recursal/Fanatic-Fandom huggingface dataset:
Dual Weapons

The Dual Weapons skill centers around fighting while wielding a weapon in each hand. The skill applies only to melee weapons and excludes magical staves.

Abilities Gained:

* Ambidexterity - gives you a chance to attack with your offhand weapon while dual wielding (rank 1)
* Parry - you have a chance to parry incoming melee attacks while dual wielding (rank 5)
* Swordbreaker - use DISARM to disarm the target, more effective after parrying (rank 6)
* Riposte - use RIPOSTE to counter attack after you have parried a blow (rank 8)
* Deft Hands - you are able to use items such as potions and trinkets from your backpack (rank 10)
* Improved Dual Weapons - weapons held in the left hand will provide bonuses (rank 12)
* Attacks of Opportunity - gain additional attacks against prone targets while dual wielding (rank 14)
* Whirlwind - spin your weapons wildly, attacking and engaging all monsters in the room (rank 15)
* Dual Riposte - when using the RIPOSTE, you deal damage with both weapons (rank 16)
* Blade Barrier - use BBARRIER while dual wielding, parry chance is greatly increased for a brief time (rank 17)
* Dual Weapons Mastery - increases the damage dealt by your offhand weapons (rank 20)
Mysticism

The Mysticism skill centers around your mental prowess, as well as your relationship with the raw, unseen magical energies present throughout the realms. Training the skill improves your mana regeneration, spell resistance and also provides access to mystical abilities which are not cast as traditional spells.

Abilities Gained:

* Mystic Karma - increases your mana regeneration (rank 1)
* Meditation - use MEDITATE for improved rest, sometimes seeing visions of quest hints (rank 3)
* Clairvoyance - use SENSE to learn any quest-related information about an item you hold (rank 7)
* Mental Clarity - use CLEARMIND to controlling mental affects such as sleep or fear (rank 8)
* Levitation - after meditating for some time, you will begin to levitate above the ground (rank 10)
* Supreme Psyche - increases your attack and spell power based on your maximum mana (rank 12)
* Salvage Essence - restores some mana whenever you dismiss a pet (rank 16)
* Transcendence - allows you to leave your spirit behind and instantly return to it later (rank 18)
* Enlightenment - whenever you are well rested, your learned skills are increased (rank 20)

Spells Gained:

* Psychic Nova - unleash a nova of psychic energy, knocking away advancing targets (rank 5)
Guilds

There are four guilds in Asteria which any player may join. Players may only join one guild and membership is permanent. Each guild has an entry quest located at the guild's main hall, and most players wait until around level 20 before attempting to join. Guilds provide members with a variety of perks, including weapons, clothing and armor, riding mounts and other useful items, as well as unique guild abilities and crafting. All of these perks are based in the history, lore and culture of the guild.

The four guilds of Asteria:

* Army of Rhojidan - The most elite soldiers and riders in the realms.
* University of Arcana - A guild of scholars and powerful spellcasters.
* Wild Enclave - Barbaric savages who commune with beasts and nature.
* Sinshade Family - A clan of criminals with dark and mysterious powers.
Energy Shield

Energy Shield is learned through the Magical Dexterity skill.

A magical shield is conjured around you. While the spell is active, damage taken will be split between your health and mana. This effect remains active until you either cast the spell again or your mana reaches 0. The spell has 1-second casting time and costs 0 mana.
Animate Weapon

Scholars of the University of Arcana learn to animate weapons, causing them to fight as pets.

HOLD a weapon in your right hand and CAST Animate Weapon. The weapon will be magically animated and temporarily becomes a pet minion that will fight alongside you. When the effect wears off the weapon will return to normal.
Schools of Magic

There are seven schools of magic available to all mortals:

* Alteration Magic focuses on the manipulation of space, time and arcane energy.
* Enchantment Magic involves conjuration, imbuing and mysterious charms.
* Divinity Magic attempts to entreat the immortal and spiritual forces of the realms.
* Naturalism Magic harnesses the diverse powers of life, nature and the earth.
* Illusion Magic attempts to create an advantage by bending light and conjuring visions.
* Necromancy Magic involves communing with death and darkness.
* Evocation Magic aims to wield and unleash the power of the elements.

These schools can be learned by anyone and are taught at the University of Arcana in the city of Kalmyr.

Some guilds offer unique spells of their own.

Use CAST <Spell Name> to ready a spell, then TARGET <Target Name> to complete the spell or TARGET alone if there is no target to specify.

The caster will usually be unbalanced for a moment before being able to TARGET and complete the spell, while some spells may take effect instantly upon using CAST.

Some spells have additional requirements for casting such as:

* Somatic - one empty hand must be available to perform a necessary magical gesture
* Verbal - requires incantation, so the caster cannot be silenced or have their mouth restrained
* Material - a reagent or other component is required to aid in the casting of the spell

Some spells require a specified target, while Area-of-Effect (AOE) or "room spells" affect all monsters and/or players in the caster's current room. Earthquake is an example of this spell type.

Point Blank Area-of-Effect (PBAOE) spells will affect all targets you are currently engaging. Acid Blast is an example of this spell type. Molten Strength is an example of a single target melee spell which affects one target you're engaging.
Weapon Specializations

Soldiers of the Army of Rhojidan have learned how to specialize in the use of different weapons.

Bludgeoning weapons, including maces, staves, and unarmed attacks, have a chance to stun.

Slashing weapons, such as swords and axes, have a chance to cause bleeding.

