recursal/Fanatic-Fandom huggingface dataset:
Evasion

Class: Nomad (Level 50)

Subclass Bandit: Level 5 (Thief)

Usage: evasion (toggles on/off)

When the Bandit/Nomad is in this protective position, all damage inflicted by physical attacks (bare hand attacks, weapon attacks, and skills) will be
reduced by 25%.

Unfortunately, since the Bandit/Nomad is so intent on protecting themselves, they will miss more often. This skill cannot be toggled on or off in combat.
Skills

Ronin has a multiple of skills spread across its 10 classes and 10 subclasses. These skills add more abilities to enhance combat and to change up the existing playstyles.

There are 36 total skills in the game. Below is a chart showing you what classes get access to these skills. A "Y" Means that the class gets the skill. Some classes may get access to these skills through their subclasses. Subclass specific skills will be found on their respective pages

AP = Anti-Paladin

BA = Bard

CL = Cleric

CO = Commando

MU = Mage

NI = Ninja

NO = Nomad

PA = Paladin

TH = Thief

WA = Warrior
Panacea

Subclass Crusader: Level 3 (Paladin)

The healing touch of a devout Crusader is a panacea to injury and ailments sustained by the target. As such, the Crusader's Lay Hands spell heals for 50% more hit points (up to 750 at level 50).

Additionally, when Lay Hands is cast on a target, it will grant the effects of the Bless spell to the target and will also remove up to two of the following negative effects per cast, in the following order of priority: blindness, paralysis, hold, curse, poison, chill touch, or sleep.
Shapeshift

Subclass: Druid, Level 4 and 5 (Cleric)

Usage: shapeshift <dragon/elemental/normal>
HP Cost: 100 (Dragon/Elemental Form) / 0 (Normal Form)

This ability allows the Druid to transform into a non-humanoid creature, granting them special powers, spells, and skills.

Each form brings with it certain advantages and disadvantages, allowing the Druid to fill specific niches by trading some powers for others.

The Druid maintains their chosen form until they choose a new one, they die, or they otherwise leave the game.

Using the shapeshift command with the "normal" option causes the Druid to revert to their natural humanoid form.

### Forms

* Elemental Form
* Dragon Form
Focus

Subclass Crusader: Level 2 (Paladin)

The Crusader has mastered the ability to concentrate and focus on casting magic.

This passive ability increases the Crusader's concentration rate by 5%.

Additionally, when casting a sufficiently powerful healing spell, the Crusader will earn a small amount of positive alignment change.

Finally, the Crusader has an increased chance for all spells to have reduced mana cost at sufficiently high caster level.
Smite

Subclass Cavalier: Level 5 (Paladin)

Usage: smite <victim>

This skill allows the Cavalier to channel their righteous fury against an enemy. In doing so, the Cavalier switches their target and performs a single attack against their enemy that consumes their current position before knocking them down into a stunned position.

When smiting an enemy, the Cavalier also has a chance to summon their trusty steed against the target of their attack.
Rage

## Summary

This spell is similar to the Paladin's Fury spell. It grants the Anti-Paladin a damage multiplier on every hit. However, while Fury gives a 2x multiplier, Rage gives a multiplier of 1.5x. Also, unlike Fury, there is only a 50% chance that an attack against a creature or player affected by Rage will be automatically hit.

Rage also automatically applies the effects of the Blood Lust spell when successfully cast by Anti-Paladin characters.
A Very Old Vampire

## Description

   As you gaze at this ancient undead being, he seems to smile and starts to chuckle to himself in a deep, coarse voice.  His black and red robes are made from silk and his two fangs stick out of his mouth slightly, for time has withered his once youthful skin.  His blood-stained lips part as he drops his martini and opens his mouth widely to emit a loud hissing sound.
Crusader

The Crusader has studied healing through prayer and divine worship. Their abilities are enhanced by their beliefs, providing very potent healing abilities. As they grow in power, they are able to convert their holy energy directly into healing and other beneficial effects.

The Crusader is a subclass of the Paladin.

