echo 709 Quake [QUAKE]
echo Maneuver based disabling spell, heavily level dependant. Any creature and player not in your group in your room and all connecting rooms may be knocked down and placed in roundtime.
echo
exit
710:
energymaelstrom:
maelstrom:
echo
echo 710 Energy Maelstrom. [MAELSTROM] "FM", "strom"
echo Maneuver based attack spell. Level and spell aim dependant for focused version. Level only for unfocused.
echo Conjures either a raging or focused tempest depending if it is cast or cast at <target>. Focused storms can be may hit more often, longer and harder if recast on the same target. Storms can be cast on multiple creatures at once, spell aim and level dependant.
echo
exit
711:
paininfliction:
pain:
echo
echo 711 Pain Infliction [PAIN]
echo CS based attack spell. Causes damage based on target's base health and inflicts RT from the table below. Result is dependant upon warding failure and training in Sorcerous Lore: Necromancy.
echo Message                                     Damage (% total)  RT 
echo ----------------------------------------------------------------
echo Target cringes in pain                      20                0 
echo Target shudders in pain.                    23                0 
echo Target twists in great pain!                26                3 
echo Target is wracked with painful spasms!      29                4 
echo Target shudders and twists in intense pain! 32                6 
echo Target contorts in excruciating agony!      35                7 
echo
exit
712:
cloakofshadows:
shadows:
echo
echo 712 Cloak of Shadows, [SHADOWS]
echo Defensive spell. +25 DS, 20 Sorcery TD, add 1 to DS for every rank in Sorcerer circle known over 712 up to your level. +1 TD for every 10 ranks in the sorcerer circle, up to your level. Each additional 3 DS costs 1 more mana. Can attack opponent when caster has been stunned from a melee attack, or hit by a melee attack while stunned. Type CHANT RETRIBUTION for a list of spells.
echo Training in Sorcerous Lore: Demonology increases rate at which cloak demon will defend the caster.
echo Duration: 600 sec base + 60 sec/spell known in circle.
echo
exit
713:
nightmare:
echo
echo 713 Nightmare, [NIGHTMARE]
echo CS based disabling spell. Causes target to see a phantom creature doing incredible amounts of damage to them. Actually nicks them for tiny amounts of damage. Damage can cause stuns, knockdowns and force target to drop something as that limb is apparently ripped off.
echo Duration: 1 second per warding failure (over 100), max 90 seconds, requires 10 seconds for nightmare to develop.
echo
exit
714:
scrollinfusion: 
echo
echo 714 Scroll Infusion, [SCROLLINFUSION]
echo Utility spell. Allows caster to 'unlock' and recharge spells stored in scrolls, extending their life. Must WAVE a runestone to unlock spells (random, one at a time), chance of failure on wave. Once unlocked INFUSE SCROLL to charge the spells.
echo NOTE: Scroll must be unused and uninfused to be able to unlock and infuse. Can not infuse spells that are locked.
echo NOTE: Type .qrs 714tutorial for help.
echo
exit
715:
curse:
echo 
echo 715 Curse, [CURSE]
echo CS based disabling/attack spell. The effect depends on the caster's stance, each is shown as:
echo --------------------------------------------------------------------------------------------
echo Stance: Reference name, "color shown upon casting"/"success message"/"affected message", effects.
echo Offensive: Clumsy, "pure black"/"moves erratically"/"extrememly clumsy", target constantly falls down (causing wounds) and may have difficulty standing, may curse worn items.
echo Advancing: Dark force, "deep crimson"/"trembles noticably"/"extrememly weak", target loses 40 AS and is subjected to random damage.
echo Forward: AS dropper, "blood red"/"trembles slightly"/"very weak", target loses 15 AS, may curse held items.
echo Neutral: Itchy, "swirling grey"/"shivers weakly"/"uncomfortable", target loses 50 DS and occasionally is forced to scratch, dropping items and causing roundtime.
echo Guarded: TD dropper, "brackish blue"/"shakes slightly"/"vulnerable", lowers TD by 24 or 25, no warding roll needed.
echo Defensive: Green mist, "sickly green"/"cringes"/"extrememly ill", target is subjected to random damage.
echo
exit
716:
disease:
echo
echo 716 Disease, [DISEASE]
echo CS based attack spell. Inflicts a disease of 1 per 3 levels of the caster + 1 per 5 points of warding failure, dissipating 1 point per round. Takes approximately 30 seconds to take effect.
echo Training in Sorcerous Lore: Necromancy decreases wait time until spell starts damaging and creates more viscious diseases.
echo
exit
717:
evileye:
echo
echo 717 Evil Eye, [EVILEYE]
echo CS based attack spell. Rolls over 200 cause instant death through fear. Lesser rolls cause target to run screaming in horror (killing it but giving no corpse), drop to its knees stunned, or run into the next room. Causes other players to flee to the nearest town. Can also be cast without a target to focus through an Eye Spy eye to affect all creatures and players not in your group in the room the eye is in, but all targets receive a +25 TD bonus. Does not work on undead or creatures without eyes.
echo
exit
718:
torment:
echo 
echo 718 Torment, [TORMENT]
echo CS based attack spell. Normal warding roll for first cast. Subsequent rolls are based off target/caster stances (offensive is better in both cases) and +-3 per level difference. Uses unbalance crits, slashing crits and puncture crits. Not all crits will effect all creatures.
echo Training in Sorcerous Lore: Demonology will decrease TD penalty for having a spell prepared and for being in another room.
echo TD changes are as follows:
echo Offensive stance, -50.
echo Advancing stance, -30.
echo Forward stance, -10.
echo Neutral stance, +10.
echo Guarded stance, +30.
echo Defensive stance, +50.
echo Having a spell prepared, +50.
echo In different room, +25.
echo Target is stunned, -50.
echo A difference in level between caster and target, +/- 3 for each level different.
echo
exit
719:
darkcatalyst:
darkcat:
echo
echo 719 Dark Catalyst, [DARKCAT] "DC" 
echo CS based attack spell. Formerly known for its incredible power and ability to scroll other's screens, now effective only against magical and semi-magical creatures for one cast. Rips target's mana out and converts it to deal elemental damage.
echo Training in Elemental Lore will increase damage of it's respective flare (Fire for fire flare, water for ice flare, air for lightning flare, earth for impact flare.)
echo NOTE: Spell is ineffictive against square (non-magical) creatures and creatures whose mana supply has been depleted.
echo
exit
720:
implosion:
echo
echo 720 Implosion, [IMPLOSION] "OI", "FI", "The great equalizer"
echo Maneuver based attack spell. The open form creates a black void that sucks up each item in the room, possibly doing damage on the way out. Four subsequent attacks are made to all creatures and non-grouped players in the void's room and adjacent, the last and most powerful coming as the void explodes. Stunned targets have no resistance to this spell and will be sucked into the void on initial attack.
echo Focused form attacks only one target, however it can stun other creatures in the room. Focused implosion is significantly more powerful for those trained in spell aim and is heavily level vs. level based. May not always leave a corpse behind.
echo Training in spell aim required for focused version to be effective. Training in Elemental and Spiritual Mana Control will reduce the cost of casting focused version. Training in Multi-Opponent Combat increases the number of creatures who can be stunned from a focused cast, capped at 5 (with 5 ranks.)
echo
exit
725:
minorsummoning:
msummon:
echo
echo 725 Minor Summoning, [MSUMMON]
echo Utility spell. Summons a minor demon from one of the various demonic valences to do the casters bidding. Type TELL MDEMON TO for a list of commands. Can hold mana, hold silvers, catch thieves, scout the area, deliver messages and hold your eye.
echo Note: Must cast the spell at a runestone to work.
echo Training in Sorcerous Lore: Demonology increases chances of summoning. At 50 ranks valence only runes can be cast at with no failure, at 100 ranks Demon-specific runes can be cast at with no chance of failure. Casting in a summoning chamber has the same effect as an additional 25 ranks.
echo
exit
730:
animatedead:
echo
echo 730 Animate Dead, [ANIMATEDEAD]
echo Allows a sorcerer to animate a creature or another character through a ritual process that creates crystal salts that are sprinkled on the corpse. For a more complete explanation go to .qrs tutorial 730.
echo
exit
735:
ensorcell:
echo
echo 735 Ensorcell, [ENSORCELL]
echo * Not yet implemented *
echo
exit
740:
demonicsummoning:
demoncontrol:
echo
echo 740 Demonic Summoning, [DEMONCONTROL]
echo * Not yet Implemented *
echo
exit

# WIZARD SPELL CIRCLE

900:
echo 901 Minor Shock
echo 902 Minor Elemental Edging
echo 903 Minor Water
echo 904 Minor Acid
echo 905 Prismatic Guard
echo 906 Minor Fire
echo 907 Major Cold
echo 908 Major Fire
echo 909 Tremors
echo 910 Major Shock
echo 911 Mass Blur
echo 912 Call Wind
echo 913 Melgorehn's Aura
echo 914 Sandstorm
echo 915 Weapon Flare
echo 916 Invisibility
echo 917 Boil Earth
echo 918 Duplicate
echo 919 Wizard Shield
echo 920 Call Familiar
echo 925 Enchant Item
echo 930 Familiar Gate
echo 940 Elemental Guardian (not implemented)
exit

901:
minorshock:
echo
echo 901, Minor Shock, [MINORSHOCK]
echo Lightning based bolt spell.
echo Training in Elemental Lore: Air and Elemental Lore: Water increases DF.
echo
exit
902:
minorelementaledging:
minoredge:
echo
echo 902, Minor Elemental Edging, [MINOREDGE]
echo Utility spell. +15 AS to non-magical weapon, up to maximum allowed for character. Can be held by anyone. Lasts for 1 attack per level.
echo
exit
903:
minorwater:
echo
echo 903, Minor Water, [MINORWATER]
echo Water based bolt spell.
echo Training in Elemental Lore: Water increases DF.
echo
exit
904:
minoracid:
echo
echo 904, Minor Acid, [MINORACID]
echo Acid based bolt spell based bolt spell.
echo
exit
905:
prismaticguard:
prisguard:
echo
echo 905, Prismatic Guard, [PRISGUARD]
echo Defensive spell. +5 DS and +20 EDS, +1 for both for every 4 Wizard spell ranks over 5.
echo Duration: 600 seconds +15 seconds for every Wizard spell known.
echo
exit
906:
minorfire:
echo
echo 906, Minor Fire, [MINORFIRE]
echo Fire based bolt spell.
echo Training in Elemental Lore: Fire increases DF.
echo
exit
907:
majorcold:
echo
echo 907, Major Cold, [MAJORCOLD]
echo Cold based ball spell.
echo Training in Elemental Lore: Water increases DF.
echo Training in MoC increases number of secondary targets hit by ball 'splash'.
echo
exit
908:
majorfire:
echo
echo 908, Major Fire, [MAJORFIRE]
echo Fire based ball spell.
echo Training in Elemental Lore: Fire increases DF.
echo Training in MoC increases number of secondary targets hit by ball 'splash'.
echo
exit
909:
tremors:
echo
echo 909, Tremors, [TREMORS]
echo Maneuver based disabling spell. Knocks down all not joined to the caster. Heavily age based.
echo
exit
910:
majorshock:
echo
echo 910, Major Shock, [MAJORSHOCK]
echo Lightning based bolt spell.
echo Training in Elemental Lore: Water and Elemental Lore: Air increases DF.
echo
exit
911:
massblur:
echo
echo 911, Mass Blur, [MASSBLUR]
echo Defensive spell. +10 DS to caster and all joined. Caster must be the leader of the group.
echo Duration: 900 seconds +30 seconds fore every Wizard spells known.
echo
exit
912:
callwind:
echo
echo 912, Call Wind, [CALLWIND]
echo Maneuver based disabling spell. Heavilly age based. Will knock down all not joined to caster, force to a higher stance and inflict RT.
echo Training in Elemental Lore: Air increases chance of creating a vortece, max 30% chance at 200 ranks. Vorteces attack a random target that has been hit with the original cast of the spell, possibly forcing a more aggressive stance and causing roundtime.
echo NOTE: Vorteces will last between 6 and 8 rounds (30-80 seconds.)
echo
exit
913:
melgorehn'saura:
melgorehnsaura:
melaura:
echo
echo 913, Melgorehn's Aura, [MELAURA]
echo Defensive spell. +10 DS + 1 DS per wizard spell known (over 13), +20 ETD + 1 ETD / 3 wizard spells known (over 13), capped at caster's level. Mana cost is 13 + 1 / additional point of benefit.
echo Duration: 1200 sec base + 60 sec/spell known in circle.
echo
exit
914:
sandstorm:
echo
echo 914, Sandstorm, [SANDSTORM]
echo Maneuver based attack spell. Will cause damage to target every round, will follow target if it runs. Can be strengthened to hit target harder.
echo Training in Elemental Lore: Air will increase duration of storm and damage rate.
echo
exit
915:
weaponflare:
echo
echo 915, Weapon Flare, [WEAPONFLARE]
echo CS based attack spell. Will cause target's weapon to flare in it's hand, doing elemental damage. If weapon is dropped, anyone picking it up before the duration runs out will be struck by the flares.
echo Note: Even upon successful warding, the target's weapon will not always be struck by the cast, and will not flare.
echo Use ATTUNE to change the type of flare (must have over 20 ranks in one Elemental Lore.)
echo Duration: 10 seconds per level.
echo
exit
916:
invisibility:
invisible:
echo
echo 916, Invisibility, [INVISIBLE]
echo Utility spell. Renders caster invisible.
echo Duration: 1200 seconds +30 seconds for every Wizard spell known.
echo
exit
917:
boilearth:
echo
echo 917, Boil Earth, [BOILEARTH]
echo Maneuver based attack spell. Heavilly age based. Causes ground beneath target to boil, causing damage and probably knocking it down. Training in Elemental Lore: Fire will increase damage done. Training in Elemental Lore: Earth will cause boil to shift to another target, maximum of 3 total (consuming 5 more mana per shift.) Chance of getting 2nd strike is lore training skill (24 ranks/102 skill=100% chance). Chance of getting 3rd strike is lore training skill - 100 (100 ranks/200 skill=100% chance)
echo
exit
918:
duplicate:
echo
echo 918, Duplicate, [DUPLICATE], 'dupe'
echo Utility spell. Creates an exact copy of wands, ruby amulets, etc.
echo NOTE: Item must be unused (or fresh) for duplication to succeed.
echo
exit
919:
wizardshield:
wizshield:
echo
echo 919, Wizard Shield, [WIZSHIELD], 'shields'
echo Defensive spell. +50 DS.
echo Duration: 1 minute, not stackable.
echo
exit
920:
callfamiliar:
callfamilar:
familiar:
echo
echo 920, Call Familiar, [FAMILIAR]
echo Utility spell. Summons a familiar. Type TELL FAMILIAR for a list of commands.
echo Duration: 1 minute per level, refreshable (for 5 mana).
echo
exit
925:
enchantitem:
enchant:
echo
echo 925, Enchant Item, [ENCHANT]
echo Utility spell. Adds DS or AS bonus to weapons/shields/armor. Max bonus is +35. Very long process to prepare items for enchanting.
echo NOTE: Only permanant-effect spell in game.
echo
exit
930:
familiargate:
famgate:
echo
echo 930, Familiar Gate, [FAMGATE]
echo Utility spell. Creates a portal between caster and familiar. Anyone can go through until it closes (dosen't stay open for long). Will close when caster steps through.
echo NOTE: Can backfire on caster causing damage. Backfires reduced by training in Wizard circle.
echo
exit
940:
elementalguardian:
echo
echo 940, Elemental Guardian
echo * Spell not implemented yet *
echo
exit

# BARD SPELLSONGS

1000:
echo 1001 Holding Song
echo 1002 Vibration Chant
echo 1003 Fortitude Song
echo 1004 Purification Song
echo 1005 Lullabye
echo 1006 Lucksong
echo 1007 Kai's Triumph Song
echo 1008 Stunning Shout
echo 1009 Sonic Shield Song
echo 1010 Song of Valor
echo 1011 Song of Peace
echo 1012 Sonic Blade Song
echo 1013 Song of Unravelling
echo 1014 Sonic Armor
echo 1015 Song of Depression
echo 1016 Song of Rage
echo 1017 Song of Noise
echo 1018 Song of Power
echo 1019 Song of Mirrors
echo 1020 Traveler's Song
echo 1025 Singing Sword Song
echo 1030 Song of Sonic Disruption
echo 1035 Song of Tonis 
exit	

