Ray

Inflicts damage on a target. Damage inflicted is weaker than most others damage spells. Must be cast.

Based on level/intelligence or charisma for druids/weapon for damage.

Beam

Inflicts damage on a target. Damage inflicted is weaker than most others damage spells. Must be cast.

Based on level/intelligence/weapon for damage. Beam gains pierce as your level gets higher, meaning it will be easier to pierce the enemies magic resistance, up to 12.5% more pierce chance.

Imp

Spawns an imp. Imps are generally weak creatuers that will do your bidding. Requires double mana while in combat. Must be cast.

Based on level/intelligence/weapon for how powerful the creature is.

Enrage

Increase your strength by 10 points a short period of time. Only increases damage by 1x multipler. Can be used once every 5 minutes.

Remedy

Removes any poison on a target. Clerics can also remove burn/bleed/rip/hinder effects. Must be cast.

Endure

Reduce physical and magical damage on yourself for a short period of time. Can be used once every 5 minutes.

Based on endurance for the amount of damage negation gained.

Aegis

Grants both armor (absorb) and damage resistance to the divinity you have a bonus on. Also inflects a damage vulnerability to the divinity you have a weakness on. For Clerics, gain an additional 75% hitpoints healed on your next cure/heal/aid. Self only. Must be cast.

Based on level/intelligence/weapon for how powerful the buff is and spell length. A Paladins' aegis has a stronger damage resistance to the divinity you have a bonus on than on a cleric.

Divine

Grants a damage bonus to the divinity you have a bonus on. While divine is active, you will heal yourself and your party for 5% of the damage dealt. Self only. Must be cast.

Based on level/intelligence/weapon for how powerful the buff is and spell length.

Sight

Allows you to see in the dark. If cast on yourself, grants you truesight, which grants a bonus to your search chance and allows you to see hidden players in the room and autosneaking players that walk in the room. Removes and prevents being blinded. Must be cast.

Based on level/intelligence/weapon for spell length.

Smite

Inflicts holy damage on a target. Damage inflicted is very high on 'undead', but weak on anything else. Clerics can also use this spell on 'demon' as well. Must be cast.

Based on level/intelligence/weapon for damage.

Bloom

Spawns a NPC unmovable that heals you or your party over 16 seconds, similar to food. You must be out of combat to use this. Must be cast.

Based on level/charisma/weapon for heal amount per tick.

Dispel

Removes positive effects. Must be cast.

Based on level/charisma/weapon for druids and level/intelligence/weapon for Clerics. Effects dispel chance and amount of effects dispelled.

Tip: Druids effectiveness on dispelling multiple times is 15% greater than other classes.

Cleanse

Removes negative effects. Certain effects will not be removed, like poison. Must be cast.

Based on level/intelligence/weapon for clerics and level/charisma/weapon for druids for dispel chance and amount of effects dispelled.

Nourish

Heals that target over 16 seconds, similar to food. You must be out of combat to use this. Must be cast.

Based on level/charisma/weapon for heal amount per tick.

Nova

Finisher move. Use all your focus points and unleash a powerful attack.

Based ONLY on level/agility. Each agility point makes a LARGE difference!

Haste

Reduces your exhaustion time a set amount so you can use your stamina points quicker. Haste removes the effects of slow and prevents slow from effecting you while haste is active. Must be cast.

Based on level/charisma/weapon for spell length. Effectiveness is based on weapon.

Faeriefire

Reduces a targets armor, prevents fading/autosneaking, and hiding will have a chance to fail. Targets that have been faeriefire'd can only hide for 3 seconds maximum before being revealed. Must be cast.

Based on level/charisma/weapon for how powerful the debuff is and spell length.

Stoneskin

Raises armor (absorb) of a target. Must be cast.

Based on level/intelligence/weapon for armor gained and spell length.

Golem

Spawns a golem. Golems are generally tough defensive creatuers that will do your bidding. Requires double mana while in combat. Must be cast.

Based on level/intelligence/weapon for how powerful the creature is.

Shield

Creates a magic shield that raises armor greatly (deflect) of a target. This spell will also grant a small bonus to spell damage negation, magic resistance, and immunity to the wither and dispel spell. Self only. Must be cast.

Based on level/intelligence/weapon for how powerful the buff is and spell length.

Tip: If wither is already cast on you, this will remove the wither effect immediately on cast.

Shell

Creates a shell that raises armor (absorb). This spell will also grant a small bonus to spell damage negation and magic resistance. Self only. Must be cast.