Subclass Skills/Spells
Energy Drain

## Summary

The caster uses wraith-like powers to drain the life-force from the victim. This spell does not do much damage, but victims failing their saving throws will lose some hit points, mana and exp. You will gain this drained energy. Beware that this spell is evil and will gradually draw the caster towards the dark powers.
A Large Centaur

## Description

   Here stands a genetic fluke of nature.  His upper body is that of a man, muscles bulging and long, wavy-brown hair blowing in the wind.  His left hand grips a large shield, while his right hand is clutched in a fist as he prepares for battle.  The lower portion of his body is that of a horse.  The short, brown fur is nicely groomed and his tail flicks as he coldly gazes at you. The muscles in his legs prove that he could easily outrun you over any terrain and his upper bust heaves as he breaths heavily and gallops about.
Hidden Blade

Class: Anti-Paladin (Level 40)

Prerequisite Skill: Pummel

Damage Done: 2 x Level

On a successful Pummel, the Anti-Paladin has a chance to stab the target with a hidden blade.

This is a passive skill and will automatically has a chance to activate when you pummel.

The success of Hidden Blade is dependent on how well the skill is practiced and is affected by the character's dexterity modifier.

The maximum success rate before the dexterity modifier is applied is 25%.
Rimefang

## Summary

This extremely powerful room attack spell can cause serious damage to anything in the immediate vicinity. This spell also has a higher than normal chance to paralyze those hit by it, as compared to the Paralyze spell.

Rimefang deals (level / 2 to level) additional damage at night or during the winter, and (level to level \* 2) damage on a cold winter's eve. After a creature has been damaged by Rimefang, it gains a 10 point penalty to its saving throws vs. spells for a duration of 20 rounds (60 seconds, or 1 tick); this penalty can be refreshed by additional casts of Rimefang, but does not stack with itself.
Anti Rent

In Ronin there are three forms of Anti-Rent quest rewards. The first form, is to simply hand them out to the players, and let them use them until they log off or get bored. The second, are hard recipes. These require ingredients which are hard to obtain, as their name indicates. The third and final form, are easy recipes, which are easy to find items. The bonus of recipes over the actual items, is the fact that recipes may be stored in ones vault, or rented out. However, the recipe will disappear once the item is crafted.

The stats on Anti-Rents are as follows:

Rusty Spoon: 6D6 +9 +9, Fury Wield

Ubertank Plate: Body 70 AC App 500 HP 100 HP regen Sanc/Dodge

Crash Helmet: Sanc/Invul/Sphere/Prot Good&Evil 30 AC 10 Dam

Regenerator: 10 dam 150 Mana Regen 250 Hp Regen 30 AC

Can of Whoopass Held 30 Dam 30 Hitroll 30 HP 30 AC Dual

Cloak of Caster's Choice: 500 Mana 100 Mana Regen 10 Dam Sphere 30 AC About

Boots of Super Dooper Swiftliness: Imp Invis, 10 dam 10k moves 30 ac Feet
AQuest

Auto Quest is a system that allows players to accumulate Quest Points.

Every class has a guildmaster who can send you on quests for valuable quest points. These quest points can be used to buy various items such as subclass points.

Ronin has several different levels of autoquests, you may request for whichever level you feel is appropriate. You have 60 minutes to complete an autoquest. Additionally, upon requesting an autoquest, there is a chance the guildmaster will offer an autoquest worth double quest points!

Here are the commands and descriptions for requesting the different levels:

AQUEST REQUEST SOLO - This will always give the player an autoquest worth 1 point.

AQUEST REQUEST LOW - These autoquests are harder than the previous level, and are worth 1 to 3 points.

AQUEST REQUEST MID - These autoquests are even harder, and worth 2 to 4 points

AQUEST REQUEST HIGH - These autoquests are the hardest, and can be worth anywhere from 3 to 6 points.

Note: Players level 24 or lower will have easier solo autoquests than other players.

If you don't like the quest or think it's too hard, you can quit your quest by typing "AQUEST QUIT". However you must wait 30 ticks before being able to start a new quest.