1001:
holdingsong:
holdsong:
echo
echo 1001, Holding Song, [HOLDSONG]
echo CS based disabling song. Drops target's physical defenses by 10%. A played instrument drops target DS by an additional 5-15. Can be targetted at a single creature, or sung as a mass version. SING <creature> to target, SING for mass.
echo NOTE: Mass version affects one creature for every 7 spellsongs known. 2 creatures at 8 songs, 3 at 15 songs, etc. Can affect players not in bard's group.
echo 1 mana, 1 mana renewal. +2 mana per creature over 1 in mass version, +1 mana per creature renewal.
echo
exit
1002:
vibrationchant:
vibchant:
echo
echo 1002, Vibration Chant, [VIBCHANT]
echo CS based attack/disabling song. If successful, target drops item in hand. Percentage of shattering object and doing damage is equal to player's level, modified by item attributes.
echo Training in Mental Lore: Manipulation increases chance of breaking target's weapon/shield.
echo NOTE: Does not work on magical or enchanted items.
echo 2 mana per song, not renewable.
echo
exit
1003:
fortitudesong:
fortitude:
echo
echo 1003, Fortitude Song, [FORTITUDE]
echo Defensive song. +10 generic DS.
echo 3 mana, 1 mana renewal.
echo
exit
1004:
purificationsong:
puresong:
echo
echo 1004, Purification Song, [PURESONG]
echo Utility song. Purifies gems, making them 10% more valuable per successful attempt. Unsuccessful attempts will shatter the gem.
echo Training in Mental Lore: Manipulation increases chance of purifying gem.
echo 4 mana per song.
echo
exit
1005:
lullabye:
echo
echo 1005, Lullabye, [LULLABYE]
echo Non-warding disabling song. Target is given a hidden warding roll. Failures can result in anything from slight additional roundtime to falling completely asleep. Undead cannot be slept but can be affected by minor failures.
echo 5 mana per song, not renewable.
echo
exit
1006:
lucksong:
echo
echo 1006, Lucksong
echo Defensive/Utility song. Assists with avoiding a variety of maneuver attacks, disarming traps, by taking the higher of 2 rolls. More bardsongs known make it more effective. This affects all members of the bard's party.
echo 6 mana +1 per 4 Bardsong ranks to cast. Renewal is half casting cost.
echo
exit
1007:
kai'striumphsong:
kaistriumphsong:
kaisong:
echo
echo 1007, Kai's Triumph Song, [KAISONG]
echo Offensive boosting song. +10 AS to bard's entire party. +1 AS for every bardsong known over 7 (max. +20 AS). At 19 spellsong ranks the song will also give increased HP recovery to group.
echo Training in Mental Lore: Telepathy will increase AS bonus, +1 at 3 ranks to a max. of +11 at 88 ranks.
echo 7 mana +1 per AS point over 10, 2 mana +1 per AS point over 10 renewal.
echo
exit
1008:
stunningshout:
echo
echo 1008, Stunning Shout
echo CS based attack song. Can cause unbalance or impact damage on second strike.
echo Training in Elemental Lore: Air increases damage done on first strike.
echo 8 mana, can not be renewed.  
echo
exit
1009:
sonicshieldsong:
sonicshield:
echo
echo 1009, Sonic Shield Song, [SONICSHIELD]
echo Utility song. Creates an enchanted shield the bard may hold and briefly wear. Enchant is 10+(bardsongs known/2) max. of +35.
echo Training in Elemental Lore: Air increases durability of sonic items, and also reduces penalties to evading (at 20, 50 and 100 ranks the shield is treated as one size smaller, so at 100 ranks a tower shield gives the evasion hinderance of a small shield.
echo 9 mana, 4 mana renewal.
echo
exit
1010:
songofvalor:
songval:
echo
echo 1010, Song of Valor, [SONGVAL]
echo Defensive song. +10 DS, +1 for every 2 Bard song ranks over 1010.
echo 10 mana +1 for every 2 DS over 10, 3 mana +1 for every 5 DS over 10 renewal.
exit
1011:
songofpeace:
peacesong:
echo
echo 1011, Song of Peace, [PEACESONG]
echo Utility song. Creates a minor sanctuary that follows the bard (with a slight delay). May be manually renewed as the bard moves to eliminate the delay.
echo 11 mana, 4 mana renewal.
exit
1012:
sonicbladesong:
sonicblade:
echo
echo 1012, Sonic Blade Song, [SONICBLADE]
echo Utility song. Creates an enchanted weapon for the bard. Enchant is 10+(bardsongs known/2) max. of +35. Use by SING <weapontype>.
echo Training in Elemental Lore: Air will add durability and a chance for a separate flare (possibility of 2 flares on one strike).
echo Note: Weapons are now permablessed. Against undead, they only have base enchant (+10).
echo 12 mana, 4 mana renewal.
exit
1013:
songofunravelling:
unravel:
echo
echo 1013, Song of Unravelling, [UNRAVEL]
echo CS based disabling/utility song. Will attempt to dispell a targetted or random spell from target and return mana to caster. If target has no spells, it will attempt to drain mana. When sung on an item it will attempt to drain charges and return mana to the caster.
echo Amount of mana returned is based on the Mana Control Mental skill.
echo 13 mana, 4 mana base renewal (renewal cost adjusted for target's spell circle and level.) Must be renewed manually.
echo
exit
1014:
sonicarmor:
echo
echo 1014, Sonic Armor, [SONICARMOR]
echo Utility song. Creates a sonic barrier that acts as enchanted armor for the bard. Enchant is 15+(bardsongs known/2). Sonic barriers are unusually vulnerable to impact criticals while they offer increasing protection as you gain Bardsongs against fire, cold and electrical damage. Use by SING <Armor sub-Group>. Check .qrs armor for a list of AsGs.
echo Training in Elemental Lore: Air will increase durability and boost damage protection against elemental attacks.
echo 14 mana, 5 mana renewal.
echo
exit
1015:
songofdepression:
depression:
echo
echo 1015, Song of Depression, [DEPRESSION]
echo CS based disabling song. Drops spiritual TD by 20 for all not joined to bard and imposes RT penalties. Does not automatically renew.
echo Training in Mental Lore: Telepathy will boost TD pushdown with each rank and increase RT penalty at 10, 25, 45, 70 and 100 ranks.
echo 15 mana, 6 mana renewal.
echo
exit 
1016:
songofrage:
ragesong:
echo
echo 1016, Song of Rage, [RAGESONG]
echo CS based song. Forces target to move to offensive and attack the bard. Also adds RT penalties. If the bard cannot be harmed by the creature, it may give up and leave the room.
echo Training in Mental Lore: Telepathy increases level of rage at 5, 15, 30, and 50 ranks.
echo NOTE: Multiple renewals stack on target, enraging it more and adding additional RT.
echo 16 mana, 4 mana renewal. Must be manually renewed.
echo
exit
1017:
songofnoise:
noisesong:
echo
echo 1017, Song of Noise, [NOISESONG]
echo Room-effect magic disabling song. Based on level, influence, songs known and possibly other factors, prevents other magic from being cast (possibly including the bard's own spellsongs!)
echo NOTE: It is possible for someone who is equal level to or older than the caster to cast over this song, may require multiple attempts.
echo 17 mana, 7 mana renewal.
echo
exit
1018:
songofpower:
powersong:
echo
echo 1018, Song of Power, [POWERSONG]
echo Utility song. Turns a regular area into a node for purpose of mana recovery. Using this in an already existing node or in conjunction with another bard singing Power can have disastrous effects on anyone in the area.
echo NOTE: Bards are recommended to use this for a short time only before stopping the song and restarting it, since it has a habit of backfiring if left going more than a few renewals. DO NOT go afk while singing this song!
echo 18 mana, 15 mana renewal.
echo
exit
1019:
songofmirrors:
mirrors:
echo
echo 1019, Song of Mirrors, [MIRRORS]
echo Utility song. Adds equivalent of +20 dodging ranks, +1 for every 2 Bardsongs known over 19.
echo 19 mana +1 for every 5 Bardsongs known over 19, 8 mana +1 per 10 Bardsongs known over 19 renewal.
echo
exit
1020:
traveler'ssong:
travelerssong:
travelsong:
echo
echo 1020, Traveler's Song, [TRAVELSONG]
echo Utility song. Brings bard's group to a nearby inn. Failures are very common and can result in loss of mana, stuns, wounds and other penalties. "Anchoring" can help a bard with this spell. Find an older bard to ask, as this is a game secret. Singers should bring at least one glass of a beverage of their choice with them if they use this spellsong as the dry throat, thirst and coughing it often causes can be deadly.
echo NOTE: Playing an instrument helps with this spellsong.
echo 20 mana to sing.
echo
exit
1025:
singingswordsong:
singsword:
echo
echo 1025, Singing Sword Song, [SINGSWORD]
echo Attack song. Creates a flying weapon that follows the bard around. Usage is TELL WEAPON TO attack/return/cease.
echo Available weapons: Falchion, Longsword, Club, Morning Star, Mace, Broadsword, Halberd, Jeddart-axe, Twohanded sword, War mattock, Troll-claw, Sai, Katar.
echo NOTE: Training in Mental Lore: Manipulation will increase weapon AS. Weapon AS also based on Aura and Influence stat bonuses.
echo NOTE: No spells or potions (Kai's song, strength, elemental targetting, pure potions, etc) will increase the weapon's AS.
echo 25 mana, 15 mana renewal.
echo
exit
1030:
songofsonicdisruption:
disrupt:
echo
echo 1030, Song of Sonic Disruption, [DISRUPT]
echo A CS-based attack song. This causes vibration injuries to anyone not joined to the bard's party. Focused form may be cast directly at a target for more damage. Must be manually renewed and is made more effective by an instrument, most effective by a two handed instrument.
echo 30 mana, 20 mana renewal.
echo
exit
1035:
songoftonis:
tonissong:
echo
echo 1035, Song of Tonis, [TONISSONG]
echo Defensive song. +20 dodging ranks, -1 RT.
echo Training in Elemental Lore: Air increases dodging ranks, +1 at 1 rank to a maximum or +20 at 100 ranks. Also adds 1 extra second haste to group at 30 ranks and 75 ranks. 
echo Mental Lore: Telepathy adds to duration (max of +60 seconds at 100 ranks to base).
echo 35 mana, no renewal. Base duration is 1 minute.
exit
1050:
echo
echo 1050, Song of Mana Streaming, [MANASTREAM]
echo * Spell not implemented yet *
echo
exit


# EMPATH SPELL CIRCLE

1100:
echo 1101 Heal
echo 1102 Limb Repair
echo 1103 System Repair
echo 1104 Head Repair
echo 1105 Organ Repair
echo 1106 Bone Shatter
echo 1107 Adrenal Surge
echo 1108 Empathy
echo 1109 Empathic Focus
echo 1110 Empathic Assault
echo 1111 Limb Scar Repair
echo 1112 System Scar Repair
echo 1113 Head Scar Repair
echo 1114 Organ Scar Repair
echo 1115 (not implemented)
echo 1116 Cry for Help
echo 1117 Empathic Link
echo 1118 Herb Production
echo 1119 Strength of Will
echo 1120 (not implemented)
echo 1125 Troll's Blood
echo 1130 Intensity
echo 1140 Empathic Dispel
exit	

1101:
heal:
echo
echo 1101, Heal, [HEAL]
echo Healing spell. 10 - 50 HP recovery, based on First Aid, Empath circle ranks and caster's level.
echo NOTE: Typing CURE instead of CAST will recover more HP, for slightly higher mana cost.
echo
exit
1102:
limbrepair:
limrep:
echo
echo 1102, Limb Repair, [LIMREP]
echo Healing spell. Heals limb wounds, can target using CURE <limb>.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1103:
systemrepair:
sysrep:
echo
echo 1103, System Repair, [SYSREP]
echo Healing spell. Heals nervous system wounds.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1104:
headrepair:
hedrep:
echo
echo 1104, Head Repair, [HEDREP]
echo Healing spell. Heals head and neck wounds. Can be targetted using CURE <head, neck>.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1105:
organrepair:
orgrep:
echo
echo 1105, Organ Repair, [ORGREP]
echo Healing spell. Heals chest, abdomen, back and eye wounds. Can target using CURE <body part>.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1106:
boneshatter:
echo
echo 1106, Bone Shatter, [BONESHATTER]
echo CS based attack spell. Shatters bones of target, can kill target instantly.
echo Training in Mental Lore: Manipulation enchances power of attack.
echo NOTE: To gain open-handed casting benefit, you must have and open hand and type CHANNEL <target>. This will give you 3 seconds of HARD RoundTime.
echo
exit
1107:
adrenalsurge:
surge:
echo
echo 1107 Adrenal Surge, [SURGE]
echo Utility spell. Causes target to jump to standing position if prone or sitting. Can cause target to bread webs. Will give stamina for Combat Maneuver attacks if target's stamina is depleted.
echo
exit
1108:
empathy:
echo
echo 1108, Empathy, [EMPATHY]
echo CS based disabling spell. Will cause target to panic, causing temporary indecision, immobilization and possibly instant kill.
echo Training in Mental Lore: Telepathy will enchance power of attack.
echo
exit
1109:
empathicfocus:
focus:
echo
echo 1109, Empathic Focus, [FOCUS]
echo Defensive spell. +15 AS, +15 STD and +25 DS. +1 DS for every 2 Empath spell ranks over 9, capped at caster's level.
echo Duration: 360 sec base + 20 sec/spell known in circle.
echo
exit
1110:
empathicassault:
empassault:
echo
echo 1110, Empathic Assault, [EMPASSAULT]
echo Plasma based bolt spell/CS based attack spell. After initial bolt strike, the spell switches to a CS attack spell.
echo Training in Mental Lore: Divination improves chances of warding target by affecting TD. TD also raises or lowers depending on having a line of sight with the target (much like torment.)
echo Training in Mental Lore: Manipulation improves damage done by warding phase of attack.
echo Training in Mental Lore: Telepathy increases number of CS attack frames.
echo Training in Mental Lore: Transformation increases the initial bolt's DF adjustment.
echo
exit
1111:
limbscarrepair:
limscar:
echo
echo 1111, Limb Scar Repair, [LIMSCAR]
echo Healing spell. Heals limb scars, can be targetted using CURE <limb>.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1112:
systemscarrepair:
sysscar:
echo
echo 1112, System Scar Repair, [SYSSCAR]
echo Healing spell. Heals nervous system scars.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1113:
headscarrepair:
hedscar:
echo
echo 1113, Head Scar Repair, [HEDSCAR]
echo Healing spell. Heals head and neck scars, can be targetted using CURE <head, neck>.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1114:
organscarrepair:
orgscar:
echo
echo 1114, Organ Scar Repair, [ORGSCAR]
echo Healing spell. Heals abdominal, chest, back and eye scars, can be targetted using CURE <abdomen, chest, back, left or right eye>.
echo Training in Mental Lore: Transformation decreases RT for healing.
echo
exit
1115:
echo
echo 1115, Unnamed
echo *Spell not implemented*
echo
exit
1116:
cryforhelp:
cry:
echo
echo 1116, Cry for Help, [CRY]
echo Utility spell. Allows caster to transmit location and possibly health information to target.
echo Training in Mental Lore: Divination increases chance of a longer transmission to target. Increases chance by 5% per rank.
echo
exit
1117:
empathiclink:
emplink:
echo
echo 1117, Empathic Link, [EMPLINK]
echo CS based attack spell. Links two targets together, hitting one linked creature will damage the other as well.
echo Training in Mental Lore: Telepathy increases number of targets, max. of 10.
echo
exit
1118:
herbproduction:
herbprod:
echo
echo 1118, Herb Production, [HERBPROD]
echo Utility spell. Creates random herbs on the ground, must be cast outdoors.
echo
exit
1119:
strengthofwill:
will:
echo
echo 1119, Strength of Will, [WILL]
echo Defensive spell. +25 STD +1 TD per 2 Empath spell ranks (capped at 50). Also provides 1/2 of TD bonus to DS (max. of +25.)
echo Duration: 600 sec base + 10 sec/spell known in circle.
exit
1120:
echo
echo 1120, Unnamed
echo * Spell not implemented *
echo
exit
1125:
trollsblood:
troll'sblood:
trobld:
echo
echo 1125, Trolls Blood, [TROBLD]
echo Healing spell. Allows caster to regenerate 6 HP per 20 second pulse, and heals one minor wound every other pulse. Troll's Blood may also remove stuns from an empath. Mental Lore: Transformation increases HP regeneration by 1 to 17 starting at 3 ranks, and Spiritual Lore: Blessings decreases time between pulses by 1 to 16 seconds, starting at 5 ranks.
echo This spell will affect the empath's entire group.
echo NOTE: Trolls Blood no longer removes scars, and will cause them during healing.
echo Duration: 600 seconds plus 10 seconds per empath spell.
exit
1130:
intensity:
echo
echo 1130, Intensity, [INTENSITY]
echo Definsive/Offensive boosting spell. +20 AS and DS. +1 AS/DS per 2 Empath spell ranks known over 30, uncapped.
echo Duration: 600 sec base + 10 sec/spell known in circle.
exit
1140:
empathicdispel:
empdis:
echo
echo 1140, Empathic Dispel, [EMPDIS]
echo Non-warding disabling spell. Causes two or more spiritual spells (including Cloak of Shadows (712) to be instantly dispelled.
echo Heavily level based.
echo
exit

# PALADIN SPELL CIRCLE

1600:
echo 1601 Mantle of Faith
echo 1602 Pious Trial
echo 1603 Faith's Clarity
echo 1604 Purify
echo 1605 Arm of the Arkati
echo 1606 Dauntless
echo 1607 Rejuvenation
echo 1608 Guiding Light
echo 1609 Divine Shield
echo 1610 Higher Vision
echo 1611 Patron's Blessing
echo 1612 Champion's Might
echo 1613 Divine Vengeance
echo 1614 Aura of the Arkati
echo 1615 Divine Strike
echo 1616 Vigor
echo 1617 Zealot
echo 1618 Guard the Meek
echo 1619 Faith Shield
echo 1620 Aid the Fallen
echo 1625 Sanctify
echo 1630 Judgement
echo 1635 Divine Intervention
echo 1640 Divine Word
exit

1601:
mantleoffaith:
mantlefaith:
echo
echo 1601, Mantle of Faith, [MANTLEFAITH]
echo Defensive spell. +5 DS and Spirit TD.
echo Training in Spirit Lore: Blessing increases DS/TD bonus to a maximum of +17 total at 90 ranks.
echo NOTE: Can be cast on others, base DS and TD only, not stackable.
echo Duration: 600 seconds +30 seconds per Paladin spell known, stackable when self-cast.
echo
exit

1602:
pioustrial:
echo
echo 1602, Pious Trial, [PIOUSTRIAL]
echo CS based disabling spell. When cast on target, it will add a 2 second slow effect. Not stackable or refreshable.
echo Training in Spirit Lore: Summoning increases the slow effect to 3 seconds at 10 ranks and seconds 4 at 25 ranks.
echo Duration: 60 seconds +1 second for every 2 Paladin spells known over 2.
echo
exit

1603:
faith'sclarity:
faithsclarity:
clarity:
echo
echo 1603, Faith's Clarity, [CLARITY]
echo Utility spell. Reduces armor hinderance for one cast. 5% base hinderance removed from armor type when casting spiritual sphere spells.
echo Training in Spirit Lore: Summoning reduces base hinderance to a maximum of 10% at 15 ranks. Lore bonus is self-cast only.
echo Duration: 30 seconds or one spell being cast by target, whichever comes first.
echo
exit

1604:
purify:
echo
echo 1604, Purify, [PURIFY]
echo Utility spell. When cast on a weapon prior to blessing it, it will increase the number of swings by 50%. Will also reduce or eliminate spoil in food and drink items, such as manna bread.
echo NOTE: Spell will also bless any weapon that can't be normally blessed (due to weighting, enchantment or flares) for one swing.
echo Training in Spirit Lore: Blessing increases number of swings from normal bless by 5% per rank, up to a maximum of 100% at 10 ranks. Will also keep food and drink fresh longer.
echo
exit

1605:
armofthearkati:
armarkati:
echo
echo 1605, Arm of the Arkati, [ARMARKATI]
echo Offensive boosting spell. Increases damage factor of melee weapons by 10% for entire group.
echo Training in Spirit Lore: Summoning increases DF up to a maximum of 20% at 95 ranks.
echo Duration: 300 seconds +15 seconds per Paladin spell known. Refreshable.
echo
exit

1606:
dauntless:
echo
echo 1606, Dauntless, [DAUNTLESS]
echo Offensive boosting spell. +10 AS and resistance to fear-based attacks.
echo Duration: 600 seconds +30 seconds per Paladin spell known. Stackable.
echo
exit

1607:
rejuvenation:
rejuv:
echo
echo 1607, Rejuvenation, [REJUV]
echo Utility spell. Restores Health and Stamina points. +5 Health and Stamina Point base. Mana cost is 1.5x amount of Health/Stamina returned.
echo Training in Spirit Lore: Blessings increases rejuvenation to a maximum of 30 Health and Stamina for 45 mana.
echo Training in Spiritual Mana Control reduces mana cost for spell to a minimum of 7 mana per cast.
echo
exit

