Skill and Spell Reference
Punch- This skill is what one would expect- the ability to aim a fist
so it hits an enemy and does damage. Getting a higher level in Punch
allows the one using it to do more damage. Punch is a fairly basic
skill, with low delay and almost negligible (1 measly point!) stamina
cost.
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Crush- Some characters are able to use their hands and arms to
literally crush (squeeze) enemies to death. This skill is available
only to stronger races, and then only to characters who have strength
70 or higher, and Punch at level 5 or higher. It's difficult to get
ones enemy in a good grip, and costs 10 stamina to use, but when it
hits, it's often worth the trouble, especially to characters with
higher levels in Crush.
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Sword- This is the basic sword attack. A character using the Sword
skill is assumed to have a sword, of course. It does more damage than
a Punch, of course, though it doesn't hit as often at low levels. A
basic Sword attack costs 3 stamina to use, and has less delay than a
normal Punch.
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Swift Slice- Expert sword wielders can move the blade quickly and aim
it more accurately for vital spots. This skill, available to
characters who have gotten good with the Sword skill (level 7), uses
more stamina (40), but hits more often, does more damage, and most
importantly, has less delay than a normal Sword strike, which is
already fairly fast.
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Bladestorm- Some of the true masters of swordplay on Taera have the
ability to tap into their natural magic potential to speed up their
bodies to supernatural levels while wielding a sword, and can launch a
dizzying flurry of attacks in hardly any time at all. This skill,
rarely seen or used, requires a character who has mastered the Sword
skill and gotten good at the Swift Slice skill both before it can even
be learned. Using it requires a large expenditure of stamina and a
small amount of mana as well, but the strike it lauches does massive
damage, and has zero delay, allowing the character to make another
attack, or use another skill, immediately after the Bladestorm attack.
This includes using another Bladestorm attack immediately after the
first, of course.
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Hammer- This is a basic attack with a warhammer. As with the Sword,
and all other weapon skills in fact, the user is assumed to have the
necessary weapon (in this case, a hammer). A Hammer attack does about
as much damage as a Sword attack at the same level, but hits more
often. It also, however, costs more stamina (6) to use, and has a
longer recovery time.
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Pound- Characters who get good at wielding a Hammer (level 6) can
learn to put more power into their attacks, and aim the hammer more
carefully, doing more damage than a normal hammer strike, and hitting
to deal that damage more often. A Pound attack costs 50 stamina to
use, but has the same delay as a normal Hammer blow.
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Doom Blow- Masters of Hammer fighting can put supernatural power into
blows with their weapon, and are able to do massive amounts of damage
with it. They are also able to project force through the hammer's head
as it connects, doing damage to the enemy even through thick hide or
armor. Such a blow, called a Doom Blow in stories, costs both a small
amount of mana and an enormous amount of stamina to use, and has a
slightly longer recovery time than a normal Hammer blow. However, it
deals many times as much damage as a normal Hammer (at the same
level), and almost never fails to do at least some damage, thanks to
its armor-piercing nature. Characters must master Hammer, and get good
at Pound, to be able to learn how to make a Doom Blow.
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Axe- This is the basic Axe attack. It does slightly less damage than a
Sword or Hammer attack of the same level, but hits more often than the
Sword, and has less recovery time than a Hammer. An Axe attack costs 4
stamina to use.
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Cleave- Axe experts can strike enemies at better angles, and do more
damage by sending the axe blade deeper. The Cleave attack requires 9th
level Axe to learn, and 40 stamina to use. It has a longer delay than
a normal axe strike, but does significantly more damage, and tends to
hit more often as well.
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Execute- By putting supernatural force behind the strike, a master of
the Axe can sometimes put the axe blade completely through the enemy,
killing it instantly. An Execute attack does more damage than a Cleave
attack, and rarely misses. It also has a significant chance of killing
the enemy outright, regardless of the actual damage done. It requires
enormous stamina, and some mana as well, to use an Execute attack, and
the recovery time is longer even than the Cleave attack. A character
wishing to learn the Execute attack must first master the Axe, and get
good at the Cleave attack.
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Bow- A character using a Bow shoots an arrow at the enemy. Characters
are assumed to have an infinite number of arrows in this version. It
has about the same recovery time as a Punch, but costs 2 stamina to
use. It also doesn't hit as often at low levels, though it does more
damage (about equal to an Axe).