Based on level/charisma/weapon for how powerful the buff is and spell length.

Power

Buffs a targets strength attribute, allowing for higher physical damage. Must be cast.

Based on level/intelligence/weapon for how powerful the buff is and spell length.

Tip: Any additional strength is based on the 1x damage multiplier for any attack/skill.

Fade

The target will vanish from sight until they perform an action. While faded, you gain a flat +4 bonus to attack agility and 10% bonus to spell pierce rate on your first hostile attack. Must be cast.

Based on level/intelligence/weapon for the spell length.

Blast

Inflicts damage on a target. Damage inflicted is high. Must be cast.

Based on level/intelligence/weapon for damage.

Sap

Debuffs a targets strength attribute, allowing for lower physical damage. Must be cast.

Based on level/intelligence/weapon for how powerful the debuff is and spell length.

Hover

The target will hover in the air, which can be useful for certain things such as traps. Must be cast.

Based on level/intelligence/weapon for the spell length.

Tip: Also makes you impossible to track with the /track skill!

Watcher

Spawns an arcane watcher. Watchers do not attack, however they will search out for hidden targets (/hide only!). If any targets are found, the watcher will explode and inflict damage on targets found! Requires double mana while in combat. Must be cast.

Based on level/intelligence/weapon for how powerful the creature is and how well it will find targets.

Barrage

Inflicts damage on a group of targets or everyone in the room, excluding your party members. Damage inflicted is based on amount of targets hit. Bypasses a guardian's protect and protected targets take more damage. Must be cast.

Based on level/intelligence/weapon for damage.

Tip: You can specify a target and it will attack them only (I.E. A party for example.)

Bonearmor

Raises armor (absorb). Self only. Must be cast.

Based on level/intelligence/weapon for armor gained and spell length.

Rot

Inflicts damage on a target and poisons the target. Damage inflicted is powerful when combined with wither. Must be cast.

Based on level/intelligence/weapon for damage, poison damage, and poison length.

Tip: The poison delay is long, unless the class or race has a resistance to poison.

Undead

Spawns a zombie. Zombies have some unique abilities such as healing themselves and healing you on every successful attack. Killing the enemy gives a large heal bonus to themselves and you. You can spawn two zombies. Requires double mana while in combat. Must be cast.

Based on level/intelligence/weapon for how powerful the creature is.

Leech

Inflicts damage on a target and heals yourself the damage inflicted. Damage inflicted is low.

Based on level/intelligence/weapon for how powerful the debuff is and skill length. Leech gains pierce as your level gets higher, meaning it will be easier to pierce the enemies magic resistance, up to 8% more pierce chance.

Tip: Casting leech on your own imp or zombie will heal them and take a small amount of the portion healed from your hit points. You will heal them faster if out of combat. Must be cast.

Slow

Increases a targets exhaustion time so stamina points take longer to replenish. Necromancers has a 25% easier chance to pierce the target with this spell. Must be cast.

Based on level/intelligence/weapon for how powerful the debuff is and spell length.

Wither

Wither will reduce the targets magical resistance, decrease their armor (absorb). Wither is the only spell that has a 50% better chance to pierce magic resistance, thus is typically a good initial combat spell to use. Must be cast.

Based on level/intelligence/weapon for how powerful the debuff is and spell length.

Blind

Blinds a target. A blind target suffers a -2 agility and cannot see the room or minimap, regardless of racial bonuses. Necromancers has a 25% easier chance to pierce the target with this spell. Must be cast.

Based on level/intelligence/weapon for spell length.

Cure

Heal a target for a small to moderate amount of health points. You can also inflict damage on 'undead' via healing them. Must be cast.

Based on level/intelligence or charisma for druids/weapon for heal amount.

Selfcure

Heal yourself for a small to moderate amount of health points. Must be cast.

Based on level/agility. Agility points effect the amount of heal greatly.

Heal

Heal a target for a moderate amount of health points. You can also inflict damage on 'undead' via healing them. Must be cast.

Based on level/intelligence/weapon for heal amount.

Aid

Heal a target for a high amount of health points. You can also inflict damage on 'undead' via healing them. Must be cast.

Based on level/intelligence/weapon for heal amount.

Frost

Increases a targets exhaustion time so stamina points take longer to replenish. The exhaustion amount if less than the 'slow' spell but lasts far longer. Must be cast.

Based on level/intelligence/weapon for how powerful the debuff is and spell length.