Piercing weapons, such as daggers and spears, have increased critical strike chance.
Strangling Vines

Strangling Vines is learned in the Naturalism school of magic.

Cast and Target <Monster>

Vines quickly grow up out of the ground and ensare the target, leaving them enable to move or act.

Casting the spell on an already affected target will cause the existing vines to sprout thorns, dealing damage over time.
Half-Ogres

While the monstrous and ugly ogre is simply too stupid and impulsive to live among the common races, half-ogres have found that they can. Otherwise varying in appearance, most are incredibly tall and strong, even if slightly less so than their full-blooded brethren.

   Racial Abilities:

* Massive Haul - Increased carrying capacity
* Smash - Chance of stunning opponent
* Warrior Heart - Deal more damage as Health decreases

Size: Huge
Riding

The Riding skill involves mounted combat abilities such as charging, jousting and trampling over your opponents.

Abilities Gained:

* Equestrian - increases your mount's bonuses based on your skill rank (rank 1)
* Charge - while mounted you can CHARGE to attack and engage without using ADVANCE (rank 5)
* Trample - CHARGE knocks down standing targets and deals extra damage to prone targets (rank 7)
* Jousting - doubles the damage bonus gained from charging (rank 9)
* Reinforced Saddles - gives your mount armor rating, stacking with Armored Steed ability (rank 10)
* Mount Attack - use MATTACK to attack with your mount, even while unbalanced (rank 12)
* Overrun - when you charge and knock a target prone, you have a chance to not be engaged (rank 15)
* Advanced Maneuvers - different mount types provide you with different benefits (rank 17)
* Exotic Mounts - ride special mounts and increase the effectiveness of mounts you ride (rank 18)
* Deeper Bond - doubles the effectiveness of mounts you ride (rank 20)
Goblins

Goblins are usually three or four feet tall, hairless and have bright green skin. They can be very clever and cunning, but their true nature is often rather rude and unpleasant. Goblins are civilized enough to remain in cities but will usually stick to the seedier parts of town.

   Racial Abilities:

* Frugal - Receive a discount when buying and a premium when selling
* Miserly - No fees when banking and additional vault slots
* Nimble - Retreating causes no unbalance time

Size: Small
Elves

Elves are usually very tall and slender. They have long ears and are often fair in skin, eye and hair color. Most elves are highly intelligent and innately skilled with magic. They founded the University of Arcana and the city of Kalmyr, both located on the island which is said to be the place of their genesis.

Racial Abilities:

* Arcane Ancestry - Increased maximum mana and mana regeneration
* Magic Resistance - Increased spell resistance
* Educated - Gain additional ranks in trained skills

Size: Medium
Cities and Towns

The major settlements of Asteria:

* Hessa - spiritual and primitive village of huts near the northwest coast of Alarra
* Rhojidan - city of dark castles nestled in the wintry eastern mountains
* Kalmyr - island city of white towers founded by the elves
* Brunmar - underground city of bronze constructed by the dwarves
* Farmshire - small village of hillside hovels inhabited by gnomes
* Shadowglen - quiet and mysterious town on the Darkened Isle
* Skybreak Village - a small mountain village of cavern homes in Skybreak Ridge

After completing the tutorial, adventurers begin at the village square of Hessa.

**Homes**

Inns and player houses can be designated as home. Using either the RECALL command or a Recall Stone will return you to your home. The default home for everyone is the village square of Hessa. Use HOME to see where your current home is located and HOME SET to set your current location as home.

Asteria World Map
Stealth

Training the Stealth skill allows you to conceal yourself (HIDE) and use the shadows to gain an advantage in combat. It also enables Sneak Damage - Whenever a target is unable to see you, you will deal an additional 25% base damage, regardless of skill rank.

Abilities Gained:

* Hide - use HIDE to move unseen and ATTACK from stealth without using ADVANCE first (rank 1)
* Backstab - increases your Sneak Damage depending on the type of weapon wielded (rank 3)
* Decoy - retreating will create a decoy for 10 seconds which causes monsters to attack it (rank 5)
* Hidden Hands - you will remain hidden whenever you you eat, drink, read or activate items (rank 8)
* Quiet Casting - you will remain hidden while casting spells (rank 9)
* Smoke Screen - use SMOKE to throw a smoke screen and escape or gain an advantage (rank 11)
* Silent Escape - your killing blows give you a chance to automatically vanish back into the shadows (rank 14)
* Smoke Bomb - Use SMOKE <Direction> to throw a Smoke Screen into an adjacent room (rank 16)
* Shadow Walk - Use SWALK <Target> to teleport yourself to a target in your current area (rank 18)
* Assassination - when attacking from stealth, there is a chance you will instantly kill the monster (rank 20)
REMEMBER

The REMEMBER command is available to all players. It allows you to remember a location you have visited. Once a location is remembered, you can view it or teleport to it through various means, such as the Portal spell.

Enter REMEMBER <#1-20> to add your current location to your memory.

Enter REMEMBER alone to see a list of locations in your memory.

You have a maximum of 10 remember slots and this increases to 20 if you have the Eidetic Memory ability.

Some locations won't allow you to remember them.
Set Trap

Set Trap is learned through the Survival skill.

Use SET <Trap> choosing from SNARETRAP, FIRETRAP, and ICETRAP.