1608:
guidinglight:
glight:
echo
echo 1608, Guiding Light, [GLIGHT]
echo Utility spell. Adds plasma flares to sanctified weapons which do not already have weighting or flares. Can add flares to magical sanctified weapons if number of Paladin spells + number of Spirit Lore: Blessings ranks is 15 or greater. Plasma flares will only flare for Paladins or Clerics weilding the weapon.
echo Training in Spirit Lore: Blessings also increases number of swings by 1 for each rank.
echo Duration: 50 swings + 1 swing per Paladin spell rank over 8 (maximum of 25 swings from spell bonus) + 1 swing per rank of Spirit Lore: Blessings.
echo
exit

1609:
divineshield:
dshield:
echo
echo 1609, Divine Shield, [DSHIELD]
echo Defensive spell. Gives caster and entire group +10% chance to block incoming blows. Must have a shield to block with.
echo Training in Spirit Lore: Blessings increases chance to block, maximum of 21% at 88 ranks.
echo NOTE: Can not cast Zealot (1617) with this spell active.
echo Duration: 600 seconds + 30 seconds per Paladin spell rank. Refreshable.
echo
exit

1610:
highervision:
hivision:
echo
echo 1610, Higher Vision, [HIVISION]
echo Defensive spell. +10 DS base, +1 DS for every 2 Paladin spell ranks, maximum of +20 DS at 30 ranks.
echo Training in Spirit Lore: Religion increases DS to a maximum of +7 DS at 56 ranks.
echo Duration: 600 seconds + 30 seconds per Paladin spell rank. Stackable. Self-cast only.
echo
exit

1611:
patron'sblessing:
patronsblessing:
patbless:
echo
echo 1611, Patron's Blessing, [PATBLESS]
echo Defensive spell. Increases Combat Manuever ranks for duration of spell, for AS and CML maneuver purposes. +10 ranks base +.75 for every Paladin spell rank over 11.
echo Training in Spirit Lore: Blessings increases ranks to a maximum of +12 at 91 ranks.
echo NOTE: The bonus ranks do NOT count as CM points to be spent learning ranks.
echo Duration: 600 seconds +30 seconds per Paladin spell rank. Stackable. Self-cast only.
echo
exit

1612:
champion'smight:
championsmight:
cmight:
echo
echo 1612, Champion's Might, [CMIGHT]
echo Offensive boosting spell. +15 spiritual CS, +1 per Paladin spell rank over 12 to maximum of +25 CS.
echo Duration: 600 seconds. Stackable. Self-cast only.
echo
exit

1613:
divinevengeance:
vengeance:
echo 
echo 1613, Divine Vengeance, [VENGEANCE]
echo CS-based attack spell, messaging alignment-dependant, upon whatever killed you. Occasionally does not fire.
echo Duration: 1200 seconds +60 seconds per Paladin spell rank.
echo
exit

1614:
auraofthearkati:
auraarkati:
echo
echo 1614, Aura of the Arkati, [AURAARKATI]
echo CS based attack spell. When cast all creatures and characters not in caster's group will suffer 10% DS loss from current stance when warding is failed. Creatures significantly lower in level than the caster may kneel and/or become immobile and will suffer a slow effect if not immobilized.
echo Training in Spirit Lore: Religion increases DS loss to a maximum of 15% at 30 ranks.
echo Duration: 60 seconds.
echo
exit

1615:
divinestrike:
dstrike:
echo
echo 1615, Divine Strike, [DSTRIKE]
echo CS based attack spell. Target suffers damage, may be forced to kneel and forces target into roundtime.
echo Training in Spirit Lore: Religion increases chance of kneeling by 2% per rank to a maximum of 50% chance.
echo
exit

1616:
vigor:
echo
echo 1616, Vigor, [VIGOR]
echo Utility spell. Increases Constitution bonus by 4 points +1 point for every 4 Paladin spell ranks to a maximum of +10 at 40 ranks. Also increases maximum Health Points. Bonus HP is equal to twice the Constitution bonus (+8 - +20 HP.)
echo Training in Spirit Lore: Blessings increases HP bonus to a maximum of +13 at 91 ranks.
echo Duration: 600 seconds +30 seconds per Paladin spell rank. Stackable. Self-cast only.
echo
exit

1617:
zealot:
echo
echo 1617, Zealot, [ZEALOT]
echo Offensive boosting spell. +30 AS / -30 DS and forced offensive stance to caster and group for duration of spell.
echo Training in Spirit Lore: Religion increases AS bonus and decreases DS penalty to a maximum of +43 AS / -17 DS at 91 ranks.
echo NOTE: Bonus to AS is for melee attacks only.
echo NOTE: Can not cast Divine Shield (1609) when Zealot is active.
echo Duration: 120 seconds +10 seconds per Paladin spell rank over 17. Refreshable.
echo
exit

1618:
guardthemeek:
guardmeek:
echo
echo 1618, Guard the Meek, [GUARDMEEK]
echo Defensive spell. +15 Melee DS for caster and group.
echo +1 DS for every 5 Paladin spell ranks known over 18 for caster's group. Maximum bonus is +20 DS at 43 spell ranks.
echo Training in Spirit Lore: Blessings increases Paladin's melee DS bonus to a maximum of +20 at 40 ranks.
echo NOTE: Spell ranks increases DS for group, NOT the caster. Lore ranks raises DS for caster, NOT the group.
echo Duration: 600 seconds +30 seconds per Paladin spell rank. Refreshable.
echo
exit

1619:
faithshield:
fshield:
echo
echo 1619, Faith Shield, [FSHIELD]
echo Defensive spell. +50 Spirit TD.
echo Training in Spirit Lore: Religion increases STD bonus to a maximum of +74 STD at 68 ranks.
echo Duration: 30 seconds +1 second per 2 Paladin spell ranks over 19. Maximum of 70 seconds.
echo
exit

1620:
aidthefallen:
aidfallen:
echo
echo 1620, Aid the Fallen, [AIDFALLEN]
echo Utility spell. Allows Paladin to transport a dead adventurer to a safe place. Paladin must have a pre-determined spot 'anchored' to send body to.
echo NOTE: Character must be dead, preserved and in the caster's group for this spell to be successful.
echo
exit

1625:
Sanctify:
echo
echo 1625, Sanctify, [SANCTIFY]
echo Allows Paladin to bond with one weapon. If weapon is not sanctified (holy in hands of Cleric or Paladin), Paladin must cast 1604 at weapon within a shrine. 
echo 
echo Spells Rank Bonus (Bonuses are cumulative)
echo ------------------------------------------
echo 25     0   (when initially cast)
echo 25     1   +1 STR/WIS, +2 AS, Guiding Light (plasma) flares, if plain weapon
echo 26     2   +1 STR/WIS, +2 AS
echo 27     3   +1 STR/WIS, +2 AS, Infuse spells (require mana to flare, flare randomly)
echo 28     4   +1 STR/WIS, +2 AS  
echo 29     5   +1 STR/WIS, +2 AS, Returns when disarmed/hurled
echo 
echo Paladin must bond with weapon by gaining experience using it in combat to progress to higher ranks. They must also have the number of spell ranks indicated above to advance.
echo 
echo No one other than the Paladin may use the weapon. The Paladin may CHANNEL Sanctify at the weapon to break the bond in order to give it away or bond to another weapon.
exit

1630:
judgement:
judgment:
echo
echo 1630, Judgement [JUDGMENT]
echo CS-based area attack. Strikes 3 opponents, plus 1 more per 50 skill in Spiritual Lore, Summoning. 35% chance of causing target to kneel, modified by level. Each rank of Spiritual Lore, Religion adds 2% to chance of target kneeling.
echo
echo NOTE: Not player-friendly!
exit

1635:
divineintervention:
intervention:
echo
echo 1635, Divine Intervention, [INTERVENTION]
echo Defensive/Utility spell. Removes one status effect from Paladin including: bind, web, stun, poison, disease, and curse. Does not work if caster is asleep.
echo NOTE: To activate this spell, caster must BESEECH to call for help.
echo
exit

1640:
divineword:
dword:
echo
echo 1640, Divine Word, [DWORD]
echo Utility spell. Allows Paladin to raise dead. Can only be used once per day. Paladin recieves 25% experience that a cleric would for raising.
echo Training in Spirit Lore: Religion increases number of times Paladin can raise per day to 2 times at 20 ranks and 3 times at 40 ranks.
echo NOTE: Does not require a link like Raise Dead (318) does, however dead person must be in Paladin's group when cast. Spell requires Spiritual Mana Control to use, 24 ranks to raise without fail.
echo
exit

Critters:
Critter:
echo By Level: Useage is .qrs critter<level number>. For example .qrs critter1 will bring up all creatures who are level 1.
echo
echo By Name: Useage is .qrs <critter name>. For example, .qrs spider will show you a list of all spiders and their level.
echo
echo By Level Range: Useage is .qrs 0, .qrs 10, .qrs 20, etc. for 10 level range. Typing .qrs 20, for example will pull up all creatures between 20 and 29.
exit

Critter1:
echo
echo Level 1 Creatures:
echo Black Rolton
echo Black-Winged Daggerbeak
echo Carrion Worm
echo Fanged Rodent
echo Fire Ant
echo Giant Ant
echo Giant Rat
echo Kobold
echo Lesser Ghoul - Undead
echo Mountain Rolton
echo Rolton
echo Skeleton - Undead
echo Slimy Little Grub
echo Spotted Gnarp
echo Young Grass Snake
echo Zombie Rolton - Undead
exit

Critter2:
echo
echo Level 2 Creatures:
echo Big Ugly Kobold 
echo Brown Gak
echo Cave Gnome
echo Fanged Goblin
echo Level: 2
echo Ghost - Undead
echo Goblin
echo Lesser Frost Shade - Undead
echo Lesser Shade
echo Mistydeep Siren
echo Moaning Phantom - Undead
echo Pale Crab
echo Phantom - Undead
echo Rabid Squirrel
echo Sea Nymph
echo Thyril
exit

Critter3:
echo
echo Level 3 Creatures:
echo Cave Gnoll
echo Cave Nipper
echo Dark Vysan
echo Fire Salamander
echo Greater Ghoul - Undead
echo Greater Ice Spider
echo Hobgoblin
echo Ice Skeleton - Undead
echo Kobold Shepherd
echo Mountain Snowcat
echo Relnak
echo Spotted Velnalin
echo Striped Gak
echo Striped Relnak
echo Troglodyte
echo Velnalin
echo White Vysan
exit

Critter4:
echo
echo Level 4 Creatures:
echo Black Urgh
echo Cobra
echo Fanged Viper
echo Mongrel Kobold
echo Revenant - Undead
echo Spotted Leaper
echo Urgh
echo Water Moccasin
echo Whiptail
exit


Critter5:
echo
echo Level 5 Creatures:
echo Bobcat
echo Coyote
echo Dark Apparition - Undead
echo Mist Wraith - Undead
echo Mongrel Hobgoblin
echo Nasty Little Gremlin
echo Night Golem
echo Ranger Gnoll
echo Water Witch
exit

Critter6:
echo
echo Level 6 Creatures:
echo Cockatrice
echo Firephantom - Undead
echo Leaper
echo Lesser Mummy - Undead
echo Lesser Orc
echo Monkey
echo Snowy Cockatrice
echo Spectral Fisherman - Undead
echo Spotted Lynx
exit

Critter7:
echo
echo Level 7 Creatures:
echo Blood Eagle
echo Greater Kappa
echo Hobgoblin Shaman
echo Lesser Burrow Orc
echo Lesser Red Orc
echo Shelfae Soldier
echo Thief Gnoll
exit

Critter8:
echo
echo Level 8 Creatures:
echo Albino Tomb Spider
echo Bone Golem - Undead
echo Crystal Crab
echo Greater Burrow Orc
echo Greater Orc
echo Greater Spider
echo Mottled Thrak
echo Thrak
exit

Critter9:
echo
echo Level 9 Creatures:
echo Brown Spider
echo Crocodile
echo Death Dirge - Undead
echo Manticore
echo Snow Spectre - Undead
exit

Critter10:
echo
echo Level 10 Creatures:
echo Cave Worm
echo Giant Marmot
echo Great Boar
echo Krag Yeti
echo Rabid Guard Dog
echo Werebear - Undead
exit

Critter11:
echo
echo Level 11 Creatures:
echo Neartofar Orc
echo Shelfae Chieftan
echo Wall Guardian
exit

Critter12:
echo
echo Level 12 Creatures:
echo Crystal Golem
echo Dark Orc
echo Lesser Minotaur
exit

Critter13:
echo
echo Level 13 Creatures:
echo Darkwoode - Undead
echo Deranged Sentry
echo Plumed Cockatrice
echo Tawny Brindlecat
exit

Critter14:
echo
echo Level 14 Creatures:
echo Agresh Troll Scout
echo Black Boar
echo Brown Boar
echo Forest Troll
echo Giant Weasel
echo Great Brown Bear
echo Grey Orc
echo Shadowy Specter - Undead
echo Silverback Orc
echo Spectre - Undead
echo Swamp Troll
exit

Critter15:
echo
echo Level 15 Creatures:
echo Arctic Puma
echo Black Leopard
echo Humpbacked Puma
echo Large Ogre
echo Luminescent Arachnid
echo Neartofar Troll
echo Panther
echo Puma
echo Tomb Wight - Undead
echo Wolfshade - Undead
exit

Critter16:
echo
echo Level 16 Creatures:
echo Agresh Bear
echo Agresh Troll Warrior
echo Banded Rattlesnake
echo Black Bear
echo Cave Troll
echo Fire Guardian
echo Fire Rat
echo Ghost Wolf - Undead
echo Ghoul Master - Undead
echo Hill Troll
echo Krag Dweller
echo Mongrel Troll
echo Mountain Ogre
echo Phosphorescent Worm
echo Plains Orc Warrior
echo Red Bear
echo Wind Witch
exit

Critter17:
echo
echo Level 17 Critters:
echo Black Panther
echo Dark Shambler
echo Forest Ogre
echo Krolvin Mercenary
echo Mountain Goat
echo Mountain Troll
echo Plains Ogre
echo Plains Orc Scout
echo Spiked Cavern Urchin
exit

Critter18:
echo
echo Level 18 Creatures:
echo Bighorn Sheep
echo Elder Ghoul Master - Undead
echo Fire Cat
echo Ghostly Warrior - Undead
echo Greenwing Hornet
echo Mountain Lion
echo Nedum Vereri - Undead
echo Plains Lion
echo Plains Orc Shaman
echo Rotting Krolvin Pirate - Undead
echo Shelfae Warlord
echo Thunder Troll
echo War Troll
exit

Critter19:
echo
echo Level 19 Creatures:
echo Krolvin Warrior
echo Minotaur Warrior
exit

Critter20:
echo
echo Level 20 Creatures:
echo Agresh Troll Chieftain
echo Arch Wight - Undead
echo Major Spider
echo Massive Grahnk
echo Ogre Warrior
echo Steel Golem
echo Striped Warcat
echo Wood Wight - Undead
exit

Critter21:
echo
echo Level 21 Creatures:
echo Ancient Ghoul Master - Undead
echo Arachne Servant
echo Cave Bear
echo Plains Orc Chieftain
exit

Critter22:
echo
echo Level 22 Creatures:
echo Cougar
echo Warthog
exit

Critter23:
echo
echo Level 23 Creatures:
echo Arachne Acolyte
echo Centaur
echo Crazed Zombie - Undead
echo Fenghai
echo Nonomino - Undead
echo Rotting Woodsman - Undead
echo Stone Troll
echo Zombie - Undead
exit

Critter24:
echo
echo Level 24 Creatures:
echo Arctic Wolverine
echo Burly Reiver
echo Reiver
echo Tree Viper
echo Veteran Reiver
echo Wolverine
exit

Critter25:
echo
echo Level 25 Creatures:
echo Carceris - Undead
echo Krolvin Warfarer
echo Minotaur Magi
echo Spectral Monk - Undead
exit

Critter26:
echo
echo Level 26 Creatures:
echo Arachne Priest
echo Jungle Troll
echo Tree Spirit - Undead
exit

Critter27:
echo
echo Level 27 Creatures:
echo Cyclops
echo Lesser Stone Gargoyle
echo Monastic Lich - Undead
echo Snow Leopard
echo Troll Chieftain
exit

Critter28:
echo
echo Level 28 Creatures:
echo Ki-Lin
echo Moaning Spirit - Undead
exit

Critter29:
echo
echo Level 29 Creatures:
echo Arctic Manticore
echo Ice Troll
echo Pra'eda
echo Scaly Burgee
exit

Critter30:
echo
echo Level 30 Creatures:
echo Elder Tree Spirit - Undead
echo Giant Albino Tomb Spider
echo Hooded Figure
echo Jungle Troll Chieftain
echo Mammoth Arachnid
exit

Critter31:
echo
echo Level 31 Creatures:
echo Skeletal Ice Troll - Undead
echo Wild Hound
exit

Critter32:
echo
echo Level 32 Creatures:
echo Caribou
echo Giant Fog Beetle
echo Rotting Corpse - Undead
echo Rotting Farmhand - Undead
echo Wild Dog
exit

Critter33:
echo
echo Level 33 Creatures:
echo Ghostly Pooka - Undead
echo Mezic
echo Moor Hound
echo Sand Beetle
echo Skeletal Giant - Undead
echo Three-Toed Tegu
exit

Critter34:
echo
echo Level 34 Creatures
echo Cold Guardian
echo Colossus Vulture
echo Rock Troll Zombie - Undead
echo Skeletal Soldier - Undead
echo Spectral Warrior - Undead
echo Tundra Giant
exit

Critter35:
echo
echo Level 35 Creatures:
echo Barghest - Undead
echo Bog Troll
echo Moor Eagle
echo Shimmering Fungus
echo Spectral Shade - Undead
echo Spectral Woodsman - Undead
echo Troll Wraith - Undead
echo Water Wyrd
exit

Critter36:
echo
echo Level 36 Creatures:
echo Arctic Titan
echo Dust Beetle
echo Krolvin Slaver
echo Snow Crone
echo Spectral Lord - Undead
echo Undertaker Bat
exit

Critter37:
echo
echo Level 37 Creatures:
echo Huge Mein Golem
echo Lesser Moor Wight - Undead
echo Magru
echo Shadow Mare - Undead
echo Sheruvian Initiate
echo Skeletal Warhorse - Undead
echo Tusked Ursian
exit

Critter38:
echo
echo Level 38 Creatures:
echo Frost Giant
echo Grizzly Bear
echo Krolvin Corsair
echo Mud Wasp
echo Shadow Steed - Undead
echo Vesperti
exit

Critter39:
echo
echo Level 39 Creatures:
echo Greater Bog Troll
echo Greater Moor Wight - Undead
echo Stone Gargoyle
echo Storm Giant
echo Vourkha - Undead
exit