Once you complete your quest you must return to the guildmaster to get credit for it.

At the guildmaster type "AQUEST COMPLETE" and you'll earn the appropriate number of quest points for the quest.

After completing a quest, you must wait before starting another, the amount of time you have to wait is equal to the 20 minus the amount of time it took to complete the quest, to a minimum of five ticks.

"AQUEST INFO" will give you your current quest status.
"AQUEST LIST" will show you the items you can buy.

"AQUEST BUY" is used to buy an item.

There are other ways to have your quest end. These include running out of time, dying, quitting from the mud, renting, and in the case of killing a mob, someone else killing it before you can.

If a player is not up to doing a regular AUTOQUEST, there is a second format for the player to try known as AQCARDS. And as if that weren't enough options, there is also something known as an AQORDER.
Defend

Subclass Ranger: Level 5 (Nomad)

While in complete defensive mode, the Ranger completely focuses his mind on the movements of the creatures attacking him.

This prevents the Ranger/Warlord from doing anything but weak hits against the opponent, but gives him an extra -100 armor and the ability to dodge or parry attacks with more success.

With defend, the Ranger can get up to -300 armor. This is the ultimate tanking ability.

While fighting, the tank cannot change his mode.
Alignment

Your alignment reflects your behavior in the world. By doing heroic deeds and slaying evil monsters your alignment tends to rise towards good. Someone who continually slays innocents and wreaks havoc on the forces of law and order will gradually turn towards evil.

All characters (Except Anti-Paladin/Paladin) start out neutral and will only be judged by their actions.

Gear may have Anti-Alignment Modifiers, and certain mobs may also become aggressive towards certain alignments.

Paladin and Anti-Paladin must be Good/Evil Respectively to cast their spells. If they stray from this path, all spells are permanently locked.

Alignment
 Good
 Neutral
 Evil
 Prime Evil
Inner Peace

Subclass Mystic: Level 2 (Ninja)

The winds of the gods blow through the Mystic's spirit, imparting a sense of Zen and tranquility upon their being. A Mystic that has attained inner peace
is unaffected by the visual impairment imposed by blindness.

Inner Peace also provides the Mystic with +10 mana regeneration at all times.

In addition, the Mystic's in-combat mana regeneration limit increases by 10, to a maximum of 100.

Finally, this ability increases the Mystic's concentration rate by 5%.
Mantra

## Summary

The Mystic channels his/her spiritual energy into a target, which will regenerate the target's wounds for a period of time.

The immediate amount healed will be 500 hit points.

The target will become affected by the "Mantra" enchantment. If the target is already affected by the enchantment, the duration will be extended to the maximum duration of 90 seconds (30 rounds).

If a more powerful Mystic applies mantra to a target already affected by the enchantment it will be replaced by the higher level enchantment and the duration will be refreshed.

While affected by the "Mantra" enchantment, the character regains "(Level + Wisdom modifier) \* 1.5" hit points every 9 seconds for a duration of 90 seconds (there will be 10 healing "pulses"). At 25 Wisdom, the total amount of healing over time is 1400.

Additionally, during each healing "pulse", there is a 25% chance to dispel any one of the following status ailments from the target: blindness, poison, or paralysis.
Dispel Magic

## Summary

This spell can be cast either on objects of magical power such as potions, scrolls and wands, which it will most certainly render powerless. The spell will also possibly remove some magical benefits or curses from a normally magical item. When cast upon a person, it will use its own power to destroy one of the spell effects already on that person.

Casting of this spell will make the caster weaker for a short period of time, as he or she is channeling the energy from his or her body to power the spell.
Damage

As you attack, your gear, strength and other attributes combine to form your damage done to a target. This is then applied against the opponent, where their defensive skills and spells are calculated to reduce the damage.