Traps may be used in combat. After setting a trap, when a monster advances on you, the trap will trigger. Snare traps will cause the monster to be rooted, preventing them from moving (they can still attack if in melee range). Fire trap causes fire damage with a burning DOT. If critical, the fire will cause an explosion, causing burning DOT against all hostile targets. Ice Trap will cause ice damage and slow the target. If critical, it will cause the target to be frozen in a block of ice.

Set Trap has a 30 second cooldown.
Divinity Magic

Divinity Magic centers around the use of ancient rituals, prayers and incantations which attempt to entreat the immortal and spiritual forces of the realms.

Spells Gained:

* Smite - lashes the target with divine energy (rank 1)
* Void Prison - banishes the monster to a void, leaving them unable to act (rank 2)
* Blinding Light - unleashes a brilliant, divine light which blinds engaged monsters (rank 4)
* Cure - removes physical afflictions like blind, deaf, paralysis, exhaustion and bleed (rank 7)
* Heal - restores a moderate amount of health to the target (rank 10)
* True Sight - allows the target to see invisible or hidden targets (rank 12)
* Sanctuary - temporarily protects the current room, preventing monsters from entering (rank 14)
* Bless Weapon - temporarily increases the level of the target weapon (rank 17)
* Soul Summon - summons the target willing player, alive or dead, to the caster's location (rank 19)
* Resurrection - brings the target dead player back to life, without any loss of gold or experience (rank 20)
Weapon and Shield

The Weapon and Shield skill centers around attacking with a weapon in your right hand while blocking incoming attacks with a shield in your left hand.

Abilities Gained:

* Shield Block - you have a chance to block incoming attacks with a shield in your left hand (rank 1)
* Shield Bash - use BASH to damage the target with your shield (rank 3)
* Troop Redoubt - allows you to protect party members from some attacks (rank 5)
* Warcraft - your armor is increased for every monster advanced on you (rank 6)
* Shield Throw - use STHROW to hurl your shield at a target to damage and disrupt spells (rank 8)
* Clash - attack while holding a shield and the target's damage will be temporarily reduced (rank 11)
* Shield Wall - greatly reduces damage taken for 20 seconds (rank 15)
* Fortify - Use FORTIFY with a shield to absorb physical damage based on your skill rank (rank 16)
* Stunning Bash - after blocking an attack, your Shield Bash will also stun the target (rank 18)
* Safeguard - at times when your health is low, your block chance may become greatly increased (rank 20)
Sinshade Family

The Sinshade Family, one of the four main guilds, are the descendants of an ancient group of rogues and assassins in the city of Rhojidan, banded together to increase their wealth and influence. The guild's reach is said to extend throughout the city, including the royal palace, where the Sinshade have at times controlled the highest offices in the realms and even carried out the assassinations of emperors.

The Sinshade are generally either behind or well connected to any organized crime in and around Rhojidan. They are often able to escape the hands of justice, while also dealing it out as they see fit. Their most common and preferred intervention is a swift and silent murder. The guild is known for possessing dark and mysterious powers, including their own unique bloodlines, wherein members are said to permanently transform into powerful, demonic versions of their former selves.

As the Sinshade are often intertwined with royalty and other members of Rhojidan's elite class, their garb frequently matches the same regal style, while also representing the dark and shadowy nature of the guild. The official colors of the Sinshade are black and blood red, typically seen in their clothing and armor, as well as in the decor of their underground guild halls.

Guild Abilities gained at land levels:
Catch Missile

Catch Missile is learned through the Unarmed Combat skill.

While your hands are empty, you have a 25% chance of catching a projectile when a monster attacks you with a ranged weapon.

With the projectile in hand, you can perform an attack as if it were a ranged weapon. The projectile is then lost.

When attacking with the projectile, you will not become unbalanced.
Fae

Fae are usually three or four feet tall and have shiny, colorful wings. They are quick and clever, often excelling at roguery and the magical arts. Fae usually keep to the woodlands, particularly their home in Faewood Forest, but many choose to venture out.

   Racial Abilities:

* Wings - Able to fly
* Small Size - Increases chance to dodge by 5%
* Intuitive Magic - Decreases spell costs based on magic school rank

Size: Small
Feign Death

Feign Death is learned through the Coercion skill.

Use FEIGN and the next attack that hits you within 10 seconds will appear to kill you. Once you are "killed" you can stay dead indefinitely.

You must be dealt at least 1 point of damage in order to feign death. If you are dealt more damage than your current health, you will actually die and feign death will be voided.

Cooldown will last 10 minutes and starts once you use the RECOVER command to stop feigning death.
Abilities

Abilities are gained automatically as you increase your rank in various skills. Some abilities are active and require certain actions on your part, while others are passive and may be in effect at all times or triggered automatically. You can enter AB or ABILITIES to see your list of current abilities and HELP <Skill Name> to see the abilities granted by a skill. You also receive a few abilities with your chosen race and from your guild, if you join one.
Two Handed Weapons

The Two Handed Weapons skill centers around your proficiency in fighting with greatswords, battleaxes, polearms and other two handed weapons.