Critter40:
echo
echo Level 40 Creatures:
echo Kiramon Worker
echo Myklian
echo Spectral Miner - Undead
exit

Critter41:
echo
echo Level 41 Creatures:
echo Bog Wraith - Undead
echo Lesser Ice Giant
echo Roa'ter
echo Sheruvian Monk
echo Skeletal Lord - Undead
exit

Critter42:
echo
echo Level 42 Creatures:
echo Baesruhka - Undead
echo Dark Vortece
echo Frozen Corpse - Undead
echo Minor Glacei
echo Phantasma - Undead
echo Shan Cleric
echo Shan Ranger
echo Shan Warrior
echo Shan Wizard
echo Siren Lizard
echo Swamp Hag
exit

Critter43:
echo
echo Level 43 Creatures:
echo Night Mare
echo Wasp Nest - NOTE: Do NOT attack unless it is 'strangely quiet.'
exit

Critter44:
echo
echo Level 44 Creatures:
echo Bog Wight - Undead
echo Firethorn Shoot
echo Forest Trali Shaman
echo Polar Bear
exit

Critter45:
echo
echo Level 45 Creatures:
echo Ice Wraith - Undead
echo Lesser Vruul - Undead
exit

Critter46:
echo
echo Level 46 Creatures:
echo Cinder Wasp
echo Forest Trali
echo Greater Ice Giant
echo Lesser Faeroth
exit

Critter47:
echo
echo Level 47 Creatures:
echo Bog Spectre - Undead
echo Major Glacei
exit

Critter48:
echo
echo Level 48 Creatures
echo Dybbuk - Undead
echo Horned Vor'taz
echo Kiramon Defender
echo Red-Scaled Thrak
echo Sand Devil
echo Warrior Shade - Undead
exit

Critter49:
echo
echo Level 49 Creature:
echo Waern - Undead
exit

Critter50:
echo
echo Level 50 Creature:
echo Banshee - Undead
echo Greater Faeroth
exit

Critter51:
echo
echo Level 51 Creatures:
echo - None -
exit

Critter52:
echo
echo Level 52 Creatures:
echo Seeker - Undead
echo Snow Madrinol
echo Wolly Mammoth
exit

Critter53:
echo
echo Level 53 Creatures:
echo Ice Golem
echo Lesser Ice Elemental
echo Sabre-Tooth Tiger
echo Stone Sentinel
exit

Critter54:
echo
echo Level 54 Creatures:
echo Animated Slush
echo Skayl - NOTE: Do NOT search!
exit

Critter55:
echo
echo Level 55 Creatures:
echo Eidolon - Undead
echo Nightmare Steed - Undead
exit

Critter56:
echo
echo Level 56 Creatures:
echo Glacial Morph
echo Lava Golem
exit

Critter57:
echo
echo Level 57 Creatures:
echo - None -
exit

Critter58:
echo
echo Level 58 Creatures:
echo Massive Pyrothag
echo Stone Giant
exit

Critter59:
echo
echo Level 59 Creatures:
echo Black Forest Viper
echo Massive Black Boar
exit

Critter60:
echo
echo Level 60 Creature:
echo Fire Elemental
echo Black Forest Ogre
exit

Critter61:
echo
echo Level 61 Creature:
echo Wind Wraith - Undead
exit

Critter62:
echo
echo Level 62 Creatures:
echo Illoke Mystic
echo Stone Mastiff
exit

Critter63:
echo
echo Level 63 Creatures:
echo Ice Elemental
echo Massive Troll King
echo Sheruvian Harbinger
exit

Critter64:
echo
echo Level 64 Creatures:
echo Fire Sprite
echo Grifflet
echo Soul Golem - Undead
exit

Critter65:
echo
echo Level 65 Creatures:
echo - None -
exit

Critter66:
echo
echo Level 66 Creatures:
echo Emaciated Hierophant
echo Red Tsark
exit

Critter67:
echo
echo Level 67 Creatures:
echo Illoke Shaman
echo Muscular Supplicant
echo Yeti
exit

Critter68:
echo
echo Level 68 Creatures:
echo - None -
exit

Critter69:
echo
echo Level 69 Creature:
echo Lesser Griffin
exit

Critter70:
echo
echo Level 70 Creature:
echo Hunch-Backed Dogmatist
exit

Critter71:
echo
echo Level 71 Creature:
echo Fire Mage
exit

Critter72:
echo
echo Level 72 Creatures:
echo - None -
exit

Critter73:
echo
echo Level 73 Creature:
echo Storm Griffin
exit

Critter74:
echo
echo Level 74 Creatures:
echo - None -
exit

Critter75:
echo
echo Level 75 Creatures:
echo Greater Vruul - Undead
echo Moulis
echo Naisirc - Undead
exit

Critter76:
echo
echo Level 76 Creatures:
echo Csetairi
echo Shrickhen - Undead
exit

Critter77:
echo
echo Level 77 Creatures:
echo Farlook
echo Raving Lunatic
exit

Critter78:
echo
echo Level 78 Creatures:
echo Dhu Goleras
echo Seraceris - Undead
exit

Critter79:
echo
echo Level 79 Creatures:
echo - None -
exit

Critter80:
echo
echo Level 80 Creatures:
echo - None -
exit

Critter81:
echo
echo Level 81 Creatures:
echo - None -
exit

Critter82:
echo
echo Level 82 Creatures:
echo Caedera
echo Gnarled Being
echo Vvrael Witch
exit

Critter83:
echo
echo Level 83 Creature:
echo Lesser Construct
exit

Critter84:
echo
echo Level 84 Creatures:
echo Gremlock
echo Lich Qyn'arj
echo Vvrael Warlock
exit

Critter85:
echo
echo Level 85 Creatures:
echo - None -
exit

Critter86:
echo
echo Level 86 Creatures:
echo Aivren
echo Festering Taint
exit

Critter87:
echo
echo Level 87 Creature:
echo N'ecare - Undead
exit

Critter88:
echo
echo Level 88 Creatures:
echo - None -
exit

Critter89:
echo
echo Level 89 Creature:
echo Ithzir Scout
exit

Critter90:
echo
echo Level 90 Creatures:
echo - None -
exit

Critter91:
echo
echo Level 91 Creatures:
echo Ithzir Initiate
echo Lost Soul - Undead
exit

Critter92:
echo
echo Level 92 Creature:
echo Ithzir Janissary
exit

Critter93:
echo
echo Level 93 Creatures:
echo Ithzir Hearld
echo Vaespilon - Undead
exit

Critter94:
echo
echo Level 94 Creatures:
echo - None -
exit

Critter95:
echo
echo Level 95 Creatures:
echo - None -
exit

Critter96:
echo
echo Level 96 Creatures:
echo Greater Construct
echo Ithzir Adept
exit

Critter97:
echo
echo Level 97 Creature:
echo Ithzir Seer
exit

Critter98:
echo
echo Level 98 Creatures:
echo - None -
exit

Critter99:
echo
echo Level 99 Creatures:
echo - None -
exit

Critter100:
echo
echo Level 100 Creature:
echo War Griffin
exit

0:
echo
echo Creatures level 1-9:
echo
echo Level 1 Creatures:
echo Black Rolton
echo Black-Winged Daggerbeak
echo Carrion Worm
echo Fanged Rodent
echo Fire Ant
echo Giant Ant
echo Giant Rat
echo Kobold
echo Lesser Ghoul - Undead
echo Mountain Rolton
echo Rolton
echo Skeleton - Undead
echo Slimy Little Grub
echo Spotted Gnarp
echo Young Grass Snake
echo Zombie Rolton - Undead
echo
echo Level 2 Creatures:
echo Big Ugly Kobold 
echo Brown Gak
echo Cave Gnome
echo Fanged Goblin
echo Ghost - Undead
echo Goblin
echo Lesser Frost Shade - Undead
echo Lesser Shade
echo Mistydeep Siren
echo Moaning Phantom - Undead
echo Pale Crab
echo Phantom - Undead
echo Rabid Squirrel
echo Sea Nymph
echo Thyril
echo
echo Level 3 Creatures:
echo Cave Gnoll
echo Cave Nipper
echo Dark Vysan
echo Fire Salamander
echo Greater Ghoul - Undead
echo Greater Ice Spider
echo Hobgoblin
echo Ice Skeleton - Undead
echo Kobold Shepherd
echo Mountain Snowcat
echo Relnak
echo Spotted Velnalin
echo Striped Gak
echo Striped Relnak
echo Troglodyte
echo Velnalin
echo White Vysan
echo
echo Level 4 Creatures:
echo Black Urgh
echo Cobra
echo Fanged Viper
echo Mongrel Kobold
echo Revenant - Undead
echo Spotted Leaper
echo Urgh
echo Water Moccasin
echo Whiptail
echo
echo Level 5 Creatures:
echo Bobcat
echo Coyote
echo Dark Apparition - Undead
echo Mist Wraith - Undead
echo Mongrel Hobgoblin
echo Nasty Little Gremlin
echo Night Golem
echo Ranger Gnoll
echo Water Witch
echo
echo Level 6 Creatures:
echo Cockatrice
echo Firephantom - Undead
echo Leaper
echo Lesser Mummy - Undead
echo Lesser Orc
echo Monkey
echo Snowy Cockatrice
echo Spectral Fisherman - Undead
echo Spotted Lynx
echo
echo Level 7 Creatures:
echo Blood Eagle
echo Greater Kappa
echo Hobgoblin Shaman
echo Lesser Burrow Orc
echo Lesser Red Orc
echo Shelfae Soldier
echo Thief Gnoll
echo
echo Level 8 Creatures:
echo Albino Tomb Spider
echo Bone Golem - Undead
echo Crystal Crab
echo Greater Burrow Orc
echo Greater Orc
echo Greater Spider
echo Mottled Thrak
echo Thrak
echo
echo Level 9 Creatures:
echo Brown Spider
echo Crocodile
echo Death Dirge - Undead
echo Manticore
echo Snow Spectre - Undead
exit

10:
echo
echo Creatures level 10-19
echo
echo Level 10 Creatures:
echo Cave Worm
echo Giant Marmot
echo Great Boar
echo Krag Yeti
echo Rabid Guard Dog
echo Werebear - Undead
echo
echo Level 11 Creatures:
echo Neartofar Orc
echo Shelfae Chieftan
echo Wall Guardian
echo
echo Level 12 Creatures:
echo Crystal Golem
echo Dark Orc
echo Lesser Minotaur
echo
echo Level 13 Creatures:
echo Darkwoode - Undead
echo Deranged Sentry
echo Plumed Cockatrice
echo Tawny Brindlecat
echo
echo Level 14 Creatures:
echo Agresh Troll Scout
echo Black Boar
echo Brown Boar
echo Forest Troll
echo Giant Weasel
echo Great Brown Bear
echo Grey Orc
echo Shadowy Specter - Undead
echo Silverback Orc
echo Spectre - Undead
echo Swamp Troll
echo
echo Level 15 Creatures:
echo Arctic Puma
echo Black Leopard
echo Humpbacked Puma
echo Large Ogre
echo Luminescent Arachnid
echo Neartofar Troll
echo Panther
echo Puma
echo Tomb Wight - Undead
echo Wolfshade - Undead
echo
echo Level 16 Creatures:
echo Agresh Bear
echo Agresh Troll Warrior
echo Banded Rattlesnake
echo Black Bear
echo Cave Troll
echo Fire Guardian
echo Fire Rat
echo Ghost Wolf - Undead
echo Ghoul Master - Undead
echo Hill Troll
echo Krag Dweller
echo Mongrel Troll
echo Mountain Ogre
echo Phosphorescent Worm
echo Plains Orc Warrior
echo Red Bear
echo Wind Witch
echo
echo Level 17 Critters:
echo Black Panther
echo Dark Shambler
echo Forest Ogre
echo Krolvin Mercenary
echo Mountain Goat
echo Mountain Troll
echo Plains Ogre
echo Plains Orc Scout
echo Spiked Cavern Urchin
echo
echo Level 18 Creatures:
echo Bighorn Sheep
echo Elder Ghoul Master - Undead
echo Fire Cat
echo Ghostly Warrior - Undead
echo Greenwing Hornet
echo Mountain Lion
echo Nedum Vereri - Undead
echo Plains Lion
echo Plains Orc Shaman
echo Rotting Krolvin Pirate - Undead
echo Shelfae Warlord
echo Thunder Troll
echo War Troll
echo
echo Level 19 Creatures:
echo Krolvin Warrior
echo Minotaur Warrior
exit

20:
echo
echo Creatures Level 20-29
echo
echo Level 20 Creatures:
echo Agresh Troll Chieftain
echo Arch Wight - Undead
echo Major Spider
echo Massive Grahnk
echo Ogre Warrior
echo Steel Golem
echo Striped Warcat
echo Wood Wight - Undead
echo
echo Level 21 Creatures:
echo Ancient Ghoul Master - Undead
echo Arachne Servant
echo Cave Bear
echo Plains Orc Chieftain
echo
echo Level 22 Creatures:
echo Cougar
echo Warthog
echo
echo Level 23 Creatures:
echo Arachne Acolyte
echo Centaur
echo Crazed Zombie - Undead
echo Fenghai
echo Nonomino - Undead
echo Rotting Woodsman - Undead
echo Stone Troll
echo Zombie - Undead:
echo
echo Level 24 Creatures:
echo Arctic Wolverine
echo Burly Reiver
echo Reiver
echo Tree Viper
echo Veteran Reiver
echo Wolverine
echo
echo Level 25 Creatures:
echo Carceris - Undead
echo Krolvin Warfarer
echo Minotaur Magi
echo Spectral Monk - Undead
echo
echo Level 26 Creatures:
echo Arachne Priest
echo Jungle Troll
echo Tree Spirit - Undead
echo
echo Level 27 Creatures:
echo Cyclops
echo Lesser Stone Gargoyle
echo Monastic Lich - Undead
echo Snow Leopard
echo Troll Chieftain
echo
echo Level 28 Creatures:
echo Ki-Lin
echo Moaning Spirit - Undead
echo
echo Level 29 Creatures:
echo Arctic Manticore
echo Ice Troll
echo Pra'eda
echo Scaly Burgee
exit

30:
echo
echo Creatures Level 30-39
echo
echo Level 30 Creatures:
echo Elder Tree Spirit - Undead
echo Giant Albino Tomb Spider
echo Hooded Figure
echo Jungle Troll Chieftain
echo Mammoth Arachnid
echo
echo Level 31 Creatures:
echo Skeletal Ice Troll - Undead
echo Wild Hound
echo
echo Level 32 Creatures:
echo Caribou
echo Giant Fog Beetle
echo Rotting Corpse - Undead
echo Rotting Farmhand - Undead
echo Wild Dog
echo
echo Level 33 Creatures:
echo Ghostly Pooka - Undead
echo Mezic
echo Moor Hound
echo Sand Beetle
echo Skeletal Giant - Undead
echo Three-Toed Tegu
echo
echo Level 34 Creatures
echo Cold Guardian
echo Colossus Vulture
echo Lava Troll
echo Rock Troll Zombie - Undead
echo Skeletal Soldier - Undead
echo Spectral Warrior - Undead
echo Tundra Giant
echo
echo Level 35 Creatures:
echo Barghest - Undead
echo Bog Troll
echo Moor Eagle
echo Shimmering Fungus
echo Spectral Shade - Undead
echo Spectral Woodsman - Undead
echo Troll Wraith - Undead
echo Water Wyrd
echo
echo Level 36 Creatures:
echo Arctic Titan
echo Dust Beetle
echo Krolvin Slaver
echo Snow Crone
echo Spectral Lord - Undead
echo Undertaker Bat
echo
echo Level 37 Creatures:
echo Huge Mein Golem
echo Lesser Moor Wight - Undead
echo Magru
echo Shadow Mare - Undead
echo Sheruvian Initiate
echo Skeletal Warhorse - Undead
echo Tusked Ursian
echo
echo Level 38 Creatures:
echo Frost Giant
echo Grizzly Bear
echo Krolvin Corsair
echo Mud Wasp
echo Shadow Steed - Undead
echo Vesperti
echo
echo Level 39 Creatures:
echo Greater Bog Troll
echo Greater Moor Wight - Undead
echo Stone Gargoyle
echo Storm Giant
echo Vourkha - Undead
exit

40:
echo
echo Creatures Level 40-49
echo
echo Level 40 Creatures:
echo Kiramon Worker
echo Myklian
echo Spectral Miner - Undead
echo
echo Level 41 Creatures:
echo Bog Wraith - Undead
echo Lesser Ice Giant
echo Roa'ter
echo Sheruvian Monk
echo Skeletal Lord - Undead
echo
echo Level 42 Creatures:
echo Baesruhka - Undead
echo Dark Vortece
echo Frozen Corpse - Undead
echo Minor Glacei
echo Phantasma - Undead
echo Shan Cleric
echo Shan Ranger
echo Shan Warrior
echo Shan Wizard
echo Siren Lizard
echo Swamp Hag
echo
echo Level 43 Creatures:
echo Night Mare
echo Wasp Nest - NOTE: Do NOT attack unless it is 'strangely quiet.'
echo
echo Level 44 Creatures:
echo Bog Wight - Undead
echo Firethorn Shoot
echo Forest Trali Shaman
echo Polar Bear
echo
echo Level 45 Creatures:
echo Ice Wraith - Undead
echo Lesser Vruul - Undead
echo
echo Level 46 Creatures:
echo Cinder Wasp
echo Forest Trali
echo Greater Ice Giant
echo Lesser Faeroth
echo
echo Level 47 Creatures:
echo Bog Spectre - Undead
echo Major Glacei
echo
echo Level 48 Creatures
echo Dybbuk - Undead
echo Horned Vor'taz
echo Kiramon Defender
echo Red-Scaled Thrak
echo Sand Devil
echo Warrior Shade - Undead
echo
echo Level 49 Creature:
echo Waern - Undead
exit

50:
echo
echo Creatures Level 50-59
echo
echo Level 50 Creatures:
echo Banshee - Undead
echo Greater Faeroth
echo
echo Level 51 Creatures:
echo - None -
echo
echo Level 52 Creatures:
echo Seeker - Undead
echo Snow Madrinol
echo Wolly Mammoth
echo
echo Level 53 Creatures:
echo Ice Golem
echo Lesser Ice Elemental
echo Sabre-Tooth Tiger
echo Stone Sentinel:
echo
echo Level 54 Creatures:
echo Animated Slush
echo Skayl
echo
echo Level 55 Creatures:
echo Eidolon - Undead
echo Nightmare Steed - Undead
echo
echo Level 56 Creature:
echo Glacial Morph
echo Lava Golem
echo
echo Level 57 Creatures:
echo - None -
echo
echo Level 58 Creatures:
echo Massive Pyrothag
echo Stone Giant
echo
echo Level 59 Creatures:
echo Black Forest Viper
echo Massive Black Boar 
exit