Once all of that is done. Your character will do a hit. If you want an estimate of how hard you are hitting, take a look at the table below. The messages you see are ranges and not exact values.
Blur

## Summary

The Ronin blurs out of reality, making them not only harder to hit, but harder to defend against. While under the effects of Blur, the Ronin gains the following benefits:

* -(Level / 2) to the Ronin's armor class (this is a benefit).
* +(Level) to Dodge skill checks.
* +(Level / 7) to all other skill checks (+7 at level 48+).
Lunge

Subclass Legionnaire: Level 1 (Commando)

Usage: lunge <target>

With this skill, the Legionnaire can lunge at their target to start or join a fight, dealing 25% more damage than an Assault. The user will experience 2 rounds of lag, and the success of the lunge is dependent on how well the skill is practiced.

The success of this skill is based on how well it is practiced, and the character's Dexterity.

Note: A weapon is required.
Gladiator

The Gladiator has spent many years training hard in the arena. The skills and experience they have earned have given them the edge in combat. As they grow in power, they strive to deliver an unending series of blows against the opponent.

The Gladiator is a subclass of the Warrior.

Subclass Skills/Spells
Discografia de Elena Andrei

A discografia de Elena Andrei consiste em um álbum de estúdio, dois EPs e 10 singles como artista principal. O seu primeiro álbum de estúdio, *My Messy Crazy Twisted Mind* (2018) deu origem aos top 10 singles "Ain't Got Time", "Flashlight in the Dark" e "Amplify" nos Estados Unidos. O álbum alcançou a terceira colocação da Billboard 200.

Em 2019, Andrei emplacou os singles "Amplify" e "Lucid" no número 1 do Reino Unido, com o último também alcançando o topo nos Estados Unidos; em 2020, o single "Pour on Me" de Heidi Myers estreou na primeira colocação de ambos os países.

O segundo álbum de Andrei, *Atmos*, deve ser lançado em 2021.

## Álbuns de estúdio

### Álbuns de estúdio

 My Messy Crazy Twisted Mind
Gravadora: Pop Zone

## Extended plays

 Tyson Trax X Elena Andrei
Gravadora: Melon Machine

## Singles

### Como artista secundária

 "Gon Ride"
(Fuego featuring Elena Andrei)
 "Pour on Me"
(Heidi Myers featuring Elena Andrei)
 "Criminal"
(Lennie Dale featuring Elena Andrei)

## Aparições como convidada

 "Bad Girl"
 "Seeing Red"
Elemental Form

Subclass: Druid, Level 4 (Cleric)

One form of the Shapeshift skill.

* Immunity to the skill lag caused by some skills and special attacks, such as from pummel, bash, tailslam, etc.  This does not affect damage or position.

The affects, spell access, and immunities listed above are lost immediately when the Druid shapeshifts to another form.

### Other Commands

Allows the Druid to use the 'entropy' command when in Elemental form, causing them to envelop the specified target with a bubble of entropy that saps them of their energy.
Entropy applies a negative effect to the target which causes a 5% reduced chance to: hit with their standard melee attacks, use special attacks (e.g. bite, claw, tailslam, etc.), and/or cast a spell.
Other special abilities that the target might use (i.e. from special procedures) are unaffected.

This ability has a cost of 50 mana and imposes a 1 round skill lag on the Druid when it is used.
This effect can stack up to 3 times (up to 15% reduced chance) and has a duration of 10 combat rounds (30 seconds).

The effect caused by Entropy attacks from multiple Druids stack with each other and toward the limit of 3 total stacks.

Each Entropy attack refreshes the duration of the effect to its maximum of 10 combat rounds.

### Disadvantage

* Physical damage inflicted by melee attacks and skills used by a Druid in elemental form is reduced by 50%, due to their less corporeal nature.
Snipe

Subclass Legionnaire: Level 5 (Commando)

Usage: snipe (toggles on/off)

The Legionnaire has honed their combat skills to near perfection.

When engaged in combat with an enemy that is in a weakened state (near death), the commando will automatically attempt to snipe their opponent with a deadly attack. This attack inflicts 15 to 25 times the commando's class level, for a minimum of 750 damage, and a maximum of 1250 damage at level 50.