Abilities Gained:

* Heavy Weaponry - increases your damage dealt with two handed weapons (rank 1)
* Revenge - damage taken while unbalanced increases the next two handed weapon attack (rank 3)
* Sunder Armor - use SUNDER to perform an attack that reduces the target's armor (rank 6)
* Stunning Blows - two handed weapons have a chance to stun the target on critical hits (rank 8)
* Cleave - use CLEAVE with a two handed weapon to attack all monsters engaging you (rank 10)
* Compensate - decreased unbalance time when you miss with a two handed weapon (rank 12)
* Execution - use EXECUTE on a target with low health and avoid unbalance time if they die (rank 14)
* Follow Through - chance to avoid unbalance time while swinging a two handed weapon (rank 16)
* Vengeance - killing a monster with EXECUTE will cause Revenge damage to carry over (rank 18)
* Momentum - damage increases after each attack with a two handed weapon, stacking (rank 20)
Brunmar

Brunmar is an armored underground city and the only known major settlement of the dwarves. It is located beneath the mountains in the southern part of the Qua Jin Desert. Although the city itself is rather small compared to other settlements, the subterranean "roads" connecting the various structures of Brunmar consist of massive tunnels armored with plates of shining bronze. It is presumed that these tunnels have been dug at a such a size, when occupied entirely by dwarves, to allow for very large construction projects, including siege weapons and war golems.

Places of Interest:

* Forge of Brunmar
* Temple of the Three
* Dwarven Depot
* Great Bronze Lift
* Dwarven Mines
Enchantment Magic

The school of Enchantment Magic often focuses on conjuring beneficial magical energies, as well as the imbuement of living or inanimate targets with mysterious charms.

Spells Gained:

* Transmogrify - transforms the target monster into a harmless critter, like a mouse (rank 1)
* Muddle - deals psychic damage and disrupts spellcasting (rank 3)
* Gills - causes the target to grow gills, allowing them to breathe underwater (rank 5)
* Wisdom - increases the friendly target's mana regeneration rate (rank 7)
* Dispel - removes buffs from monsters and mental afflictions from players (rank 8)
* Charm - attempts to charm a humanoid monster so that they will fight as a pet (rank 11)
* Euphoria - restores a moderate amount of health to the caster's group (rank 13)
* Sleep - attempts to put every monster in the room into a mystical slumber (rank 15)
* Mana Shield - conjures a shield which converts damage taken into increased max mana (rank 17)
* Enchant Item - temporarily imbues armor/jewelry with an extra effect of the caster's choice (rank 20)
Transmogrify

Transmogrify is learned in the Enchantment school of magic.

Cast and Target <Monster>

The target monster is transformed into a tiny, weak critter such as a rabbit, mouse or toad.

The change is permanent and killing a transmogrified target doesn't give credit for killing the original monster it was before.
Elemental Steed

Elemental Steed is learned in the Evocation school of magic.

An elemental steed is conjured which can be temporarily used as a riding mount.

Cast and Target <Element> choosing one of the following elements:

Fire Cold Lightning Radiant Necrotic

You can conjure multiple steeds and share them with your allies.
Half-Orcs

Half-orcs are often taller and more muscular than the average human, with very thick, dark green skin similar to the larger full-blooded orc's. Half-orcs mostly live among humans and other common races, varying widely in personality and behavior, but all possess some unique ferocity and strength due to their orcish blood.

   Racial Abilities:

* Berserk - Increase damage for a short time
* Toughness - Increases max health and armor
* Aggressive - Ability to CHARGE into battle without riding mount

Size: Large
Alarra

Alarra is the main continent in the world of Asteria. The eastern and western halves are separated by a massively wide stream known as the Raging River. There are several islands off of the northern, western and southern coasts, while the far eastern shore is completely dominated by a huge mountain range called Skybreak Ridge. Alarra has several major cities and towns, as well as many unnamed settlements.

Asteria World Map
Dwarves

Dwarves are usually short, stocky and strong. They possess unusually high stamina and resilience, making them excellent fighters, as well as drinkers. Often proficient in blacksmithing and engineering, the dwarves also constructed Brunmar, the underground city of bronze tunnels beneath the Qua Jin Desert.

   Racial Abilities:

* Dwarven Resistance - Immune to all poisons
* Ironclad Legacy - Increased armor rating
* Drunken Master - Gain additional benefits with high alcohol level

Size: Medium
Races

Asteria has nine player races to choose from:

* Humans are the most common of races, versatile and tend to progress quickly.
* Dwarves are strong and tough, usually excelling in combat and drinking, among other things.
* Elves possess the strongest intellect and magical ability of the mortal races.
* Half-Elves are very common, often known as spiritual, adventurous and brave.
* Fae are swift and clever, also naturally able to fly with their colorful wings.
* Goblins are cunning and manipulative, often prospering where money is involved.
* Gnomes are quick mentally and physically, usually successful in politics and problem-solving.
* Half-Orcs display the fury of an orc in combat, but are often more focused and civilized.
* Half-Ogres are huge, strong and tough, often towering above other common races.
Wild Enclave

The Wild Enclave is one of the four main guilds, and many travelers would call them the most feared. These are mortals who have either grown up entirely in the wild or spent the majority of their lives in it, and thus, live in accordance with many of its unwritten, natural laws. Isolated and tribal, Enclavers inhabit all of the wildlands across Alarra, though, their numbers are greatest among the woodland realms. Their appearance depends greatly on where they're encountered, as well as the degree of natural immersion in which they've lived. Some appear feral and savage, covered from head to toe in mud and foliage, while others are more groomed and well-spoken.

Enclavers are said to be so attuned to their natural surroundings, that their bodies are at all times imbued with power from the ever-changing seasons and elements of nature. Many are able to tame wild beasts as guardians and take on the characteristics of some animals themselves. The guild is especially known and feared for its relentless savagery in battle. Enclavers are said to commit brutal, ritualistic sacrifices of enemies, and then use the remains for a variety of purposes, including cannibalistic nourishment.