Flash

Blinds a target. A blind target suffers a -1 agility and cannot see the room or minimap, regardless of racial bonuses. Weaker than the 'blind' spell but lasts far longer. Must be cast.

Based on level/intelligence/weapon for spell length.

Morph

Morph into a cat or bear. The cat form has high attack agility, moderate strength, low armor boost, and an extra stamina point, but has far less magical resistance. The bear form has more endurance, high strength, very high armor, and loses a small amount of magical resistance. In cat form, you gain the ability to bleed targets and gain a chance for an extra attack while attacking. In bear form, you gain a extra chance to reduce damage on any incoming spell or physical attack, and you can also use the /roar command, which increases your taunt level, making enemies focus on you more. Slowly uses mana while active.

Based on wisdom.

Roar

Roar increases your taunt level making enemies focus on you more rather than others. This also decreases damage done on you by any spell or phyiscal attack. The damage decreased is doubled if an NPC attacks you.

Based on charisma and level.

Taunt

Increases your taunt level making enemies focus on you more rather than others. This also decreases damage done on you by any spell or phyiscal attack. The damage decreased is doubled if an NPC attacks you.

Based on charisma and level.

Pet

Your ranger pet command. This handles such pet commands like spawning your pet, healing your pet, getting info on your pet, etc. Pets will auto heal out of combat, and the '/pet heal' command will heal for more out of combat. Pets that have fainted require full stamina to revive unless out of combat. You can have up to 5 pets stored and 1 pet out at any time.

Pets are based on charisma and level, healing is based on intelligence and level.

Capture

Capture a tamable creature. You require empty soul gems to attempt the capture. The creature must be at least 10% HP or less to attempt. If you fail, the creature will run off.

Capturing is based on charisma, level, and the tame difficulty of the creature you wish to capture.

Tip 1: Blunt arrows are very good at lowering creature health without killing them instantly.

Tip 2: HP does not matter as long as it is 10% or less!

Tip 3: High charisma can increase catch chance by double or even more!

Autosneak

Sneak around without being seen unless they look over/you perform an action that makes you visible. You cannot be tracked if you autosneak.

Autosneak amount until exhaustion is based on intelligence and level.

Tip 1: NPCs will not see you for a very brief time (0.25s) when autosneaking, making it ideal for travelling.

Tip 2: Temple healing, even if full healing, will reset the hidden autosneak amount.

Drainshot

Drain shot will leech mana upon successful hit. (NPCs leeched amount of mana is based on their wisdom.) 100% damage if you are Earth divinity, otherwise 75% damage.

Based on level/intelligence/weapon for how powerful the debuff is and skill length.

Tip: Arrows give a critical chance and works with this ability.

Bindshot

Bind shot will bind a target to the ground upon successful hit for up to one round. 100% damage if you are Lightning divinity, otherwise 75% damage. Does not stack.

Tip: Arrows give a critical chance and works with this ability.

Slowshot

Slow shot increases a targets exhaustion time so stamina points take longer to replenish upon successful hit. 100% damage if you are Water divinity, otherwise 75% damage.

Based on level/intelligence/weapon for how powerful the debuff is and skill length.

Tip: Arrows give a critical chance and works with this ability.

Hailshot

Hail shot hits up to 5 targets in the room or a specific party with a physical attack. Deals more damage on the first target hit and damage falls off with each consecutive target. Targets are randomized for order when attacking. 5% bonus damage if you are Fire divinity.

Based on level/intelligence/weapon for how powerful the debuff is and skill length.

Tip: Arrows give a critical chance and works with this ability.

Tip: You can specify a target and it will attack them only (I.E. A party for example.)

Sapshot

Sap shot debuffs a targets stats upon successful hit. 100% damage if you are Night divinity, otherwise 75% damage. Necromancers has a 25% easier chance to pierce the target with this spell.

Based on level/intelligence/weapon for how powerful the debuff is and skill length.

Tip: Arrows give a critical chance and works with this ability.

Pierceshot

Pierce shot is far more effective with heavy armor. This removes any chance for a absorb/deflect and will have small increase damage in damage based on their armor. This is based on their current total armor. Useless with low/moderate armor.

Based on level/intelligence/weapon for how powerful the armor removal is, (which works with your normal damage as a base) and skill length.

Tip: Arrows give a critical chance and works with this ability.

Tip 2: As said above, spells do not effect the damage or active armor chance. For example, if they have 250 armor but 50 armor of that is from a spell such as stoneskin, the damage and passive/active armor removal is based on the 200 armor only.