60:
echo
echo Creatures Level 60-69
echo
echo Level 60 Creature:
echo Fire Elemental
echo Black Forest Ogre
echo
echo Level 61 Creature:
echo Wind Wraith - Undead:
echo
echo Level 62 Creatures:
echo Illoke Mystic
echo Stone Mastiff
echo
echo Level 63 Creatures:
echo Ice Elemental
echo Massive Troll King
echo Sheruvian Harbinger
echo Soul Golem - Undead
echo
echo Level 64 Creatures:
echo Fire Sprite
echo Grifflet
echo
echo Level 65 Creatures:
echo - None -
echo
echo Level 66 Creatures:
echo Emaciated Hierophant
echo Red Tsark
echo
echo Level 67 Creatures:
echo Illoke Shaman
echo Muscular Supplicant
echo Yeti
echo
echo Level 68 Creatures:
echo - None -
echo
echo Level 69 Creature:
echo Lesser Griffin
exit

70:
echo
echo Creatures Level 70-79
echo
echo Level 70 Creature:
echo Hunch-Backed Dogmatist
echo
echo Level 71 Creature:
echo Fire Mage
echo
echo Level 72 Creatures:
echo - None -
echo
echo Level 73 Creature:
echo Storm Griffin
echo
echo Level 74 Creatures:
echo - None -:
echo
echo Level 75 Creatures:
echo Greater Vruul - Undead
echo Moulis
echo Naisirc - Undead
echo
echo Level 76 Creatures:
echo Csetairi
echo Shrickhen - Undead
echo
echo Level 77 Creatures:
echo Farlook
echo Raving Lunatic
echo
echo Level 78 Creatures:
echo Dhu Goleras
echo Seraceris - Undead
echo
echo Level 79 Creatures:
echo - None -
exit

80:
echo
echo Creatures Level 80-89
echo
echo Level 80 Creatures:
echo - None -
echo
echo Level 81 Creatures:
echo - None -
echo
echo Level 82 Creatures:
echo Caedera
echo Gnarled Being
echo Vvrael Witch
echo
echo Level 83 Creature:
echo Lesser Construct
echo
echo Level 84 Creatures:
echo Gremlock
echo Lich Qyn'arj
echo Vvrael Warlock
echo
echo Level 85 Creatures:
echo - None -
echo
echo Level 86 Creatures:
echo Aivren
echo Festering Taint
echo
echo Level 87 Creature:
echo N'ecare - Undead
echo
echo Level 88 Creatures:
echo - None -
echo
echo Level 89 Creature:
echo Ithzir Scout
exit

90:
echo
echo Creatures Level 90-100
echo
echo Level 90 Creatures:
echo - None -
echo
echo Level 91 Creatures:
echo Ithzir Initiate
echo Lost Soul - Undead
echo
echo Level 92 Creature:
echo Ithzir Janissary
echo
echo Level 93 Creatures:
echo Ithzir Hearld
echo Vaespilon - Undead
echo
echo Level 94 Creatures:
echo - None -
echo
echo Level 95 Creatures:
echo - None -
echo
echo Level 96 Creatures:
echo Greater Construct
echo Ithzir Adept
echo
echo Level 97 Creature:
echo Ithzir Seer
echo
echo Level 98 Creatures:
echo - None -
echo
echo Level 99 Creatures:
echo - None -
echo
echo Level 100 Creature:
echo War Griffin
exit


Rolton:
echo
echo Rolton, Black Rolton, Mountain Rolton
echo Level 1
echo
echo Zombie Rolton
echo Level 1 - Undead
exit

Daggerbeak:
echo
echo Black-Winged Daggerbeak
echo Level 1
exit

Worm:
echo
echo Carrion Worm
echo Level 1
echo
echo Cave Worm
echo Level 10
echo
echo Phosphorescent Worm
echo Level 16
exit

Rodent:
echo
echo Fanged Rodent
echo Level 1
exit

Ant:
echo
echo Fire Ant, Giant Ant
echo Level 1
exit

Rat:
echo
echo Giant Rat
echo Level 1
echo
echo Fire Rat
echo Level 16
exit

Kobold:
echo
echo Kobold
echo Level 1
echo
echo Big Ugly Kobold
echo Level 2
echo 
echo Mongrel Kobold
echo Level 4
exit

Ghoul:
echo
echo Lesser Ghoul
echo Level 1 - Undead
echo
echo Greater Ghoul
echo Level 3 - Undead
exit

Skeleton:
echo
echo Skeleton
echo Level 1 - Undead
echo
echo Ice Skeleton
echo Level 3 - Undead
exit

Grub:
echo
echo Slimy Little Grub
echo Level 1
exit

Snake:
echo
echo Young Grass Snake
echo level 1
exit

Gak:
echo
echo Brown Gak
echo Level 2
exit

Gnome:
echo
echo Cave Gnome
echo Level 2
exit

Goblin:
echo
echo Goblin, Fanged Goblin
echo Level 2
echo
exit

Ghost:
echo
echo Ghost
echo Level 2 - Undead
exit

Shade:
echo
echo Lesser Shade, Lesser Frost Shade
echo Level 2 - Undead
echo
echo Spectral Shade
echo Level 35 - Undead
echo
echo Warrior Shade
echo Level 48 - Undead
exit

Siren:
echo
echo Mistydeep Siren
echo Level 2
exit

Phantom:
echo
echo Phantom, Moaning Phantom
echo Level 2 - Undead
exit

Crab:
echo
echo Pale Crab
echo Level 2
echo
echo Crystal Crab
echo Level 8
exit

Squirrel:
echo
echo Rabid Squirrel
echo Level 2
exit

Nymph:
echo
echo Sea Nymph
echo Level 2
exit

Thyril:
echo
echo Thyril
echo Level 2
exit

Gnoll:
echo
echo Cave Gnoll
echo Level 3
echo
echo Ranger Gnoll
echo Level 5
echo
echo Thief Gnoll
echo Level 7
exit

Nipper:
echo
echo Cave Nipper
echo Level 3
exit

Vysan:
echo
echo Dark Vysan, White Vysan
echo Level 3
exit

Salamander:
echo
echo Fire Salamander
echo Level 3
exit

Spider:
echo
echo Greater Ice Spider
echo Level 3
echo
echo Albino Tomb Spider, Greater Spider
echo Level 8
echo
echo Brown Spider
echo Level 9
echo
echo Major Spider
echo Level 20
echo
echo Giant Albino Tomb Spider
echo Level 30
exit

Hobgoblin:
echo
echo Hobgoblin
echo Level 3
echo
echo Mongrel Hobgoblin
echo Level 5
exit

Shepherd:
echo
echo Kobold Shepherd
echo Level 3
exit

Snowcat:
echo
echo Mountain Snowcat
echo Level 3
exit

Relnak:
echo
echo Relnak, Striped Relnak
echo Level 3
exit

Velnalin:
echo
echo Velnalin, Spotted Velnalin
echo Level 3
exit

Gak:
echo
echo Striped Gak
echo Level 3
exit


Troglodyte:
echo
echo Troglodyte
echo Level 3
exit

Urgh:
echo
echo Urgh, Black Urgh
echo Level 4
exit

Cobra:
echo
echo Cobra
echo Level 4
exit

Viper:
echo
echo Fanged Viper
echo Level 4
echo
echo Tree Viper
echo Level 24
echo
echo Black Forest Viper
echo Level 59
exit

Revenant:
echo
echo Revenant
echo Level 4 - Undead
exit

Leaper:
echo
echo Spotted Leaper
echo Level 4
echo
echo Leaper
echo Level 6
exit

Moccasin:
echo
echo Water Moccasin
echo Level 4
exit

Whiptail:
echo
echo Whiptail
echo Level 4
exit

Bobcat:
echo
echo Bobcat
echo Level 5
exit

Coyote:
echo
echo Coyote
echo Level 5
exit

Apparation:
echo
echo Dark Apparition
echo Level 5 - Undead
exit

Wraith:
echo
echo Mist Wraith
echo Level 5 - Undead
echo 
echo Wraith
echo Level 15 - Undead
echo
echo Troll Wraith
echo Level 35 - Undead
echo
echo Bog Wraith
echo Level 41 - Undead
echo
echo Ice Wraith
echo Level 45 - Undead
echo
echo Wind Wraith
echo Level 61 - Undead
exit

Gremlin:
echo
echo Nasty Little Gremlin
echo Level 5
exit

Golem:
echo
echo Night Golem
echo Level 5
echo
echo Bone Golem
echo Level 8 - Undead
echo
echo Crystal Golem
echo Level 12
echo
echo Steel Golem
echo Level 20
echo
echo Huge Mein Golem
echo Level 37
echo
echo Ice Golem
echo Level 53
echo
echo Lava Golem
echo Level 56
echo
echo Soul Golem
echo Level 63 - Undead
exit

Witch:
echo
echo Water Witch
echo Level 5
echo
echo Wind Witch
echo Level 16
echo
echo Vvrael Witch
echo Level 82
exit

Cockatrice:
echo
echo Cockatrice, Snowy Cockatrice
echo Level 6
echo
echo Plumed Cockatrice
echo Level 13
exit

Firephantom:
echo
echo Firephantom
echo Level 6 - Undead
exit

Mummy:
echo
echo Lesser Mummy
echo Level 6 - Undead
exit

Orc:
echo
echo Lesser Orc
echo Level 6
echo
echo Lesser Burrow Orc, Lesser Red Orc
echo Level 7
echo
echo Greater Orc, Greater Burrow Orc
echo Level 8
echo
echo Neartofar Orc
echo Level 11
echo
echo Dark Orc
echo Level 12
echo
echo Grey Orc, Silverback Orc
echo Level 14
echo
exit

Monkey:
echo
echo Monkey
echo Level 6
exit

Fisherman:
echo
echo Spectral Fisherman
echo Level 6 - Undead
exit

Lynx:
echo
echo Spotted Lynx
echo Level 6
exit


Eagle:
echo
echo Blood Eagle
echo Level 7
echo
echo Moor Eagle
echo Level 35
exit

Kappa:
echo
echo Greater Kappa
echo Level 7
exit

Shaman:
echo
echo Hobgoblin Shaman
echo Level 7
echo
echo Plains Orc Shaman
echo Level 18
echo
echo Forest Trali Shaman
echo Level 44
echo
echo Illoke Shaman
echo Level 67
exit

Soldier:
echo
echo Shelfae Soldier
echo Level 7
echo
echo Skeletal Soldier
echo Level 34 - Undead
exit

Thrak:
echo
echo Thrak, Mottled Thrak
echo Level 8
echo
echo Red-Scaled Thrak
echo Level 48
exit

Crocodile:
echo
echo Crocodile
echo Level 9
exit

Dirge:
echo
echo Death Dirge
echo Level 9 - Undead
exit

Manticore:
echo
echo Manticore
echo Level 9
echo
echo Arctic Manticore
echo level 29
exit

Spectre:
echo
echo Snow Spectre
echo Level 9 - Undead
echo
echo Spectre, Shadowy Spectre
echo Level 14 - Undead
echo
echo Bog Spectre
echo Level 47 - Undead
exit


Marmot:
echo
echo Giant Marmot
echo Level 10
exit

Boar:
echo
echo Great Boar
echo Level 10
echo
echo Black Boar, Brown Boar
echo Level 14
echo
echo Massive Black Boar
echo Level 59
exit

Yeti:
echo
echo Krag Yeti
echo Level 10
echo
echo Yeti
echo Level 67
exit

Dog:
echo
echo Rabid Guard Dog
echo Level 10
echo
echo Wild Dog
echo Level 32
echo

Werebear:
echo
echo Werebear
echo Level 10 - Undead
exit

Chief:
Chieftain:
echo
echo Shelfae Chieftain
echo Level 11
echo
echo Agresh Troll Chieftain
echo Level 20
echo
echo Plains Orc Chieftain
echo Level 21
echo
echo Troll Chieftain
echo Level 27
echo
echo Jungle Troll Chieftain
echo Level 30
exit

Guardian:
echo
echo Wall Guardian
echo Level 11
echo
echo Fire Guardian
echo Level 16
echo
echo Cold Guardian
echo Level 34
exit

Minotaur:
echo
echo Lesser Minotaur
echo Level 12
exit

Darkwoode:
echo
echo Darkwoode
echo Level 13 - Undead
exit

Sentry:
echo
echo Deranged Sentry
echo Level 13
exit

Brindlecat:
echo
echo Tawny Brindlecat
echo Level 13
exit

Scout:
echo
echo Agresh Troll Scout
echo Level 14
echo
echo Plains Orc Scout
echo Level 17
echo
echo Ithzir Scout
echo Level 89
exit

Troll:
echo
echo Forest Troll, Swamp Troll
echo Level 14
echo
echo Neartofar Troll
echo Level 15
echo
echo Cave Troll, Hill Troll, Mongrel Troll
echo Level 16
echo
echo Mountain Troll
echo Level 17
echo
echo Thunder Troll, War Troll
echo Level 18
echo
echo Stone Troll
echo Level 23
echo
echo Jungle Troll
echo Level 26
echo
echo Ice Troll
echo Level 29
echo
echo Skeletal Ice Troll
echo Level 31 - Undead
echo
echo Lava Troll
echo Level 34
echo
echo Bog Troll
echo Level 35
echo
echo Greater Bog Troll
echo Level 39
exit

Weasel:
echo
echo Giant Weasel
echo Level 14
exit

Bear:
echo
echo Great Brown Bear
echo Level 14
echo
echo Agresh Bear, Black Bear, Red Bear
echo Level 16
echo
echo Cave Bear
echo Level 21
echo
echo Grizzly Bear
echo Level 38
echo
echo Polar Bear
echo Level 44
exit

Puma:
echo
echo Puma, Artic Puma, Humpbacked Puma
echo Level 15
exit

Leopard:
echo
echo Black Leopard
echo Level 15
echo
echo Snow Leopard
echo Level 27
exit

Ogre:
echo
echo Large Ogre
echo Level 15
echo
echo Mountain Ogre
echo Level 16
echo
echo Forest Ogre, Plains Ogre
echo Level 17
echo
echo Fire Ogre
echo Level 28
echo
echo Black Forest Ogre
echo Level 60
exit

Arachnid:
echo
echo Luminescent Arachnid
echo Level 15
echo
echo Mammoth Arachnid
echo Level 30
exit

Wight:
echo
echo Tomb Wight
echo Level 15 - Undead
echo
echo Arch Wight, Wood Wight
echo Level 20 - Undead
echo
echo Lesser Moor Wight
echo Level 37 - Undead
echo
echo Greater Moor Wight
echo Level 39 - Undead
echo
echo Bog Wight
echo Level 44 - Undead
exit

Panther:
echo
echo Panther
echo Level 15
echo
echo Black Panther
echo Level 17
exit

Wolfshade:
echo
echo Wolfshade
echo Level 15 - Undead
exit

Rattlesnake:
echo
echo Banded Rattlesnake
echo Level 16
exit

Wolf:
echo
echo Ghost Wolf
echo Level 16 - Undead
exit

Master:
echo
echo Ghoul Master
echo Level 16 - Undead
echo
echo Elder Ghoul Master
echo Level 18 - Undead
echo
echo Ancient Ghoul Master
echo Level 21 - Undead
exit

Dweller:
echo
echo Krag Dweller
echo Level 16
exit

Warriors:
echo
echo Plains Orc Warrior
echo Level 16
echo
echo Ghostly Warrior
echo Level 18 - Undead
echo
echo Krolvin Warrior, Minotaur Warrior
echo Level 19
echo
echo Ogre Warrior
echo Level 20
echo
echo Spectral Warrior
echo Level 34, Undead
echo
echo Shan Warrior
echo Level 42
exit

Shambler:
echo
echo Dark Shambler
echo Level 17
exit

Krolvin:
echo
echo Krolvin Mercenary
echo Level 17
echo
echo Krolvin Warrior
echo Level 19
echo
echo Krolvin Warfarer
echo Level 25
exit

Goat:
echo
echo Mountain Goat
echo Level 17
exit

Urchin:
echo
echo Spiked Cave Urchin
echo Level 17
exit

Sheep:
echo
echo Bighorn Sheep
echo Level 18
exit

Cat:
echo
echo Fire Cat
echo Level 18
exit

Hornet:
echo
echo Greenwing Hornet
echo Level 18
exit

Lion:
echo
echo Mountain Lion
echo Level 18
exit

Vereri:
echo
echo Nedum Vereri
echo Level 18 - Undead
exit

Pirate:
echo
echo Rotting Krolvin Pirate
echo Level 18 - Undead
exit

Warlord:
echo
echo Shelfae Warlord
echo Level 18
exit

Grahnk:
echo
echo Massive Grahnk
echo Level 20
exit

Warcat:
echo
echo Striped Warcat
echo Level 20
exit

Servant:
echo
echo Arachne Servant
echo Level 21
exit

Cougar:
echo
echo Cougar
echo Level 22
exit

Warthog:
echo
echo Warthog
echo Level 22
exit

Acolyte:
echo
echo Arachne Acolyte
echo Level 23
exit

Centaur:
echo
echo Centaur
echo Level 23
exit

Zombie:
echo
echo Zombie, Crazed Zombie
echo Level 23 - Undead
echo
echo Rock Troll Zombie
echo Level 34 - Undead
exit

Fenghai:
echo
echo Fenghai
echo Level 23
exit

Nonomino:
echo
echo Nonomino
echo Level 23 - Undead
exit

Woodsman:
echo
echo Rotting Woodsman
echo Level 23 - Undead
echo
echo Spectral Woodsman
echo Level 35 - Undead
exit

Wolverine:
echo
echo Wolverine, Arctic Wolverine
echo Level 24
exit

Reiver:
echo
echo Reiver, Burly Reiver, Veteran Reiver
echo Level 24
exit

Carceris:
echo
echo Level 25 - Undead
exit

Warfarer:
echo
echo Krolvin Warfarer
echo Level 25
exit

Magi:
echo
echo Minotaur Magi
echo Level 25
exit

Monk:
echo
echo Spectral Monk
echo Level 25 - Undead
echo
echo Sheruvian Monk
echo Level 41
exit

Priest:
echo
echo Arachne Priest
echo Level 26
exit

Spirit:
echo
echo Tree Spirit
echo Level 26 - Undead
echo
echo Moaning Spirit
echo Level 28 - Undead
echo
echo Elder Tree Spirit
echo Level 30 - Undead
exit

Cyclops:
echo
echo Cyclops
echo Level 27
exit

Gargoyle:
echo
echo Lesser Stone Gargoyle
echo Level 27
echo
echo Stone Gargoyle
echo Level 39
exit