The main guild hall of the Enclave is a collection of treehouses built into the highest treetops of Faewood Forest. Their equipment is crafted via primitive and barbaric methods, frequently utilizing the raw, natural materials of the earth and its inhabitants. This includes stone, bark, leaves and the like, but also the bone, scale, skin, blood, organs, and other anatomy of those they've slain. Enclavers are often partial to dyeing their armor and clothing with varying shades of their guild colors - green and yellow.

Guild Abilities gained at land levels:
Scribing

Scribing is a guild crafting ability learned by members of the University of Arcana.

Reading a scroll will temporarily allow you to cast the spell scribed. For example, reading a Scroll of Haste will allow you to cast the Haste spell for 1 hour. You are able to scribe spells you haven't learned yourself. Rank 20 spells cannot be scribed.

You must be at the University Scriptorium and have the required ink in your inventory. Hold a University Quill in one hand and a piece of Blank Parchment in the other. Use SCRIBE <Spell name> to complete the scroll.

Ink requires ingredients which are found and foraged in a variety of places. These ingredients are mixed in a Mortar and Pestle to create Pigments, which are then mixed with Purewater to create the different inks.
Arcane Bolt

Arcane Bolt is learned in the Alteration school of magic.

Hurls a sphere of arcane energy toward the target to deal force damage.

Cast and Target <Monster>

Each cast has a 50% chance of creating an arcane orb which floats around you.

Each orb increases your spell power by 5%.

You can have a maximum of 3 orbs at a time and they last 60 seconds.

Casting Arcane Missiles will consume the orbs for additional missiles.
Half-Elves

Half-elves are nearly as common as humans and most look exactly like them, with pointy ears being their only elven feature. Half-elves are often spiritual, adventurous and brave. Although they can be found anywhere, most hail from the village of Hessa.

   Racial Abilities:

* Adventurous - Double experience from discovering new areas
* Resilient Soul - Increased damage and defense against Undead
* Spiritual Karma - No loss of gold or experience from dying (60-minute cooldown)

Size: Medium
Portal

Portal is learned in the Alteration school of magic.

Opens a two-way portal to a location you have remembered.

Enter REMEMBER <#1-20> to add your current location to your memory.

Enter REMEMBER alone to see a list of locations in your memory.

After casting the Portal spell, enter TARGET <#1-10> to open a portal to
the targeted location.

You must have a Void Crystal to complete the spell.
Familiar Bonding

Familiars are a type of additional "pet" accessed only by guild members of the University of Arcana.

Enter BOND <Familiar> to bind the familiar to you. Enter UNBOND to unbind from your current familiar. Familiars do not attack or otherwise intervene in battle but instead provide passive bonuses and effects.
Favored Enemy

With their lifelong experience of surviving and hunting in the wild, Enclavers have developed a keen sense for understanding the strengths and weaknesses of different types of enemies.

Use HUNT <type> to set your favored type of enemy and HUNT alone to display the list of enemy types.

When fighting opponents with same type as your favored enemy, you deal additional damage and are more effective.

This has a 60-minute cooldown when used.
Flying Eye

Flying Eye is a spell  learned by guild  members of the University of Arcana.

Casting this will conjure an invisible, floating eye, which the caster then controls. The eye may be used to explore different locations without the caster having to physically enter them.

Use RETURN to stop using the spell.
Forage

Some natural environments, such as forests or mountains, can be foraged for useful consumables and ingredients, such as herbs. Many foraged items can be eaten for various benefits, while some can be used as materials for crafting. Use FORAGE to attempt to forage at your current location.

Something like this will be visible if a location is forageable:

*A small, half-eaten animal carcass is here with flies buzzing around it*
Army of Rhojidan

The Army of Rhojidan is the largest and most elite army known to the realms. Also one of the four main guilds, they are funded by the city of Rhojidan and are charged with many duties, including the protection and policing of the city, as well as the conquest of foreign lands. The guild hall is located within the Keep of the Black Sapphire in the southwestern province of the city.

Rhojidani soldiers are highly skilled riders and possess
some of the most powerful riding mounts in the realms. Soldiers are also trained to improve their weapons and armor, as well as further specialize in the art of combat. While the soldier's approach to battle is considered the Army's primary course of training, magic-users and combatants of all types are equally welcome among their ranks.

Army equipment is smithed using the metals most common to Rhojidan – ebony iron and ebony steel. The imperial form of crafting is aimed at a simple but intimidating style, primarily dark and often featuring the city's official colors of black and sapphire blue. Soldiers who identify primarily as spellcasters, unofficially referred to as Warlocks, are known for wearing thick winter robes bearing the same colors.

Guild Abilities gained at land levels:
Evocation Magic

Students of Evocation Magic harness the magical forces of the elements, weaving spells that can be both destructive and protective, as well as chaotic and unpredictable.