Rapidshot

Rapid shot uses all your remaining stamina and attacks the target quickly. Rapid shot start at 90% damage and each succcessful attack increases damage by 20% damage.

Tip: Arrows give a critical chance and works with this ability.

Protect

Protect will block all incoming attacks on the person you are protecting and you will take the attack instead. Can be broken in some cases.

Song

Songs require an instrument. There are five songs: Regen, Power, Magic, Tempo, and Break. Regen will increase hit points and mana points per tick, Power will increase strength and armor, Magic will increase intelligence and magic resistance, Tempo will increase agility and decrease time to use another potion, Break will have a chance to break an enemy paladins protect every tick and also when they go to protect and they cannot protect for 6 seconds. Uses mana while active (less while using the regen song.)

Based on level/charisma/instrument for song power.

Stance

Can learn up to 3 stances, which adjust your stats or give you special attributes for specialized attacks/defenses.

Tip: Stance Names: Sun, Wind, Ocean, Moon, Blight, Mountain, Spirit, Mist.

Backstab & Ambush

Backstab/Ambush will deal extra damage and will only work if you are hidden.

Tip: Damage is a flat multiplier depending on your class. For example, assasins gain a 4x multiplier (with 10% more damage when dual wielding), and theives gain a 3x or 3.5x multiplier depending on weapon equipped.

Rip

Rip will deal extra damage and lower agility. For players, if the target is moving, they will have a 15% chance to be bound and unable to move for a few seconds. For NPCs this will give an additional 66% chance for the NPC to not follow you. Will only work if you are hidden.

Tip: Doesn't do as much damage as backstabbing/ambushing but inflicts statuses!

Hinder

Hinder will deal extra damage. Increases potion cooldown timer on players and on NPCs it will increase their exhaust timer a small amount and cannot be removed by haste. Will only work if you are hidden.

Tip: Doesn't do as much damage as backstabbing/ambushing but inflicts statuses!

Unhide

Unhide yourself in the current room you are in.

Flex

Flexin' your powers. Flex hard enough and you might see some 'interesting' results.

Tip: Flexin' is good for you.

Hide

Hide in the current room you are in. You cannot be attacked while hidden and must be searched out. This must be used to backstab a target if you have the ability.

Based on level/intelligence for how well you stay hidden.

Cleartraps

Clear all the traps you have set.

Meditate

Heals yourself over 16 seconds, similar to food. You must be out of combat to use this.

Based on level and intelligence for heal amount per tick.

Prayer

Regenerate mana over 16 seconds, similar to drinks. You must be out of combat to use this.

Based on level and intelligence for mana regenerated per tick.

Scribe

Scribe scrolls for players to use. You can scribe soulbound scrolls, divinity scrolls, enchantment scrolls, and identify scrolls. Can use a large amount of mana on scribe and requires a blank scroll.

Tip: Enchatment scrolls are based on level with brilliant being the maximum at level 25.

Charge

Charge has a 66% higher chance to land successfully (based on decreasing the targets agility) and deals 10% more damage. Combat can only be used out of combat as an initial attack and will put you into combat. You will gain 3FP if the attack lands, and 1FP is the attack does not land.

Smash

Smash will deal 25% more damage and lower intelligence upon successful hit. It requires 3 action points to use.

Kick

Kick has a 33% higher chance to land successfully (based on decreasing the targets agility), deals 10% more damage, and will lower endurance upon successful hit. Breaks PROTECT and they will not be able to protect again for 12 seconds. It requires 3 action points to use.

Strike

Strike uses all your action points. Each action point will increase the damage by 13% and chance to hit by 5% (multiplied).

Tip: The chance to hit is based on your 'AGI*((Focus Points-1)*0.05)'

Steal

Steal will steal gold from your target. If the target has no gold, he/she/it will be 'robbed blind'. If you fail your rob, you will be exhausted.

Gold stolen is based on agility and level. Chance to be detected is your agility/level vs their intelligence/level.

Track

Track your target. You cannot track if you are blind. Full track (aka tracking without a target) requires a stamina point.

Spy

Outputs players and npcs in other rooms adjacent to your location based on a direction. Can see up to 3 'rooms' out based on your location and level.

Tip: Being blind stops /spy.

Tip 2: Hidden targets will only show up as 'Shadowy Figures'.

Massheal

Heals and Recovers 2000 HP/MP for everyone in the room.

Regen

Recovers 1000 MP on the target.

Renew

Heal 2000 HP on the target.

Nuke

R.I.P.