This attack is automatic and is attempted approximately every 10 seconds. Its chance of success is based on the target's remaining hit points, with a more wounded target being more prone to being sniped.

Snipe can only trigger once per 7 combat rounds on the same creature.

Multiple Legionnaires can Snipe the same creature, but only 1 time each within the 7 round window.
Conviction

Subclass: Templar, Level 1 (Cleric)

The Templar's Dispel Evil, Dispel Good, Holy Word, and Evil Word spells inflict three times the normal damage. Also, the Harm and Super Harm spells no longer have a saving throw for half damage when cast by the Templar.

Additionally, the Holy Bless and Evil Bless spells shift the Templar's alignment by two times the normal value when cast on themselves.

Finally, the Templar can cast the Holy Bless and Evil Bless spells on other characters. These spells shift the target's alignment by 50% of the normal amount provided by the spell.
Berserk

Subclass Ranger: Level 4 (Nomad)

While in berserker mode, the Ranger works him/herself into a state of mind where he/she is completely focused on the fight. The Ranger isn't able to flee, protect or rescue but does retain the ability to dodge. The greatest benefit is the ability to dual.

The dual success is dependent on how well the skill is practiced.
Bard

Bard is a class that can sing useful songs. Bards can be very beneficial to groups since they can provide song and entertainment for the whole group.

Bards are also able to cast some spells and possess some useful skills.

### Subclasses

* Bladesinger
* Chanter

### Skills

* Dodge
* Peek
* Pick
* Throw
* Taunt - Gained at Level 20
* Dual - Gained at Level 25
* Camp - Gained at Level 35

### Songs

Songs are unique to a Bard. When they sing the song, it applies a specific spell to the entire party or the entire room. It can affect both your group, enemies or everyone.

In Order to use a song, you need to be holding an instrument and the use the command song '<song name>'.

Ex. song 'come together' = will have the bard cast Group Summon

Some songs have multiple names and either can be used.

### Notes

1. Haste song has guaranteed effect on clerics and bards; other classes have a 5% chance to be affected.
Sphere

## Summary

When protected by sphere, any aggressive monster that is 5 levels lower than you will not attack you.  No one can steal from you.

If you are magically attacked by something the same level as you, you have a 50% chance of blocking the attack.  This includes attacks of fire, cold, electricity, acid, etc. For every level the attacker is above you, your chance of blocking decreases by 5%.  For every level the attacker is below you, your chance of blocking increases by 5%. If the attacker is 10 levels above you, your sphere is useless, and if the attacker is 10 levels below you, your sphere in impenetrable.

Classes get percentage bonus or percentage penalties against sphere as follows.

Class Bonuses
 Warrior | -10
Cunning

Class: Thief (Level 50)

Usage: cunning (toggles on/off)

When affected by Cunning, the Thief is able to expend their energy (mana) in order to grant them the ability to break through the Invulnerability spell/affect with their Backstab and Circle skills. Piercing through a target's protective field has a cost of 10 mana points.
Nomad

The opposite of a paladin, the embodiment of evil. They look to consume the dead to restore their own health. They possess offensive skills, spells and some thief abilities.

### Subclasses

* Trapper
* Ranger

### Skills

* Ambush
* Butcher
* Disarm
* Dodge
* Kick
* Peek
* Pick
* Rescue
* Spin
* Subdue
* Throw
* Trap
* Disembowel (Level 40)
* Evasion (Level 50)
Distortion

## Summary

The Archmage has perfected the mastery of magic and can now affect others protective spheres. The target will have their Sphere spell weakened and it will now allow at least 1/2 of all spell damage through. Nothing will survive the Archmage's magical onslaught.

NOTE: Distortion can be cast regardless of the victim's level.
Anti-Paladin

The opposite of a paladin, the embodiment of evil. They look to consume the dead to restore their own health. They possess offensive skills, spells and some thief abilities. You need to have Evil Alignment in order to cast spells.

You do have the option to play a Good Aligned Anti Paladin. You will lose access to all spells, but can gain access to very powerful gear to offset the lose of spells.