Spells Gained:

* Fireball - hurls a ball of fire at the target, dealing damage with a chance to set them ablaze (rank 1)
* Frostfire Sigil - the target's fire and cold resistances are temporarily reduced (rank 2)
* Molten Strength - increases the caster's physical damage and can be used to stun monsters (rank 5)
* Ice Daggers - conjures up to two throwing daggers made of frost in the caster's hands (rank 7)
* Ride Lightning - the caster grabs a bolt of lightning and rides it to a random place nearby (rank 9)
* Wall of Ice - conjures a wall of ice which monsters have to fight through to reach the caster (rank 12)
* Elemental Steed - conjures shareable steeds chosen from one of five elements (rank 14)
* Firestorm - unleashes a burst of flames which blasts all monsters in the room (rank 16)
* Summon Elemental - conjures an elemental pet chosen from fire, water or storm (rank 18)
* Imbue Weapon - imbue a weapon to deal additional damage as cold, fire or lightning (rank 20)
Naturalism Magic

Students of Naturalism Magic tap into the magical essence of nature, including the regenerative powers found throughout all life, as well as the destructive forces of the earth in its ever-changing state.

Spells Gained:

* Lightning Bolt - summons a lightning bolt to strike the target, sometimes others nearby (rank 1)
* Strangling Vines - conjures vines to ensnare the target and puncture them with thorns (rank 3)
* Acid Blast - unleashes acid, damaging all engaged monsters and reducing their armor (rank 5)
* Regrowth - increases the friendly target's health regeneration rate (rank 7)
* Cleanse - attempts to remove poison and disease from the target (rank 9)
* Earthquake - shakes the ground, causing monsters to be knocked down (rank 12)
* Healing Rains - restores health over time for all players in the room (rank 14)
* Barkskin - conjures a layer of protective bark around the target, increasing armor (rank 15)
* Cyclone - deals damage to engaged monsters over time and deflects some ranged attacks (rank 17)
* Astral Walk - instantly teleports the caster to a target player or home (rank 20)
Martial Arts

Slot Cost: 8

Type: Support

When you have no weapons equipped, you act as if you were wielding a weapon that deals (8 \* STR + d8) damage with a delay of 40 and floor of 20. This increases by +4 per tier. You gain access to combos. Maximum combo is equal to your tier.

Rank 2 : Unarmed attacks will have basic style emotes. Weapons with the Martial Arts flag count as unarmed for abilities that require it.

Rank 3 : Abilities with the Martial Arts keyword deal an additional 10% damage.

Rank 4 : Unarmed attacks have advanced stylish emotes. Abilities with the Martial Arts keyword deal an additional 20% damage.

Rank 5 : Abilities with the Martial Arts keyword cost 1 less slot to use.
Kalmyr

Kalmyr is an island city located off the northwestern shores of the main continent, Alarra. The city itself was founded by the very first elves, who were said to be born with the island at creation. A massive wall runs all the way around the island in a circle, with seagates on the east and west sides.

Kalmyr is known for its beauty and perfection, with massive towers of ivory and white marble, crystal clear pools and relaxing spring gardens. The University of Arcana is located in the north central part of the city, also founded by the elves and home to the greatest magic known by mortals.

Places of Interest:

* University of Arcana guild hall
* University Library
* Armory of Kalmyr
* Spring Gardens
* Pools of Tranquility
Quests

Quests are scattered throughout the realms, in the forms of characters, monsters, locations and objects. Quests may involve finding items, killing specific targets, delivering messages and other activities. The word QUEST will be seen in parentheses if a quest is available at your location. For example:

An Old Sage is offering a quest (QUEST)

Enter QUEST to see the specific quest being offered at your location.

Enter OFFER <Item> to offer a required item to a quest giver and complete a quest.

Use the OFFER command alone when you are completing kill quests or nothing additional is required for the quest to be completed.

Most quests will reward experience, while some will reward gold and/or items.

Some quests may be part of a "chain" where several different quests are completed with a larger reward at the end.
Coercion

The Coercion skill involves your effectiveness in negotiation, leadership and commerce. Several of the abilities will affect your pets as well as group members. These abilities will increase in effectiveness based on your skill rank. However, the bonuses gained by group members are not affected by skill rank. They also do not stack. As long as one person in the group has the ability, it will count for the group.

Abilities Gained:

* Commanding Presence - increases the effective level of your pets (rank 1)
* Propagate - use SENSE to see the locations of shops and quests in your current area (rank 3)
* Commerce - receive a discount while buying goods and a premium while selling (rank 5)
* Spell Bond - passive ability which allows you to cast spells on pets you control (rank 8)
* Leadership - increases the maximum amount of pets you can control at once by 1 (rank 9)
* False King - increases the armor rating and magic resistance of your pets and group (rank 10)
* Loyal Sacrifice - restores some health whenever you dismiss a pet (rank 13)
* Imperious Splendor - while your health is above 75% pet and group damage increases (rank 17)
* Servant Link - your pets share some beneficial effects currently active on you (rank 20)
Unarmed Combat

The Unarmed Combat skill determines your proficiency in fighting without weapons.

Abilities Gained:

* Martial Arts - increases damage dealt while unarmed (rank 1)
* Flurry of Blows - increases the number of attacks while unarmed or using a martial arts weapon (rank 2)
* Ki Strikes - unarmed attack counts as magic, benefits from both attack power and spell power (rank 5)
* Leg Sweep - perform a quick sweep kick, tripping targets you're engaging (rank 6)
* Catch Missiles - with empty hands, you can sometimes catch and then throw a ranged projectile (rank 9)
* Wholeness of Body - when your health falls to 0, transfer mana to health (rank 12)
* Stunning Fist - perform a powerful strike which stuns the target (rank 16)
* Shockwave - unarmed critical strikes unleash a wave of energy which damages engaged targets (rank 18)
* Death Touch - use DTOUCH on an advanced target, if their health drops below your max mana, they die (rank 20)
Alchemy

Alchemy is a guild crafting ability  learned by members of the University of Arcana and the Sinshade Family.