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Skill Shot- A character who has practiced long and hard with a Bow is
much more accurate than one who has not, and can do more damage by
hitting the right spots. A Skill Shot requires level 5 Bow to learn,
25 stamina to use, and has a longer recovery time than a normal Bow
attack- but it does more damage (at equal level), and hits far more
often.
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Bullseye- Masters of archery rarely miss their targets. In fact,
Taeran masters of archery can put magic into their aim to be sure they
don't miss. A Bullseye hit does only slightly more damage than a Skill
Shot and has the same delay, but never misses unless powerful magic or
immunities are involved. It requires a significant amount of stamina,
and some mana, to shoot a Bullseye, but especially elusive enemies may
be impossible to hit any other way. A character must have mastered the
Bow, and gotten good at making Skill Shots, to learn the Bullseye
attack.
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Pick- Miners who are desperate or Corrupted are known to use their
picks in self-defense or to attack. Most warriors don't bother using a
Pick, and nobody has so far claimed to have mastered fighting with
one- but a Pick can be useful, having the potential to do as much
damage as an Axe. It costs 5 stamina to use, and has a recovery time
only slightly longer than a Punch.
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Dodge- The best way to avoid taking weapon damage is to get out of the
weapon's way, and this skill represents a player's ability to do just
that. Unlike the other skills described here, Dodge (and Spell Dodge,
below) aren't something you have to use yourself; instead, it is
assumed that your character always dodges a strike as best he can, and
the effects of the Dodge are automatically calculated into everything
that tries to hit you. The normal Dodge skill only works on weapons
and other physical strikes like bites and claws; learning how to dodge
magic is a different skill.
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Spell Dodge- This is the skill that lets a character dodge magic. It
is exactly like Dodge, above, except for the fact that it only works
on spells and other magical attacks.
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Fireball- This spell launches a ball of flames from the caster's hand,
hopefully hitting (and hurting) an enemy at the end of its flight.
Fireball is a fairly basic spell attack, costing 5 mana to use, and
having a recovery time longer than most of the basic weapon skills. It
typically does more damage than a weapon if it hits, however.
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Meteor Swarm- Spellcasters who get good at using the Fireball spell
can learn to modify it to throw multiple fireballs instead of just one
at a time. This skill is that modified version. It requires 50 mana to
cast and has a longer recovery time than the normal Fireball, but with
damage potential many times that of a Fireball of equal level, it's
often worth it once you've gained a level or two with it. A character
must have a 9th level or higher Fireball to be able to learn Meteor
Swarm.
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Inferno- The massive explosion caused by this super-powerful spell is
usually more than enough to vaporize lesser foes, and once the caster
gets good at casting it, bigger ones as well. It costs an enormous
amount of mana, a large amount of stamina, and even a few hit points
to caast this spell, but whatever is unfortunate enough to get hit
with it will almost certainly die unless it has powerful immunities,
or the hit points of an average mountain. A character seeking the
Inferno spell must first master the Fireball, and study the Meteor
Swarm well.
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Relief- A mainstay of magical worlds is the ability to heal wounds
with spells, and Taera is no exception. This is the least powerful of
the healing spells available, but even a few hit points can give a
character that edge needed to survive. At higher levels, Relief gives
more than just a few hit points back, often being able to completely
heal lower level characters. It costs 5 mana to cast Relief, and the
spell has a recovery time similar to the Fireball spell.
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Heal- This more powerful healing spell can heal many times the damage
that a Relief of equal level can heal, and at medium to high levels,
is likely to be enough to cure all but the highest-level characters.
It costs 50 mana to cast, but has the same recovery time as Relief. A
character must have a Relief skill level of 9 or more to be able to
learn Heal.
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Great Heal- When normal Healing just isn't enough, the most powerful
healers can spend massive amounts of mana, as well as some stamina, to
completely heal a patient, no matter how many hit points need to be
restored. Great Heal doesn't go the whole distance, but comes close,
leaving the spell's recipient with minor scratches at most. Only
masters of Relief and Heal can learn the powerful Great Healing spell.
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Wound- Another mainstay of magical worlds is that many spells have
"reverses," spells which have most of the same stats as other spells,
but produce opposite effects to the originals. Taera is again no
exception. The healing spells above have the best-known reverses, and
this is the reverse of Relief. It deals damage to the victim equal to
the amount a Relief of the same level would have healed. It costs 5
mana, like its reverse, and has the same delay after casting.