Lich:
echo
echo Monastic Lich
echo Level 27 - Undead
exit

Ki-Lin:
echo
echo Ki-Lin
echo Level 28
exit

Pra'eda:
echo
echo Pra'eda
echo Level 29
exit

Burgee:
echo
echo Scaly Burgee
echo Level 29
exit


Figure:
echo
echo Hooded Figure
echo Level 30
exit

Hound:
echo
echo Ice Hound
echo Level 24
echo
echo Night Hound
echo Level 31 - Undead
echo
echo Wild Hound
echo Level 31
echo
echo Moor Hound
echo Level 33
exit

Caribou:
echo
echo Caribou
echo Level 32
exit

Beetle:
echo
echo Giant Fog Beetle
echo Level 32
echo
echo Sand Beetle
echo Level 33
echo
echo Dust Beetle
echo Level 36
exit

Corpse:
echo
echo Rotting Corpse
echo Level 32 - Undead
echo
echo Frozen Corpse
echo Level 42 - Undead
exit

Farmhand:
echo
echo Rotting Farmhand
echo Level 32 - Undead
exit

Pooka:
echo
echo Ghostly Pooka
echo Level 33 - Undead
exit

Mezic:
echo
echo Mezic
echo Level 33
exit

Giant:
echo
echo Skeletal Giant
echo Level 33 - Undead
echo
echo Tundra Giant
echo Level 34
echo
echo Fire Giant
echo Level 36
echo
echo Frost Giant
echo Level 38
echo
echo Storm Giant
echo Level 39
echo
echo Lesser Ice Giant
echo Level 41
echo
echo Greater Ice Giant
echo Level 46
echo
echo Stone Giant
echo Level 58
exit

Tegu:
echo
echo Three-Toed Tegu
echo Level 33
exit

Vulture:
echo
echo Colossus Vulture
echo Level 34
exit

Barghest:
echo
echo Barghest
echo Level 35 - Undead
exit

Fungus:
echo
echo Shimmering Fungus
echo Level 35
exit

Wyrd:
echo
echo Water Wyrd
echo Level 35
exit

Titan:
echo
echo Titan, Arctic Titan
echo Level 36
exit

Slaver:
echo
echo Krolvin Slaver
echo Level 36
exit

Crone:
echo
echo Snow Crone
echo Level 36
exit

Lord:
echo
echo Spectral Lord
echo Level 36 - Undead
echo
echo Skeletal Lord
echo Level 41 - Undead
exit

Bat:
echo
echo Undertaker Bat
echo Level 36
exit

Magru:
echo
echo Magru
echo Level 37
exit

Mare:
echo
echo Shadow Mare
echo Level 37 - Undead
echo
echo Night Mare
echo Level 43 - Undead
exit

Initiate:
echo
echo Sheruvian Initiate
echo Level 37
echo
echo Ithzir Initiate
echo Level 91
exit

Warhorse:
echo
echo Skeletal Warhorse
echo Level 37 - Undead
exit

Ursian:
echo
echo Tusked Ursian
echo Level 37
exit

Corsair:
echo
echo Krolvin Corsair
echo Level 38
exit

Wasp:
echo
echo Mud Wasp
echo Level 38
echo
echo Cinder Wasp
echo Level 46
exit

Steed:
echo
echo Shadow Steed
echo Level 38 - Undead
echo
echo Nightmare Steed
echo Level 55 - Undead
exit

Vesperti:
echo
echo Vesperti
echo Level 38
exit

Vourkha:
echo
echo Vourkha
echo Level 39 - Undead
exit

Worker:
echo
echo Kiramon Worker
echo Level 40
exit

Myklian:
echo
echo Myklian
echo Level 40
exit

Miner:
echo
echo Spectral Miner
echo Level 40 - Undead
exit

Roa'ter:
echo
echo Roa'ter
echo Level 41
exit

Shan:
echo
echo Shan Cleric, Shan Ranger, Shan Warrior, Shan Wizard
echo Level 42
exit

Baesruhka:
echo
echo Baesruhka
echo Level 42 - Undead
exit

Vortece:
echo
echo Dark Vortece
echo Level 42
exit

Glacei:
echo
echo Minor Glacei
echo Level 42
echo
echo Major Glacei
echo Level 47
exit

Phantasma:
echo
echo Phantasma
echo Level 42 - Undead
exit

Cleric:
echo
echo Shan Cleric
echo Level 42
exit

Ranger:
echo
echo Shan Ranger
echo Level 42
exit

Wizard:
echo
echo Shan Wizard
echo Level 42
exit

Hawk-Owl:
echo
echo Giant Hawk-Owl
echo Level 42
exit

Stag:
echo
echo Great Stag
echo Level 26
exit

Veaba:
echo
echo Level 17
exit

Lizard:
echo
echo Cave Lizard
echo Level 18
echo
echo Siren Lizard
echo Level 42
exit

Hag:
echo
echo Ash Hag
echo Level 31
echo
echo Swamp Hag
echo Level 42
exit

Nest:
echo
echo Wasp Nest
echo Level 43
echo NOTE: Do NOT attack unless it is 'strangely quiet.'
exit

Shoot:
echo
echo Firethorn Shoot
echo Level 44
exit

Vruul:
echo
echo Lesser Vruul
echo Level 45 - Undead
echo
echo Greater Vruul
echo Level 75 - Undead
exit

Trali:
echo
echo Forest Trali
echo Level 46
exit

Faeroth:
echo
echo Lesser Faeroth
echo Level 46
echo
echo Greater Faeroth
echo Level 50
exit

Dybbuk:
echo
echo Level 48 - Undead
exit

Vor'taz:
echo
echo Horned Vor'taz
echo Level 48
exit

Defender:
echo
echo Kiramon Defender
echo Level 48
exit

Kiramon:
echo
echo Kiramon Worker
echo Level 40
echo
echo Kiramon Defender
echo Level 48
exit

Devil:
echo
echo Sand Devil
echo Level 48
exit

Waern:
echo
echo Waern
echo Level 49 - Undead
exit

Banshee:
echo
echo Banshee
echo Level 50 - Undead
exit

Seeker:
echo
echo Seeker
echo Level 52 - Undead
exit

Madrinol:
echo
echo Snow Madrinol
echo Level 52
exit

Mammoth:
echo
echo Wolly Mammoth
echo Level 52
exit

Elemental:
echo
echo Lesser Ice Elemental
echo Level 53
echo
echo Fire Elemental
echo Level 60
echo
echo Ice Elemental
echo Level 63
exit

Tiger:
echo
echo Sabre-tooth Tiger
echo Level 53
exit

Sent:
Sentinel:
echo
echo Stone Sentinel
echo Level 53
exit

Skayl:
echo
echo Skayl
echo Level 54
exit

Slush:
echo
echo Animated Slush
echo level 54
exit

Morph:
echo
echo Glacial Morph
echo Level 56
exit

Eidolon:
echo
echo Eidolon
echo Level 55 Undead
exit

Pyro:
Pyrothag:
echo
echo Massive Pyrothag
echo Level 58
exit

Mystic:
echo
echo Illoke Mystic
echo Level 62
exit

Mastiff:
echo
echo Stone Mastiff
echo Level 62
exit

MTK:
King:
echo
echo Massive Troll King
echo Level 63
exit

Harb:
Harbinger:
echo
echo Sheruvian Harbinger
echo Level 63
exit

Sprite:
echo
echo Fire Sprite
echo Level 64
exit

Grifflet:
echo
echo Grifflet
echo Level 64
exit

Hierophant:
echo
echo Emaciated Hierophant
echo Level 66
exit

Tsark:
echo
echo Red Tsark
echo Level 66
exit

Supplicant:
echo
echo Muscular Supplicant
echo Level 67
exit

Griffin:
echo
echo Lesser Griffin
echo Level 69
echo
echo Storm Griffin
echo Level 73
echo 
echo War Griffin
echo Level 100
exit

Dogmatist:
echo
echo Hunch-backed Dogmatist
echo Level 70
exit

Mage:
echo
echo Fire Mage
echo level 71
exit

Moulis:
echo
echo Moulis
echo Level 75
exit

Naisirc:
echo
echo Naisirc
echo Level 75 - Undead
exit

Csetairi:
echo
echo Level 76
exit

Shrickhen:
echo
echo Shrickhen
echo Level 76 - Undead
exit

Farlook:
echo
echo Farlook
echo Level 77
exit

Lunatic:
echo
echo Raving Lunatic
echo Level 77
exit

Goleras:
echo
echo Dhu Goleras
echo Level 78
exit

Seraceris:
echo
echo Level 78 - Undead
exit

Caedera:
echo
echo Caedera
echo Level 82
exit

Being:
echo
echo Gnarled Being
echo Level 82
exit

Construct:
echo
echo Lesser Construct
echo Level 83
echo
echo Greater Construct
echo Level 96
exit

Gremlock:
echo
echo Gremlock
echo Level 84
exit

Qyn'arj
echo
echo Lich Qyn'arj
echo Level 84 - Undead
exit

Vvrael:
echo
echo Vvrael Witch
echo Level 82
echo
echo Vvrael Warlock
echo Level 84
exit

Aivren:
echo
echo Aivren
echo Level 86
exit

Taint:
echo
echo Festering Taint:
echo Level 86
exit

N'ecare:
echo
echo N'ecare
echo Level 87 - Undead
exit

Soul:
echo
echo Lost Soul
echo Level 91 - Undead
exit


Ithzir:
echo
echo Ithzir Scout
echo Level 89
echo
echo Ithzir Janissary
echo Level 92
echo
echo Ithzir Herald
echo Level 93
echo
echo Ithzir Adept
echo Level 96
echo
echo Ithzir Seer
echo Level 97
exit

Janissary:
echo
echo Ithzir Janissary
echo Level 92
exit

Herald:
echo
echo Ithzir Herald
echo Level 93
exit

Vaespilon:
echo
echo Vaespilon
echo Level 93 - Undead
exit

Adept:
echo
echo Ithzir Adept
echo Level 96
exit

Seer:
echo
echo Ithzir Seer
echo Level 97
exit


tutorial:
echo QRS Tutorials provide a basic overview of a topic. In some cases like iron making, that's all that's needed. Please bear in mind that if it's something like core training plans, these are bare-bones tutorials meant for those who know absolutely nothing about the subject. There is often much, much more to the subject beyond what you see here.
echo To use, type .qrs tutorial 1 or .qrs tutorial iron making.
echo
echo 1. Iron Making
echo 2. Foraging
echo 3. Gemsinging
echo 4. Archery
echo 5. Fletching
echo 6. CS
echo 7. 714
echo 8. 730
exit

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

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

echo If you are unwounded, kneeling, have perception training, both hands open or the Presence (402) and/or Foraging (603) spells running, you will have better luck. If you are a ranger, you will have MUCH better luck, and the foraging spell will get better as you gain more ranks. If you want to cheat, just use Herb Production (1118).

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

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

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

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

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

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

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

tutorial4:
tutorialarchery:
tutorialranged:
echo Bows must be held in your left hand. In your right, they are treated as a quarterstaff.
To fire one, "GET 1 ARROW". You must use "1" instead of "ONE". If you have multiple types of arrows such as blessed or ebladed, you may "GET 1 (descriptor) ARROW IN (container)" or "GET 1 (second, third, etc) ARROW IN (container)".
echo 
echo Then FIRE (creature).
echo 
echo You may also attempt to hit a specific body part. Eyes are particularly vulnerable to puncture wounds, but they're also the most difficult to hit. Large body parts, such as the chest or legs are easier to hit. "AIM (part)" to begin aiming. This adds one second of RT to firing. To stop aiming, AIM CLEAR.
echo 
echo Once your target is finished off, you will probably have several arrows laying around on the ground and pincushioning your target. SEARCH the creature to get those back, and SEARCH the room if any have disappeared. Then GATHER ARROW to pick up all of your missiles.
echo 
echo Once that's done, PUT ARROW IN ARROW IN (container) to make sure all of your arrows are once again in the same bundle. Again, if you have more than one type you will need to PUT ARROW IN (descriptor) ARROW in (container).
echo 
echo Arrows constructed using the fletching system may have up to a +5 natural bonus. You may have a bonus of up to twice your level from both bow and arrow added together, though the total cannot go over +50.
echo 
echo Crossbows are somewhat different from bows. You must first COCK a crossbow with both hands free, then GET 1 BOLT instead of arrow. LOAD CROSSBOW to put the bolt in it, then FIRE (creature). Kneeling while firing gives you a +30 AS bonus with a crossbow. Crossbows are better than regular bows for aiming, and better still when you kneel. Crossbows have a 2 second roundtime for firing and a random roundtime for cocking. Some archers prefer to carry multiple loaded crossbows for a deadly flurry of bolts.
echo 
echo You may snipe with bows and crossbows from hiding. Unlike ambushing with a melee weapon, there is no DS pushdown on your target. Also unlike ambushing, there is a chance to remain in hiding after you've fired. If you do remain in hiding your roundtime goes up 1 second. It is possible to cock a crossbow and remain hidden, though successfully doing so will add 1 second to your cocking time.
echo 
echo echo Type '.qrs tutorial archery 2' for more.
exit

tutorialarchery2: 
echo Archery AS, skills and stats are somewhat different from melee:
echo 
echo SKILLS:
echo Ambush - Affects AIMing from hiding and provides AS bonus after 40 ranks. Provides DS bonus as well.
echo Perception - Affects AIMing from the open and provides AS bonus after 40 ranks. Provides DS bonus as well.
echo Stalking and Hiding - Increases your chances of successfully sniping.
echo 
echo STATISTICS:
echo Dexterity - Stat bonus added to AS (instead of Strength)
echo Discipline - Affects AIMing.
echo Strength - Each 10 bonus decreases RT 1 second. Spells that increase strength are factored into this. Higher strength also gives you lower cocking times for crossbows.
echo 
echo For more information, try looking up 'ranged' and 'rangedavd' in QRS. Speaker's Archery Haven has much more information at http://www.archeryhaven.com/index.html
exit

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

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

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

Tutorial714:
tutorial 7:
tutorialscrollinfusion:
714Tutorial:
echo
echo Compiled from Nershyve's and Hadiar's Guides, thanks guys.
echo
echo Type .qrs 714 tutorial 1 to begin.
exit

714Tutorial1:
echo
echo Runes:
echo
echo ag'loenar: Sorcerer must be holding this rune when infusing, channels mana to the scroll.
echo
echo beiron'fyn: Will unlock spells up to level 5 for 'a few charges.'
echo
echo erikar'fyn: Will unlock spells up to level 7 for 'a number of  charges.'
echo
echo ikar'fyn: Will unlock spells up to level 12 for 'many charges.'
echo
echo quiss'fyn: Will unlock spells up to level 20 for 'many  charges' to 'very many charges.'
echo
echo dikar'fyn: Will unlock spells up to level 25 for 20 charges? 
echo
echo wy'zio: Will let you forget known runes. Rub it to activate, then RUNE FORGET <rune>.
echo
echo odeir'cos: Detection rune. Wave it at a scroll to see which spells are locked, unlocked, and how many charges it can take. Charges: 3
echo
echo Drawing Runes:
echo
echo Note: Prior to drawing a rune, the stone must be prepared by pouring an aish'vrak potion on it.
echo
echo Smooth stones, and any gem ending in stone (turquoise stone, etc.), can be used as makeshift rune stones. Use a brush, get a bottle of ink. Then "dip my brush in my bottle." The color of the ink seems to make no difference at this point in time. Then, "draw <rune name> rune on my stone with my brush."
echo
echo NOTE: After using your brush once or twice, you will need to clean it off and apply more ink. Remove your coarse clay flask, which contains water in it, and DIP your brush in your flask to remove the soiled ink. Then take out your ink and DIP your brush in your ink to reapply more ink.
echo
echo Using Runestones:
echo
echo Select appropriate rune and WAVE STONE AT MY SCROLL (or parchment, papyrus, etc.)
echo NOTE: The scroll MUST be unused prior to unlocking.
echo
echo
echo Type .qrs 714 tutorial 2 to continue
exit

714tutorial2:
echo
echo Infusing:
echo
echo Once you've unlocked all the spells cast 714 on the scroll. Type INFUSE MY <scroll> to send mana into it.
echo
echo Note: You MUST be holding an ag'loenar runestone when infusing mana into a scroll.
echo
echo Type .qrs 714 tutorial 3 for failures.
exit

714tutorial3:
echo Failures:
echo
echo When you wave a stone at a scroll and it begins to shake, this can mean one of four things:
echo
echo 1. You had a minor failure. This can happen time-to-time, just try again.
echo
echo 2. The scroll you are trying to unlock has been locked permanently.
echo
echo 3. All the spells on the scroll have already been unlocked.
echo
echo 4. The scroll has already been infused.
echo
echo While unlocking a scroll, you get the message: "A dim white aura surrounds your scroll",  then you have locked the scroll and can no longer unlock any of its spells.
echo NOTE: This only prevents you from unlocking further spells. You may still be able infuse into the scroll, but you will be limited to charging only the spells that have been unlocked.
echo NOTE: This message also means you may have locked the scroll and can no longer infuse to it.
echo
echo While infusing a scroll, you get the message: "Your mana dissipates away", then you have either had a minor infusing failure and you are free to try again, or there are no more charges that can be added to the scroll. The scroll should be checked with an odeir'cos rune to see if charges can still be added.
echo NOTE: This message can be a failsafe against permanently locking the scroll.
echo
echo While attempting to infuse into your scroll, you get the message: "You attempt to send mana into your scroll, but fail.", you have had a minor infusing failure and you are free to try again. This failure *may* be a result of your elemental/spirit control skills.
echo
echo While attempting to infuse into your scroll, you get the message: "You do not have enough mana", you may have at less than the minimum amount of mana required to charge an appropriate spell on the scroll. For example, you must have six mana minimum to charge 506.
echo
echo While attempting to infuse into your scroll, you get the message: "A cold blue aura surrounds your scroll", your scroll has been locked and can not be infused further. The cold blue aura is the worst type of failure and also has the possibility to flare back against the infuser with potentially fatal results.
echo
echo Special thanks to Hadiar and Nershyve for their guides!
exit


tutorialanimatedead:
tutorial8:
tutorial730:
echo Animating the dead has two main steps. Before you attempt your animation, you must create crystal salts to use in the actual casting of the spell. The ingredients are as follows:
echo 
echo Ocean water: Found in Wehnimer's Landing, River's Rest and Solhaven.
Moonflowers: Found in Icemule Trace, especially in the Tree Spirit area, and Ta'Illistim. Blooms at night.
Troll's Blood: Found in various trolls (See .qrs troll) and Massive Troll Kings. The troll must have a bleeding wound for you to scoop up the blood from.
echo 
echo Tools for harvesting the ingredients can be purchased in alchemy shops, or found in the sorcery guild on the table located in the entryway. If you should find them in the guild, PUT THEM BACK when you are finished. They were placed there for public use. You need a vial, mortar and pestle. Flasks can be used for mass collection of troll's blood and/or seawater.
echo 
echo To create your salts, use the following steps:
echo COLLECT WATER WITH VIAL to get seawater.
echo POUR VIAL IN MORTAR to begin the process.
echo COLLECT BLOOD FROM TROLL WITH VIAL after you have killed a troll.
echo POUR VIAL IN MORTAR to continue mixing ingredients.
echo PUT MOONFLOWER IN MORTAR to add the final ingredient.
echo Get your pestle out and PUSH MOONFLOWER WITH PESTLE until it becomes a mash.
echo PUSH MASH wITH PESTLE until it is fully mixed.
echo INCANT 719 SOLUTION to set it on fire and turn it into your crystals.
echo 
echo The crystals are the primary component for animating. You must also have a gem in your hand when casting the spell. 
echo
echo To begin the spell, SPREAD CRYSTALS ON (target).
echo Holding your gem in your hand, INCANT 730 (target).
echo Shouting, "It's alive!" and maniacal cackling is passe. Avoid doing this.
echo Type '.qrs tutorial 730 2' to continue.