You must be at your guild's alchemy laboratory and have in your inventory whatever ingredients are required for the potion you wish to brew. Hold an Alchemy Flask in one hand and a Vial of Sweetwater in the other. Use BREW <Potion> to brew the desired potion or to see what ingredients you are missing.

You can also use BREW alone to see what potions you are able to brew.

Potion ingredients can be found and foraged in a variety of places.

Brewable Potions:

* Greater Healing Potion - Restores more health than common potions
* Greater Mana Potion - Restores more mana than common potions
* Rejuvenation Potion - Restores both health and mana
* Deathshade Potion - Increases necrotic, radiant, and poison resistances and damage by 5% for 1 hour
* Mageblood Potion - Increases all resistances, spell resistance, and spell power by 5% for 1 hour
* Prismatic Potion - Grants 75% fire, cold, and lightning resistance for 1 minute
* Dragonskin Potion - Increases armor by 5% and both attack and spell power by 100 for 1 hour
* Bloodrage Potion - Increases all damage dealt by 5% and absorbs the next 250 damage for 1 minute
Items

Asteria has a variety of unique items to discover and interact with.

Armor, clothing and accessories can be worn using the WEAR command.

Any item can be taken from your pack using the HOLD command, which includes weapons and shields.

Some items may require a special command such as READ, EAT or ACTIVATE.

## **Armor**

Wearing armor can provide physical damage absorption and enhance some combat abilities.

There are three types of armor:

* Clothing provides no armor rating but can be helpful for spellcasting
* Light armor, such as leather or scale, provides some armor rating but more flexibility
* Heavy armor, such as plate mail, is less flexible but provides the most armor rating

Many abilities are affected by the type of armor you are currently wearing.

The Athleticism skill is considered synergetic with heavy armor use.

The Acrobatics skill is considered synergetic with light armor use.

Shields must be held in the left hand to be used effectively.

Each player has two free hands and the following nine equipment slots:

* Headgear
* Body Armor
* Leg Armor
* Footwear
* Gauntlet
* Outerwear
* Neck
* Rings (2)

## **Weapons**

The weapons of Asteria have different attributes such as size, weight and whether they deal damage as bludgeoning, piercing or slashing. These factors determine the weapon's attack speed, hands required to use, damage per attack and how the weapon interacts with various abilities.

The following weapon types are available in Asteria:

**One hand required:**

* Unarmed or Martial Arts Weapons
* Axes
* Maces
* Swords
* Staves
* Daggers
* Spears
* Projectiles (ranged)
* Torches

**Two hands required:**

* Bows (ranged)
* Crossbows (ranged)
* Polearms
* Two Handed Axes
* Two Handed Maces
* Two Handed Swords

## **Other Items**

There are several other item types in Asteria such as:

* Rings, necklaces and cloaks you can WEAR for more stats and effects
* Light sources such as a torch you can HOLD or a lantern you can WEAR at your belt
* Trinkets you ACTIVATE and scrolls you can READ to cast a spell or cause an effect
* Foods you can EAT and potions you can DRINK for healing, buffs and other effects
* Alcoholic beverages to DRINK, become increasingly drunk and experience a variety of effects
* Quest items you discover and OFFER for rewards
* Books you can READ to learn more about the realms and other helpful information
* Tools such as shovels, pickaxes, ropes and others you can use to interact with the environment
* Crafting ingredients and materials such as herbs, inks, metals, gemstones and more
Humans

Humans are the most common of mortal races, varying widely in appearance. They make up most of the population of Rhojidan, but are still found everywhere and have no singular home. Humans are remarkably driven and ambitious, allowing them to progress quickly while taking on multiple challenges.

   Racial Abilities:

* Quick Learner - Gain bonus experience
* Sojourn - Able to use Recall after level 10
* Versatile - Starting at level 10, gain an extra skill point every 10 levels

Size: Medium
Battle Stance

Soldiers of the Army of Rhojidan are able to switch between different battle stances, in order to adapt to various combat situations.

Use STANCE <Stance> choosing from BALANCE, PROTECT, or ASSAULT

BALANCE - Default stance that increases armor penetration
PROTECT - Defensive stance that decreases damage received and damage done
ASSAULT - Offensive stance that increases critical chance and damage received
Magical Dexterity

The Magical Dexterity skill involves your familiarity with the magical arts and the act of spellcasting itself. Training the skill allows you to cast spells more effectively, manipulate existing spells, as well as better understand the spells and magical effects you encounter.

Abilities Gained:

* Detect Magic - you are able to see the magical effects active on monsters and players (rank 1)
* Replenish - casting spells has a chance to restore mana and increase spell resistance (rank 2)
* Spellcraft - you are able to identify spells being cast by monsters and players around you (rank 5)
* Arcane Power - cooldown ability which temporarily increases your spell damage by 25% (rank 7)
* Preserve Energy - whenever you activate an item, there is a chance you won't expend a charge (rank 10)
* Attunement - weapon enchantments deal 25% more damage (rank 13)
* Energy Roil - buff spell duration is doubled and debuff duration is cut in half (rank 15)
* Regalia -rings and necklaces you wear are 25% stronger (rank 18)
* Perpetuation - the duration of your active buff spells will only decrease while you are in combat (rank 20)

Spells Gained:

* Conjure Gem - conjures a gem of magical energy, use ACTIVATE to restore some mana (rank 4)
* Energy Shield - conjures an magical shield, allowing your mana to absorb some damage (rank 12)
Dream Objects Episode 1: Another Original Idea

The First Episode In Dream Objects

In This Episode We Get Introduced To Plank And The Original 8 Contestants

They Also Compete In "The Platform of Originality" The Totalliy Original Platform Game

The Winners Of "The Platform of Originality" Are Card And Winner

## Appearance

Plank

Avocado

Winner

Grilled Cheese

Ghosty

Popsicle

Orange Blob

Squishy Cherry

Squashy Grape

## Notes & trivia

This Is The Only Episode (Not Including The 2 Seconds In Episode 2) Where We See Cards Original Design
Episode 3: Left In Suspense + Lost In Speakerville

The Third Episode Of Dream Objects

3A:

The Elimination Takes Up Half Of The Episode :\

The Challenge Is To Make A Speaker Box

Squishy Cherry Gets Eliminated

3B:

The Episode Starts Off With An ~~Elimination~~  Debut

French Horn Joins The Show Same With Foxhat Who Appears At The Start

Evil Pie Judges The Speakerboxes And Team Retro Wins

## Appearances

Winner

Card

Plank

Grilled Cheese

Orange Blob

Elljah

Squishy Cherry

Ghosty

Avocado

Squashy Grape

Joystick

Basketball

Sqaure

Foxhat

French Horn

Flashdrive

Certificate

Gimpy Logo

Evil Pie

## Notes & trivia

This Is The Only Episode Where Plank Does Not Have The First Line (3B continues this trend)
Void Prison

Void Prison is learned in the Divinity school of magic.

Cast and Target <Monster>

Banishes the target to a prison in the dark void where it cannot attack or move.

This lasts for 30 seconds or until the target takes damage.

Only one void prison may be active at a time. If cast on a different target, the void prison will be removed from the previous target.
Sinshade Family Bloodlines

At level 40, guild members of the Sinshade Family are able to complete an ancient ritual, in which they will permanently transform into one of three powerful beings, chosen from Vampire, Lich, or Demon. At levels 50, 60, and 70, a new ability is gained based on the chosen bloodline.

* Vampire Abilities:
	+ 40 Child of the Night (passive bonuses)
		- Nightvision
		- 50% Cold Resistance
		- Sneak damage is doubled
	+ 50 Cloud of Bats - Temporary form which allows safe, unhindered travel
	+ 60 Blood Drinker - Attack and drain life from a target
	+ 70 Cloak of Shadows - Gives your entire group stealth and additional protection
* Lich Abilities:
	+ 40 Lichdom (passive bonuses)
		- Control 1 additional pet, stacking with Leadership
		- Water-breathing
		- Increased Spell Power
	+ 50 Enslave Undead - Make a target undead your minion
	+ 60 Mist Form - Temporary form which allows safe, unhindered travel
	+ 70 Phylactery - Instead of dying, you are transported to your home
* Demon Abilities:
	+ 40 Mark of the Beast (passive bonuses)
		- Increased Health and Armor
		- 10% All Resistances
	+ 50 Sinful Behavior - Embrace a chosen sin and be empowered by it
	+ 60 Demonic Form - Unleash your demonic fury for all to see
	+ 70 Infernal Gate - Teleport through fire to a remembered location
Acrobatics

The Acrobatics skill centers around swiftness and grace of movement. Acrobatic abilities involve avoiding attacks and retreating more effectively, as well as improving your offense.

Abilities Gained:

* Dodge - gives you a chance to dodge physical attacks (rank 1)
* Initiative - your damage is temporarily increased after entering combat (rank 3)
* Kip-up - you can quickly spring up to your feet after being knocked prone (rank 5)
* Evasion - reduces AOE damage taken and the effectiveness of traps against you (rank 8)
* Mobility - use RETREAT <Direction> to flee toward a specific direction from combat (rank 9)
* Water Walking - your agility allows you to gracefully walk across the surface of the water (rank 12)
* Battle Rhythm - your damage is increased while you are successfully avoiding attacks (rank 15)
* Tumble - use TUMBLE while wearing only cloth or light armor to briefly dodge all attacks (rank 17)
* Improved Initiative - damage and critical surge are increased after entering combat (rank 20)
Thievery

The abilities granted by the Thievery skill center around criminal pursuits like picking locks and pockets. Thieves tend to accumulate more gold and treasure over time than uninitiated adventurers. Many of these abilities can result in a bounty when used on innocent victims within city limits.

Abilities Gained:

* Pickpocket - use STEAL <Target> to attempt to pick the target's pockets (rank 1)
* Disable Traps - you are able to disarm some traps you encounter (rank 3)
* Poison Weapon - use POISON to coat a weapon with damaging venom (rank 5)
* Pick Locks - use PICK to attempt to open a locked door or treasure chest (rank 8)
* Peek - use PEEK <Target> on a player to see their inventory or on a monster to see potential drops (rank 9)
* Hidden Pockets - increases the amount of items you can carry by 5 (rank 10)
* Crime Wave - you are able to temporarily avoid bounties while committing crimes (rank 12)
* Palm - use PALM instead of GET or TAKE to pick up items or gold without anyone seeing (rank 12)
* Cutpurse - the amount of gold you carry increases your surge rating (rank 14)
* Avarice - increases your chance of finding additional loot (rank 17)
* Coup De Grace - you will always critically strike against immobile targets (rank 20)