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Hurt- This spell reverses Heal. It costs 50 mana to cast, and again,
has the same recovery time as Wound, Heal, and Relief. A character
must have a 9th-level or higher Wound to be able to learn Hurt.
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Great Hurt- The reverse of Great Heal is understandably used more
often in combat than that spell, as it deals almost enough damage to
its victim to kill it (though not quite). Usually, an enemy hurt by
Great Hurt has so few hit points left that a simple spell or weapon
strike can deal more than enough damage to finish it off. Great Hurt
is available only to masters of Wound and Hurt.
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Stoneskin- Spellcasters in need of protection can rarely do better
than this spell, which hardens the recipient's skin to the consistency
and hardness of rock. Many attacks will miss the caster, and those
that hit will do less or no damage. Stoneskin costs 100 mana to use,
and has a significant delay (longer than most attacks, in fact), but
by giving protection from 10 attacks, it's often worth it. And of
course, like many protective magics, it's better to cast it outside of
combat anyway, in preparation.
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Groundmelt- Like the name says, this potent spell literally melts the
ground in a small area (preferably under an enemy's feet), turning it
into a puddle of bubbling, molten magma. Clearly, this has serious
damage potential, though at the lowest skill levels it's still not too
much better than other attack spells. Groundmelt costs 15 mana to use,
and has delay slightly longer than a Fireball.
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Eruption- The next rung on the Groundmelt ladder is Eruption, a spell
which not only melts the ground, but makes chunks of it explode and
shower the area with lava as well. A caster must have 10th level or
higher Groundmelt to learn Eruption, and it costs 150 mana to use,
with a delay twice as long as the basic Fireball spell. However, with
damage starting at close to 100 points per hit, even at level 1, many
casters find an Eruption worth the trouble in desperate situations.
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Volcano- The highest lava spell requires mastery of Groundmelt and
Eruption to learn, but causes an effect more powerful than both of
them, creating an actual volcanic eruption under the target area.
Volcanic eruptions being destructive things, the Volcano spell is
capable of killing powerful foes even at low levels of skill. And it
should be, with the cost being enormous in mana, large in stamina, and
a recovery delay longer than any other spell known.
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Statue- The "Statue" this spell's name refers to is hopefully the
victim of the spell, after it works. The purpose of Statue is, simply
put, to turn an enemy to stone. It often doesn't work at lower skill
levels, but when it does work, is more or less instant death to the
victim, who might make a nice garden ornament. Statue costs 30 mana to
use, and has a delay twice as long as a Fireball.
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Enervate- Killing an enemy is not the only way to neutralize it- if
the enemy's too tired to move, for instance, it's not much of a
threat. The Enervate spell attempts to make an enemy just that tired,
by draining Stamina points. For 10 mana and a delay about equal to
other attack spells, Enervate reduces an enemy's stamina by an amount
about equal to the damage basic attack spells do to hit points.
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Dissipate- Enemies which use mana instead of stamina are clearly less
vulnerable to Enervate than others, in fact, it's almost useless
against them. Fortunately, there is another spell called Dissipate
which drains an enemy's mana reserve. Dissipate costs 10 mana and has
the same delay as Enervate, but drains an amount of mana equal to the
amount an Enervate of equal level would have drained, not stamina.
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Infuse- A spellcaster's warrior companions are just as vulnerable to
getting tired (or Enervated) by enemies as other creatures, so it is
often valuable to have a way to "recharge" them, giving them stamina
to keep going in a fight. Infuse does just that, "healing" Stamina
points for 8 mana and delay a bit less than Enervate.
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Sizzle- What Fireball is to Fire, Sizzle is to Acid. It creates a
small puddle of acid above the target creature, which falls and covers
it in corrosive liquid. The acid created by Sizzle is not very
damaging, and doesn't last long, but it can be enough to kill
low-level foes. Its damage potential is slightly less than a Fireball
of equal level, even after the acid finishes working, but it only
costs 3 mana to cast a Sizzle, and the delay isn't as long as a
Fireball, either.
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Corrode- People who are good at calling up acid with Sizzle can learn
to call into being a more concentrated form of acid, which does much
more damage than that created by Sizzle. The acid created by Corrode
is thicker and more caustic, dealing more than three times the damage
of a Sizzle of equal level, and lasting longer than the less powerful
acid as well. Corrode costs 100 mana to cast, and has a delay
significantly longer than many attack spells of its power level. It
also requires somebody who has a 9th level or higher Sizzle to even
learn it.