tutorial7302:
tutorialanimatedead2:
echo Creature Commands:
echo TELL ANIMATE TO ATTACK (target)
echo Animate attacks target. Maneuver attacks are possible but extremely unlikely. Giving your animate a powerful weapon such as a lance, battle axe, claidhmore or naginata is highly suggested.
echo TELL ANIMATE TO FOLLOW
echo Animate follows you, but it can be very slow.
echo TELL ANIMATE TO MAGIC
echo Animate begins spelling you up. Creatures such as fenghai or shan can be very useful for this.
echo TELL ANIMATE TO GO (direction)
echo Animate moves in indicated direction. Much quicker but requires more attention than FOLLOW.
echo TELL ANIMATE TO GET (item)
echo Animate picks up an item. Animates cannot carry more than 2 items. Items inside the held item count against this limit, so backpacks full of loot are not carryable.
echo TELL ANIMATE TO DROP (item)
echo Animate drops item.
echo TELL ANIMATE TO GUARD
echo When you are attacked, animate attacks your assailant.
echo TELL ANIMATE TO STOP
echo Animate stops whatever it's doing and stands there.
echo TELL ANIMATE TO DIE
echo Gives you an immobile piece of meat.
echo 
echo Character Commands:
echo TELL ANIMATE TO FOLLOW
echo Animate follows you.
echo TELL ANIMATE TO GO (direction)
echo Animate moves in indicated direction.
echo TELL ANIMATE TO SIT
echo TELL ANIMATE TO LIE
echo Animate sits or lays down. Useful for tending wounds.
echo TELL ANIMATE TO STAND
echo Animate stands up.
echo TELL ANIMATE TO DIE
echo Cuts your flesh puppet's strings.
echo Type '.qrs tutorial 730 3' to continue.

tutorial7303:
tutorialanimatedead3:
echo NOTES:
echo Success or failure of the animation is based on the Maximum Animatable Level (MAL) of your sorcerer. If the creature you are attempting to animate is above your MAL, you cannot animate it. Close to your MAL, success will be based on a D100 warding roll, Necromancy ranks, Mana Controls, and Discipline. Creatures with a naturally high TD will be more difficult to animate. If the target is well below your MAL, you will be able to animate it consistantly. Note that if you attempt to use 730 on a dead hunting partner, you may have difficulty if they are close to your level- there's no bonus for animating another character.
echo 
echo MAL is based off your level, Necromancy ranks, Mana Controls and crystal quality.
echo 
echo Crystal quality is based off Necromancy ranks of the sorcerer who created the crystals and the level of the troll the blood was taken from. Level of the creator is not a factor. A sorcerer with 5 ranks of Necromancy lore who attempts to use Troll King blood will create inferior crystals, so it may be more useful to purchase crystals from another sorcerer or use lower-level trolls for your blood.
echo 
echo Base duration when animating another character is 10 minutes + 4 seconds/Necromancy rank. Gem value is a factor, but less so than when animating creatures. During this period, the character is lifekept.
echo 
echo Duration when animating a creature is based on your MAL vs creature level, margin of success of animating the creature, and value of the gem used. A 600 silver gem is the base value for this spell. Less expensive gems lower the duration, more expensive gems increase it. When animating a character to walk them to town, a star diopside is probably good enough.
exit


Lores:
Lore:
echo
echo For elemental lore, type .qrs elore; for spiritual lore, type .qrs spiritlore; for mental lore, type .qrs mlore; for sorcerous lore, type .qrs sorclore.
exit

Elore:
echo
echo Fire:
echo
echo Affects spells 906, 908, 917, 519, 411, 415, 435 and 719.
echo
echo Earth:
echo
echo Affects spells 509, 510, 917, 520, 411, 415, 435 and 719.
echo
echo Water:
echo
echo Affects spells 903, 907, 910, 518, 411, 415, 435 and 719.
echo
echo Air:
echo
echo Affects spells 506, 910, 518, 914, 1009, 1012, 1014, 411, 415, 435 and 719.
echo
echo To see what effects lores provide, type .qrs <spell number>
exit

Sorclore:
echo
echo Necromancy:
echo
echo Affects spells 701, 708, 711, 716, and 730.
echo
echo Demonology:
echo
echo Affects spells 712, 718, 725 and 750.
echo
echo To see what effects lores provide, type .qrs <spell number>
exit

Spiritlore:
echo
echo Religion:
echo
echo Affects spells 302, 305, 306, 312 and 325.
echo
echo Blessings:
echo
echo Affects spells 211, 215, 304, 312 and 325.
echo
echo Summoning:
echo
echo Affects spells 110, 111, 218, and 325.
echo
echo To see what effects lores provide, type .qrs <spell number>
exit

Mlore:
Mental Lore:
echo
echo Telepathy:
echo
echo Affects spells 1007, 1015, 1016, 1035, 1108, and 1117.
echo
echo Divination:
echo
echo Affects spell 1116.
echo
echo Transformation:
echo
echo Affects spells  1102, 1103, 1104, 1105, 1111, 1112, 1113, and 1114.
echo
echo Manipulation:
echo
echo Affects spells 1002, 1004, 1025 and 1106.
echo
echo To see what effects lores provide, type .qrs <spell number>
exit


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

armor1:
echo
echo ASG  Armor Name         MnSp  MjSp  Cler  MnEl MjEl  Rang  Sorc  Empa   Wiz  Bard  Pala
echo ---------------------------------------------------------------------------------------
echo  1   Robes                0    0     0     0     0     0     0     0     0     0     0
echo ---------------------------------------------------------------------------------------
echo  5   Light Leather        0    0     0     0     0     0     0     0     0     0     0
echo  6   Full Leather         0    0     0     0     0     0     0     0     0     0     0
echo  7   Reinforced Leather   0    0     0     0     6     0     2     0     6     0     0
echo  8   Double Leather       0    0     0     0    15     0     6     0    15     6     0
echo --------------------------------------------------------------------------------------- 
echo  9   Leather Breastplate 10   15    15    15    27    10    20    15    27    10     6
echo 10   Cuirbouilli Leather 15   20    20    20    35    15    27    20    35    10    10
echo 11   Studded Leather     20   27    27    27    70    20    50    27    70    10    15
echo 12   Brigandine Armor    27   35    35    35   130    27   110    35   130    35    20
echo ---------------------------------------------------------------------------------------
echo 13   Chain Mail          35   50    50    40   210    35   210    50   210    50    27
echo 14   Double Chain Mail   50   70    70    70   290    50   250    70   290    50    35
echo 15   Aug. Chain Mail     70  110   110    90   390    70   330   110   390    50    50
echo 16   Chain Hauberk      110  170   170   130   490   110   410   190   490   190    70
echo ---------------------------------------------------------------------------------------
echo 17   Metal Breastplate  210  390   390   210   590   310   470   390   590   310    90
echo 18   Aug. Breastplate   230  450   450   250   690   370   550   450   690   310   110
echo 19   Half Plate Armor   250  530   530   290   790   430   570   530   790   310   130
echo 20   Full Plate Armor   290  790   790   330   890   490   850   790   890   890   150
echo  
echo The Numbers given for each sub-group are the number of ranks (NOT skill) required to train the armor down to the base minimum hinderance given in .qrs armor.
echo Type '.qrs armor2' to continue.
exit

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

Armor3:
echo ASG |   Armor Name           | Action | RT | MvA | Ranks for RT
echo -------------------------------------------------------------------
echo  1  | Robes                  |    0   |  0 |  0  |    0 
echo  5  | Light Leather          |    0   |  0 |  0  |    0
echo  6  | Full Leather           |    0   |  1 |  0  |    2 
echo  7  | Reinforced Leather     |   -5   |  2 | 10  |    6
echo  8  | Double Leather         |   -8   |  2 | 15  |    6 
echo  9  | Leather Breastplate    |   -5   |  2 |  5  |   10
echo 10  | Cuirbouilli Leather    |   -7   |  4 | 10  |   15 
echo 11  | Studded Leather        |  -10   |  6 | 15  |   20 
echo 12  | Brigandine Armor       |  -13   |  6 | 15  |   27
echo 13  | Chain Mail Armor       |  -12   |  7 | 10  |   35 
echo 14  | Double Chain Mail      |  -14   |  8 | 15  |   50
echo 15  | Augmented Chain Mail   |  -16   |  8 | 25  |   50 
echo 16  | Chain Hauberk          |  -18   |  9 | 25  |   70 
echo 17  | Metal Breastplate      |  -20   | 10 | 15  |   70 
echo 18  | Augmented Breastplate  |  -25   | 11 | 20  |   90 
echo 19  | Half Plate Armor       |  -30   | 12 | 35  |  110
echo 20  | Full Plate Armor       |  -35   | 13 | 45  |  130
echo 
echo Action Penalty is a maneuver penalty. If you're standing up, getting ewaved,
echo firestormed or anything that requires movement, it applies.
echo 
echo RT is the RT penalty. When you swing, it's applied. You need 'Ranks'
echo number of ranks or 20 skill per second to get rid of the RT penalty. Every
echo 15 REF + DEX bonus you have, 1 second of penalty is subtracted. If you have
echo less than "Ranks for RT" training, you are not considered fully trained.
echo 
echo It takes 10 armor skill to train away 1 point of MvA, and this
echo rounds in a similar fashion to the RT penalty, so it takes 145
echo skill (45 ranks) to get rid  of the MvA penalty for brig. MvA
echo factors into both rogue and warrior guild skill attacks.
exit

die:
death:
echo It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...
echo
echo You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
echo
echo ...departing in 10 mins...
echo
echo
echo You are a ghost!  You must wait until someone resurrects you, or you decay.  Either way, it won't be long now! (HELP for more details).
echo DEAD>
exit

edged:
ohe:
echo
echo One Hand Edged Weapons:
echo
echo Armor Group      ROBES | LEATHER | SCALE | CHAIN | PLATE | RT | D.TYPE | STR/DUR
echo -------------------------------------------------------------------------------- 
echo Arrow/Bolt       .200  |  .100   | .080  | .100  | .040  | 1  |  SP    | 20/40
echo Dagger           .250  |  .200   | .100  | .125  | .075  | 1  |  SP    | 18/195
echo Rapier           .325  |  .225   | .125  | .125  | .075  | 2  |  SP    | 30/100
echo Main Gauche      .275  |  .210   | .110  | .125  | .075  | 2  |  SP    | 18/190
echo Short Sword      .350  |  .240   | .200  | .150  | .125  | 3  |  SPC   | 70/185
echo Whip-blade       .333  |  .225   | .125  | .115  | .065  | 2  |  S     | 30/100
echo Katar            .375  |  .250   | .225  | .200  | .175  | 3  |  SP    | 70/175
echo Scimitar         .375  |  .260   | .210  | .200  | .165  | 4  |  SPC   | 60/150
echo Estoc            .425  |  .300   | .200  | .200  | .150  | 4  |  SP    | 65/160
echo Longsword        .425  |  .275   | .225  | .200  | .175  | 4  |  SPC   | 65/160
echo Backsword        .440  |  .310   | .225  | .240  | .150  | 5  |  SPC   | 75/160
echo Broadsword       .450  |  .300   | .250  | .225  | .200  | 5  |  SPC   | 75/160
echo Handaxe          .420  |  .300   | .270  | .240  | .210  | 5  |  S C   | 70/160
echo Falchion         .450  |  .325   | .250  | .250  | .175  | 5  |  S C   | 75/160
echo Bastard sword    .450  |  .325   | .275  | .250  | .185  | 6  |  S C   | 75/200
echo Katana           .450  |  .325   | .275  | .225  | .175  | 5  |  S     | 75/225
exit

blunt:
ohb:
echo
echo Blunt Weapons:
echo
echo Armor Group      ROBES | LEATHER | SCALE | CHAIN | PLATE | RT | D.TYPE | STR/DUR
echo --------------------------------------------------------------------------------
echo Whip             .275  |  .150   | .090  | .100  | .035  | 2   |   C   | 10/75
echo Crowbill         .350  |  .250   | .200  | .150  | .125  | 2   |  PC   | 65/250
echo Cudgel           .350  |  .275   | .200  | .225  | .150  | 4   |   C   | 8/130
echo Mace             .400  |  .300   | .225  | .250  | .175  | 4   |   C   | 65/250
echo Ball & chain     .400  |  .300   | .230  | .260  | .180  | 6   |   C   | 75/175
echo War Hammer       .410  |  .290   | .250  | .275  | .200  | 4   |  PC   | 60/155
echo Morning Star     .425  |  .325   | .275  | .300  | .225  | 5   |  PC   | 65/250
exit

twohand:
2hand:
twohanded:
2handed:
the:
echo
echo Two Handed Weapons:
echo 
echo Armor Group      ROBES | LEATHER | SCALE | CHAIN | PLATE | RT | D.TYPE | STR/DUR
echo --------------------------------------------------------------------------------
echo Staff            .450  |  .325   | .350  | .175  | .100  | 5  |    C   | 20/140
echo Bastard sword    .550  |  .400   | .375  | .300  | .225  | 6  |  SP    | 75/200
echo Military pick    .500  |  .375   | .425  | .375  | .260  | 7  |   PC   | 60/150
echo Flail            .575  |  .425   | .400  | .350  | .250  | 7  |   PC   | 60/150
echo Flamberge        .600  |  .450   | .475  | .325  | .225  | 7  |  S C   | 70/190
echo War Mattock      .550  |  .450   | .425  | .375  | .275  | 7  |    C   | 60/145
echo Two-handed sword .625  |  .500   | .500  | .350  | .275  | 8  |  S C   | 75/200
echo Battle Axe       .650  |  .475   | .500  | .375  | .275  | 8  |  S C   | 70/155
echo Katana           .575  |  .425   | .425  | .325  | .210  | 6  |  S     | 75/225      
echo Claidhmore       .625  |  .500   | .500  | .350  | .225  | 8  |  S C   | 75/200
exit

pole:
poles:
polearms:
polearm:
echo
echo Polearm Weapons:
echo
echo Armor Group      ROBES | LEATHER | SCALE | CHAIN | PLATE | RT | D.TYPE | STR/DUR
echo --------------------------------------------------------------------------------
echo Pilum            .350  |  .250   | .225  | .175  | .060  | 3   | SP    | 50/150
echo Spear (OHP)      .425  |  .325   | .250  | .250  | .160  | 5   | SP    | 15/130
echo Spear (THP)      .550  |  .385   | .340  | .325  | .220  | 5   | SP    | 15/130
echo Trident (OHP)    .425  |  .350   | .260  | .230  | .150  | 6   | SPC   | 70/190     
echo Trident (THP)    .600  |  .425   | .375  | .300  | .185  | 6   | SPC   | 70/190
echo Javelin          .425  |  .325   | .250  | .250  | .160  | 4   |  P    | 17/105 
echo Halberd          .550  |  .400   | .400  | .300  | .200  | 6   | SPC   | 25/150
echo Jeddart-axe      .550  |  .425   | .425  | .325  | .250  | 7   | S C   | 60/185
echo Hammer of Kai    .550  |  .425   | .450  | .350  | .250  | 7   |  P    | 50/190
echo Awl-pike         .600  |  .550   | .575  | .450  | .350  | 9   |  PC   | 60/160
echo Lance            .725  |  .525   | .550  | .475  | .350  | 9   |  PC   | 17/105
exit

brawl:
brawling:
echo
echo Brawling Weapons:
echo
echo Armor Group      ROBES | LEATHER | SCALE | CHAIN | PLATE | RT | D.TYPE | STR/DUR
echo --------------------------------------------------------------------------------
echo Closed Fist      .100  |  .075   | .040  | .036  | .032  | 0  | S C    | N/A   
echo Razorpaw         .275  |  .200   | .125  | .050  | .030  | 1  | S      | 40/80 
echo Paingrip         .225  |  .200   | .150  | .075  | .030  | 1  | SPC    | 50/80 
echo Cestus           .250  |  .175   | .150  | .075  | .035  | 1  |   C    | 50/80 
echo Knuckle-duster   .250  |  .175   | .125  | .100  | .040  | 1  |   C    | 18/199
echo Hook-knife       .250  |  .175   | .125  | .070  | .035  | 1  | SP     | 30/100
echo Tiger-claw       .275  |  .200   | .150  | .100  | .035  | 1  | S C    | 18/165
echo Knuckle-blade    .250  |  .150   | .100  | .075  | .075  | 1  | S C    | 18/195
echo Yierka-spur      .250  |  .150   | .125  | .125  | .075  | 1  | SPC    | 18/185
echo Blackjack        .250  |  .140   | .090  | .110  | .075  | 1  |   C    | 50/80 
echo Jackblade        .250  |  .175   | .150  | .150  | .110  | 2  | S C    | 60/90 
echo Troll-claw       .325  |  .175   | .140  | .120  | .090  | 3  | S C    | 60/185
echo Fist-scythe      .350  |  .225   | .200  | .175  | .125  | 3  | SPC    | 70/185
echo Sai              .250  |  .200   | .110  | .150  | .040  | 2  |  P     | 25/175
echo Katar            .375  |  .250   | .225  | .200  | .175  | 3  | SP     | 70/175
exit

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

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

CritterDF:
creatureDF:
echo
echo Creature Attacks:
echo
echo Armor Group      ROBES | LEATHER | SCALE | CHAIN | PLATE | D.TYPE
echo -----------------------------------------------------------------
echo Pound            .425  |  .350   | .325  | .325  | .275  |   C
echo Claw             .225  |  .200   | .200  | .175  | .175  | S   
echo Charge           .175  |  .175   | .150  | .175  | .150  |   C
echo Tusk             .350  |  .325   | .315  | .300  | .285  |  P 
echo Bite             .400  |  .375   | .375  | .325  | .300  |  PC
echo Viper Bite       .225  |  .200   | .200  | .175  | .175  |  P 
echo
exit