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Splut- The name of this most powerful of acid-puddle variant spells
describes both the sound the acid makes upon coming into being, and
what it does to the spell's victim as well, unless it has high acid
resistance. The acid created by the Splut spell is so thick that it's
more of a slime or sludge than a liquid, and is horrifically powerful,
enough to dissolve low-level creatures in a single excruciating turn
normally. Victims that survive the first burning round of acid damage
are often taken out by the acid in later turns, as the slime continues
to burn longer than any other acid, doing more damage than the Sizzle
spell is even capable of doing, every turn. Clearly, this is the spell
most masters of Acid magic prefer above all others. It costs a huge
expenditure of mana to cast, however, and a significant amount of
stamina also, and carries a delay longer than Corrode and Sizzle
combined. It also requires mastery of Sizzle and Corrode to learn, but
you saw that coming, didn't you?
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Snowball- This, the most basic of attack spells, creates a snowball in
the caster's hand which can be thrown at an enemy, bursting into a
shower of stingingly cold snow crystals. A Snowball does about as much
damage as a Punch, but costs 1 mana instead of 1 stamina, and has less
delay.
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Iceball- Casters who like throwing Snowballs can eventually learn to
compress the magic snow their projectiles are made of, into
(relatively) solid ice. 6th level or higher Snowball is required to
learn how to make an Iceball. Iceballs do far more damage than
Snowballs do, both because they're more solid (the impact actually
hurts quite a bit), and because they're a lot colder. Iceballs cost 30
mana to make, and the recovery time after casting one is about equal
to a Fireball spell.
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Absolute Zero- The explosion of chilling force generated by this most
powerful of Cold spells causes the air, and everything within it, to
freeze solid within its boundaries, thawing out shortly, but often
doing tremendous damage along the way. Living things caught within the
frigid blast are often killed outright, and those that aren't take
tremendous damage when their bodies unfreeze. Absolute Zero costs
enormous mana, and significant stamina, to cast, A caster must be a
Snowball master, and fairly good at Iceball, to even attempt learning
Absolute Zero.
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Ice Storm- This spell calls up a blizzard of stinging ice and snow
over a target area, doing cold damage to creatures caught within it.
It costs 30 mana to produce an Ice Storm, and the delay is about as
long as a Fireball.
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Acid Rain- The green clouds called up by this spell rain drops of acid
on the area below, acid which is just as powerful as that produced by
the Sizzle spell, but since the clouds last longer than the simple
puddle produced by that spell, the Acid Rain does more damage overall.
It costs 40 mana to call up a storm of Acid Rain, and the delay is
slightly longer than a Fireball.
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Lightning Bolt- An arc of electricity flashes from the caster's hand
to strike a nearby enemy after the Lightning Bolt spell is cast,
hopefully shocking it to death. Lightning Bolts do slightly more
damage than Fireballs of equal level, but cost 10 mana to use, and
have the same delay time.
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Chain Lightning- This more powerful Lightning Bolt spell creates
multiple arcs of magical lightning which strike the caster's enemies,
doing far more damage than a normal Lightning Bolt in the process.
Chain Lightning costs 80 mana, but has the same delay as the normal
Lightning Bolt. A caster must have a 7th level or higher Lightning
Bolt to learn Chain Lightning.
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Electrical Storm- The ominous gray clouds formed by this most powerful
Lightning spell don't produce rain- instead, they "rain" electric
death on everything below them, doing tremondous lightning damage over
the short period of time they exist. Electrical Storms cost enormous
mana and a lot of stamina to cast, and have a very long recovery time
after casting- but a caster of one can be fairly sure that anything
hit by the Electrical Storm won't last long. Only characters who have
mastered Lightning Bolt and gotten good at Chain Lightning can learn
the Electrical Storm spell.
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Magnetize- This is an ancient spell dating back far into the Golden
Age. What it was used for then is unknown, but in modern times it
often finds use as a helper to warriors who use metal weapons. The
spell causes the being touched to become highly magnetized, which
tends to attract nearby metal objects. If those metal objects happen
to be weapons, those weapons will tend to hit the magnetized creature
more often, and do slightly more damage due to the increased force.
Magnetize costs 50 mana to use, and has a delay about equal to
Stoneskin, which means it normally only gets used on dangerous enemies
the wizard wants some warrior friends to take out quickly. Of course,
spell-using warriors are also known to use this spell to get an extra
edge in combat.
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