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

#the following is the first, incomplete bolt table
echo
echo 901:             903:             904:             906:   
echo
echo AG | DF          AG | DF          AG | DF          AG | DF
echo ---------        ---------        ---------        ---------      
echo  0 | .150         0 | .455         0 | .525         0 | .667
echo  1 |              1 | .345         1 |              1 | .455
echo  2 |              2 | .283         2 |              2 | .345
echo  3 |              3 | .242         3 |              3 | .323
echo  4 |              4 | .173         4 |              4 | .303
echo
echo
echo 907:             908:             910:             306: (vs. Undead)
echo
echo AG | DF          AG | DF          AG | DF          AG | DF
echo ---------        ---------        ---------        ---------
echo  0 | .445         0 | .400         0 | .750         0 | .750
echo  1 |              1 | .333         1 | .555         1 | .500
echo  2 |              2 | .270         2 | .434         2 | .405
echo  3 |              3 | .256         3 | .415         3 | .400
echo  4 |              4 | .244         4 | .433         4 | .315
echo
echo
echo 1110:            x26 (Acid Ball)  x28 (Ice Bolt)
echo
echo AG | DF          AG | DF          AG | DF
echo ---------        ---------        ---------
echo  0 | .680         0 | .600         0 | .667
echo  1 | .490         1 |              1 | 
echo  2 | .365         2 |              2 | 
echo  3 |              3 |              3 | 
echo  4 |              4 |              4 | 
exit

BoltDF:
bolt:
echo Armor Group        ROBES | LEATHER | SCALE | CHAIN | PLATE
echo -----------------------------------------------------------------
echo 901 (min. shock)    0.150|  0.133  | 0.111 | 0.122 | 0.128
echo 903 (min water)     0.455|  0.345  | 0.283 | 0.242 | 0.173
echo 904 (min acid)      0.525|  0.383  | 0.314 | 0.350 | 0.197
echo 906 (min fire)      0.667|  0.455  | 0.345 | 0.323 | 0.303
echo 907 (maj water)     0.445|  0.350  | 0.245 | 0.217 | 0.208
echo 908 (maj fire)      0.400|  0.333  | 0.270 | 0.256 | 0.244
echo 910 (maj shock)     0.750|  0.555  | 0.434 | 0.415 | 0.433
echo 510 (hurl boulder)  0.710|  0.520  | 0.460 | 0.435 | 0.440
echo X26 (blue wand)     0.600|  0.335  | 0.275 | 0.370 | 0.196
echo X28 (crystal wand)  0.667|  0.460  | 0.385 | 0.375 | 0.355
echo 306 (holy bolt)     0.750|  0.500  | 0.405 | 0.400 | 0.265
echo 1110 (emp. assault) 0.680|  0.490  | 0.365 | 0.280 | 0.205
echo
echo Appropriate elemental lore training increases 9xx and 5xx DFs.
echo Spiritual Lore: Religion increases 306 DF.
echo Spiritual Lore: Transformation increases 1110 DF.
echo 
echo 9xx and 5xx DFs are increased .001/rank up to 50, .0005/rank
echo up to 100 ranks, for a total of .050 and .075 DF increase, respectively.
echo 
echo 111 is identical to 908 in damage, but uses Spiritual Lore: Summoning
exit

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

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

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

twohandavd:
echo AsG           0    5   6   7   8    9  10  11  12   13  14  15  16   17  18  19  20
echo -----------------------------------------------------------------------------------
echo Staff        25|  26  25  24  23|  25  23  21  19|  26  22  18  14|  24  18  12  6 
echo Flail        40|  45  44  43  42|  46  44  42  40|  51  47  43  39|  52  46  40  34 
echo War Mattock  32|  37  36  35  34|  44  42  40  38|  48  44  40  36|  53  47  41  35 
echo Battle axe   35|  39  38  37  36|  43  41  39  37|  50  46  42  38|  50  44  38  32 
echo Greatsword   41|  45  44  43  42|  44  42  40  38|  48  44  40  36|  47  41  35  29 
echo Bastard(2h)  42|  45  44  43  42|  41  39  37  35|  44  40  36  32|  43  37  31  25  
echo Flamberge    39|  43  42  41  40|  48  46  44  42|  50  46  42  38|  44  38  32  26 
echo Militry pick 15|  30  29  28  27|  40  38  36  34|  40  36  32  28|  47  41  35  29 
echo Katana       39|  41  40  39  38|  40  38  36  34|  41  37  33  29|  39  33  27  21
echo Maul         31|  36  35  34  33|  44  42  40  38|  52  48  44  40|  17  48  42  36
echo Claidhmore   31|  35  34  33  32|  34  32  30  28|  38  34  30  26|  37  31  25  19 
exit

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

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

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

Jinsem:
echo Master of all Mutants, and not of his domain
exit

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

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

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

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

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

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

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

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

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

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

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

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

index:
echo -=QRS Index=-
echo For items labeled with a <>, type that category of item. For example, you would type ".qrs broadsword" instead of ".qrs <weapon>". Indented items are typed after their category. Example: ".qrs crit crush" rather than ".qrs crush".
echo 
echo about     - About QRS. Purpose and history
echo acronyms  - Gemstone acronyms menu
echo      spells - spell acronyms and slang
echo      locations - acronyms and shorthands for location names
echo      skills - skill acronyms
echo      other - Game mechanics, general slang, etc.
echo <acronym> - acronym or slang explanations
echo ai        - AI crystal menu
echo aiarmor   - AI crystal armor readings
echo aicharges - AI crystal charges measurements
echo aicolors  - AI crystal colors general reference 
echo aiweapon  - AI crystal weapons ratings
echo arkati    - Arkati menu
echo      <arkati> -specific Arkati
echo armor     - Armor hindrances
echo armor1    - Spell hindrance training requirements
echo armor2    - Crit divisors
echo armor3    - roundtime, maneuver and guild skill penalties
echo blunt     - blunt weapons chart
echo bluntavd  - blunt weapons AvD chart
echo brawl     - brawling weapons chart
echo calendar  - instructions on the calendar function
echo clothes   - clothing definition menu
echo <clothes> - clothing item definition
echo cm        - character manager information menu
echo col       - COL signs
echo combat    - combat information menu
echo credits   - who has contributed to QRS
echo crit      - critical hit tables menu
echo      crush - crush critical hit tables
echo      puncture - puncture critical hit tables
echo      slash - slash critical hit tables
echo culture   - Non-mechanical information
echo cultures  - Elanthian cultures
echo <culture> - Enter culture, get back information on it
echo <day>     - Translates english/Elanthian days
echo df        - damage factors
echo dyes      - dwarven dyers' tent dyes
echo edged     - edged weapons chart
echo edgedavd  - edged weapons AvD chart
echo encumbrance- tells you about your encumbrance
echo encumb info- details on encumbrance
echo locks     - IC and OOC lock difficulties
echo healing   - herb menu
echo help      - how to use QRS
echo herbs     - Landing area herbs
echo iceherbs  - Icemule healing items
echo index     - what you're looking at now
echo instruments - instrument menu
echo      <town> - about music shops in that town
echo <instrument>- instrument definition
echo mana      - mana stat for each profession
echo material  - material information menu
echo mechanics - overall mechanical information menu
echo metal     - Metal information.
echo metal1    - Metals listed by rarity. 
echo metal2    - Metals, sorted.
echo <month>   - Translates english/Elanthian months
echo mstrike   - the MSTRIKE verb
echo padding   - crit and damage padding
echo picking   - lockpicking menu
echo picks     - lockpick chart
echo picks1    - lockpicking formulas
echo pineherbs - Pinefar healing potions
echo pole      - polearm weapons chart
echo poleavd   - polearm weapons AvD chart
echo profession- profession postname identification menu
echo <profession>- identifies what class that title belongs to
echo <race>    - detailed racial information
echo <race> age- racial age charts
echo race info - <race> help
echo races     - race information chart
echo ranged    - ranged weapons chart
echo rangedavd - ranged weapons AvD chart
echo shift     - the old SHIFT verb
echo skills    - skill cost charts for all professions
echo <spell>   - description of that spell number
echo submit    - how you can help expand QRS
echo terasherbs- Teras healing ales
echo tps       - TP calculations, profession stat bonuses
echo thrownavd - thrown weapons AvD chart
echo twohand   - two handed weapons chart
echo twohandavd- two handed weapons AvD chart
echo tutorial  - tutorials menu
echo      Iron Making - tutorial on making iron
echo      Foraging - tutorial on forging
echo      Gemsinging - tutorial on using 1004
echo      Archery - tutorial on basic archery training and effects
echo      Fletching - tutorial on fletching
echo      714 - tutorial on 714, scroll infusion
echo      730 - tutorial on 730, animate dead
echo update    - tells you if you need to get a new copy of QRS
echo version   - what version date of QRS you have
echo voln      - society of Voln symbols
echo wand      - list of wands and effects
echo <weapon>  - tells you what type of weapon you have
echo weighting - crit and damage weighting
echo websites  - useful Gemstone related websites
echo wood      - elanthian woods
echo zulherbs  - Zul Logoth healing items
exit


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

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

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


update:
put time
match updatenew Imaerasta in the year 5105.
match updatenew Jastatos in the year 5105.
match updategood Eoantos in the year 5105.
match updateokay Eorgaen in the year 5105.
match updateokay Lormesta in the year 5106.
match updatebad by the elven time

matchwait

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

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

updateokay:
wait
echo
echo
echo Your copy of QRS is a few months old. You should probably look for an update at:
echo .   http://gs4sorcerer.com and going into the downloads section.
goto version

updatebad:
wait
echo
echo
echo Your copy of QRS is probably out of date. You can get another by going to:
echo .   http://gs4sorcerer.com and going into the downloads section.
goto version


//echo Culture module updated with new races.
version:
echo This is the 14/09/05 version of QRS. Recently added are:
echo Wands module added.
echo Bug in tutorial module main menu fixed.
echo Archery tutorial added.
echo Paladin spells updated.
echo Ranger spells updated.
echo Phase and Troll's Blood updated.
echo All spells now referenceable by mnemonic and spell name.
echo Spell lists (100, 200, etc) can be directly accessed.
echo GS4 claidhmore AvDs added to two handed weapons table.
exit


echo This is the 15/04/05 version of QRS. Recently added are:
echo Lock descriptions updated, old version moved into oldlocks
echo Acronyms updated for GS4.
echo Bug fixed in the encumbrance module (now checks your encumbrance level correctly at low encumbrance levels)
echo Bolts and critter DF modules added to the combat menu.
echo Bolt DFs completed.
echo Several spells updated (New paladin spells not yet added).
echo SBC added to the websites module.
echo FrontEnd detection added. You no longer need to edit QRS to work in Stormfront.
exit

echo This is the 20/12/04 version of QRS. Recently added are:
echo 
echo Changed the Stormfront instructions on the second line of the script
echo Fixed mistake with 1004 description, changed from 2% to 10% increase
echo Updated the profession title availability ages.
echo Updated 705 to reflect the CHANNEL verb.
echo Fixed 618 omission.
echo Added omitted creatures and fixed a couple minor errors to bestiary.
echo Added partial DF table for 901, 903, 904, 906, 907 908, 910, 306, 1110, 
echo See .qrs boltdf for more info.
echo Updated 212/217 to reflect the new TD pushdown effect.
echo Reformatted *some* of the crit chart and added partial fire crits.
echo Added 1110, Empathic Assault
echo Updated and reformatted DF section. Added some new weapons and creature attacks
echo Reformatted ZUl herbs, Teras herbs, Pinefar Herbs and Icemule Herbs. See .QRS Herbs
echo Updated 608 and 609 to reflect changes.
echo Added 635, Nature's Fury.
echo Updated 511 and 512 to reflect changes.
echo Updated 1012 to reflect permabless changes.
echo Updated 1004 mnemonic from PURIFY to PURESONG.
echo Added Paladin armor hinderances and ranks to train hinderance to minimum.
echo Added Paladin spell list. .qrs 1601 - 1640.
echo Added Paladin profession titles. .qrs Paladin
echo Updated 1001 to reflect changes.
echo Added 1008, Sonic Shout.
echo Updated 505 to reflect new bolt option, also updated 912 to reflect vorteces.
echo Websites checked and updated for GS4
echo Magical woods added, see .qrs wood.
echo Updated TP equation, TP costs, prime requisites, mana stats for GS4
echo Updated and completed skill charts
echo fixed Elven ages
echo New spirit regen rates, HPFs added to .qrs races
echo weapon information added.
exit

echo This is the 01/08/04 version of QRS. Recently added are:
echo
echo Stone fist, singing sword, WoF duration update
echo 312, 318, 340 updated
echo minor omission with 304 corrected
echo Updated and reformatted armor
echo beastiary updated and reformatted- see .qrs critters for more
echo duration error with 201 fixed
echo Added 217
exit

echo This is the 02/13/04 version of QRS. Recently added are:
echo
echo Cultures module
echo Encumbrance module
echo GP3 weapon DF bugfixes
echo SHIFT STATS finally filled in
echo CS tutorial
echo minor acronym additions
exit

echo This is the 01/20/04 version of QRS. Recently added are:
echo
echo GP3 updates to armor hindrances
echo GP3 updates to mstrike
echo GP3 updates to weapon damage factors
echo GP3 updates to spell durations (spell descriptions NOT updated!)
echo Bug fixes to abdomen crit charts
echo Additional information added to METAL
echo INDEX feature
echo Ranged AvDs added and AvD chart broken into subcharts
echo
exit


echo This is the 12/08/03 version of QRS. Recently added are:
echo 
echo Minor fixes to scripting tutorial
echo 715/718 changes (Sorry Seigurd)
echo MvA added to armor, additional explanations added
echo boltavd, section for the new wizard bolt AvDs added
echo
exit

echo This is the 10/20/03 version of QRS. Recently added are:
echo 
echo Complete slash/crush/puncture crit tables (.qrs crit)
echo Information on each set of racial ages (.qrs <race> age)
echo Mangler info on the race. (.qrs <race>) (.qrs raceinfo)
echo Arkati now tell you whether you gain Bane or Smite for worshipping them.
echo Errors fixed in .qrs script commands
echo Various formatting fixes
echo And of course .qrs version was added

links:
websites:
echo http://www.play.net/gs4/info/armory/      Metals, weapons, armor information
echo
echo
echo http://www.play.net/gs4/info/bestiary/    Searchable bestiary. Before asking "What should
echo .                                          I hunt?" look here.
echo
echo http://www.play.net/gs4/info/tomes/       Histories, Arkati, Voln
echo
echo
echo http://www.playershops.com/               The best, the only guide to every player-run
echo .                                         shop in the game. Updated Daily.
echo
echo http://gs4sorcerer.com/                   Sorcerers. GS4. There is none better. Home of
echo .                                         Runestaff spreadsheet and QRS
echo
echo http://www.zone9.com/                     The Coven. Sisters of spellcraft, large library
echo
echo
echo http://home.kc.rr.com/gemstone/           Catt's famous Alteration Helper and links
echo
echo
echo http://www.sahracorp.com                  Sahra's Bus Company, the last word in travel
echo .                                         scripts. Use AFTER you learn your way around.
echo
echo http://www.geocities.com/ladynilandia/    Nilandia's GS4 Info Repository. Mechanics-
echo .                                         oriented site, accurate and expansive.
echo
echo http://members.aol.com/_ht_a/Jypta/library3.html Jypsie's library- Huge, recently
echo .                                         updated for GS4
echo
echo http://www.tsoran.com/                    Elanthia's mapmaker & Tsoran's trainer sheet,
echo .                                         best character planner around for GS4.
echo
echo http://home.mchsi.com/~cphillips73/StatCruncher/StatCruncher.html
echo .                                         Stat Cruncher- For the min-maxer in all of us.
echo
exit
	

credits:
Credit:
AddToHighlightStrings string="Your name here" /quiet
echo Nevrek-     QRS concept, AI crystal information, herb information
echo Amerlise-   Original DFs and AvDs
echo Speaker-    Archery DFs
echo Allanor-    Brawling DFs
echo Kulbaen-    Armor information, mstrike
echo Porcell-    Locks, numerous format suggestions
echo Juspera-    Crush crits, encumbrance
echo Sil-        Titles
echo Seigurd-    Voln info, titles, acronyms/slang, racial bens and a *LOT* more
echo Elligon-    Nit-picking, plagiarism, customer testimonials / advertising / distribution
echo Alisaire-   Zul Logoth herb charts, foraging messaging, SHIFT verb
echo Krissella-  Clothing, dyes, spells, SHIFT verb, many suggestions
echo Nofret-     Instruments, SHIFT verb
echo Augie-      Arkati, most of the spell lists
echo Valurin-    Slash and Puncture crit tables
echo Xanthias-   MvA information relay
echo Midgar-     The guy who had the MvA table
echo Marc-       GP3 weapon DF changes
echo Xygon-      GP3 weapon DF changes
echo Valurin-    GP3 weapon DF changes
echo Quinstol-   Elanthian cultures module
echo Saltstone-  The new CS formula
echo Seranzia-   various suggestions and editing
echo Nershyve-   Scroll infusion tutorial.
echo Hadiar-     Scroll infusion tutorial.
echo Alarm-      Updated armor requirements.
echo Syenite-    GS4 spell updates, Lores, Bestiary, New Race Stats.
echo Siwas-      Many GS4 updates
echo "Myths"-    Bolt DFs and a great deal of wizard assistance
echo Wulfhen-    Bugfixes and DF assistance
echo Licell-     Bugfixes
echo Eiadh-      Wands
echo GM Ildran-  Frontend detection technique
echo GM Kitrina- 730 information
echo GM Nilven-  730 information
echo Gahread-    The guy who put it together and did everything else.

echo .          To get the newest version, check http://gs4sorcerer.com/
echo Your name here- Send me something (at edwinhunt@hotmail.com ) you think is useful!
echo .          Your name goes in the credits, everyone benefits. See .qrs submit for more.
DeleteFromHighlightStrings string="Your name here" /quiet
exit


stufftobeworkedon:

// Script commands are gone for now, as I am re-learning how to script with eScape. More to follow later. Probably much, much later.
//tutorialscriptcommands:
Echo For now, this is a simple ltutorial4:
ist of commands useable in Wizard scripting. I do not use eScape, therefore I will not be including eScape-only commands. If someone wishes to send me a pre-formatted list I will add it to QRS.
echo 
echo # (Reminder statement. Anything after the # is not processed by the Wizard.)
echo 
echo NOTE: Do not leave a space between % and the variable behind it in your scripts. It has been done so below because it will not display otherwise.
echo  % 0 (the entire command line)
echo  % 1, % 2 ... % 9 (The 9 referenceable command line variables. More command line variables are enterable, but cannot be referenced unless the shift command is used. Putting double quotes around a string on the command line will force the Wizard to consider it one variable.)
echo  % weapon, % weapon2, % shield, % container, % sheath, % level, % user0, % user1 ... % user9 (preset variables accessable via Configuration > Options > Variables tab)
echo
echo Type .qrs tutorial script commands 1 to continue.
exit

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

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

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