They also gain powers from increasing the Blood Level in the room.

### Subclasses

* Defiler
* Infidel

### Skills

* Backstab
* Bash
* Hide
* Kick
* Peek
* Pick
* Pummel
* Sneak
* Steal
* Hidden Blade - Gained at Level 40
* Assassinate - Gained at Level 45
Blackmantle

## Summary

While affected by this spell, up to 10% of all physical attack damage is reflected back to the attacker. The Defiler cannot reflect more damage per attack reflected than he/she could inflict in one hit.

Additionally, the Defiler's chance to automatically be hit while affected by the Rage spell is reduced from 50% to 20%.

A Defiler that has learned the Assassinate skill can Backstab a victim already in combat, as if he/she could not be seen, when surrounded by this mantle of darkness.
Invulnerability

## Summary

When protected by this sphere no one can steal from you. Any physical attack towards you that would cause less than 20 damage will miss. Any aggressive monster that is 5 levels lower than you will not attack you.

If you are physically attacked by something the same level as you, you have a 50% chance of blocking the attack. This includes all skills such as bash, pummel, assault, circle, etc. For every level the attacker is above you, your chance of blocking decreases by 5%. For every level the attacker is below you, your chance of blocking increases by 5%. If the attacker is 10 levels above you, your sphere is useless, and if the attacker is 10 levels below you, your sphere in impenetrable.

Classes get percentage bonus or percentage penalties against invulnerability as follows:

Class Bonuses
 Warrior | +10
Shadowstep

Subclass Defiler: Level 4 (Anti-Paladin)

Usage: shadowstep (toggles on/off)

The Defiler will occasionally step into the shadows during combat, only to re-appear behind his/her victim. The Defiler will attempt to stab the victim in the back for increased damage. The success and damage output of the skill varies depending on a number of factors.

A Defiler that cannot be seen by his/her victim receives a benefit, as does one affected by the Blackmantle spell. A Defiler fighting in a dark room, or during the night time will have an increased chance of success, and the skill will inflict more damage. Likewise, a Defiler attacking a victim outside during the day, or in a lit room will have a reduced chance of success, and the skill will inflict less damage. Defilers with a non-evil alignment have a slightly lower chance of triggering these automatic attacks.

The amount of damage inflicted ranges from 1.0x a normal hit for the least favorable conditions, to 2.5x a normal hit for the most favorable.

The success of this skill is based on how well it is practiced, and the character's dexterity.

The use of this skill is automatic and can be toggled on or off.
Bless

## Summary

The caster calls upon the powers of the gods to give their blessing on the victim or object. If successful, bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 1.

Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster.
Doctor Who Roleplaying Game Wiki

**Welcome to the Doctor Who Roleplaying Game Wiki!**
This Wiki is a reference guide for the Doctor Who Roleplaying Game (formerly known as Adventures in Time and Space) published by Cubicle 7.

We're a collaborative community website about Doctor Who Roleplaying Game that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Doctor Who Roleplaying GameVortex SystemCharacter Building

This Wiki is intended to be used as a reference guide only. If you are going to play the Doctor Who Roleplaying Game or another tabletop roleplaying game using the Vortex System, please purchase the official books from Cubicle 7 or another official retailer.

*The Doctor Who Roleplaying Game* is published by Cubicle 7 Entertainment Ltd. The Vortex System was created by David F. Chapman. *Doctor Who*, *Torchwood*, *The Sarah Jane Adventures*, *Class*, *K9 and Company*, *K9*, "the TARDIS", the sonic screwdriver, psychic paper, the Daleks, the Cybermen, the K9 prop — and all characters, concepts and situations described and displayed on this wiki— are © and or ™ the British Broadcasting Corporation, BBC Worldwide, Metal Mutt Productions, Cubicle 7 Entertainment Ltd. and/or their individual creators and licensees. No infringement of any entity's legal rights is intended.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*From the Community Founders*: With the Doctor Who Roleplaying Game, you can travel through all of time and space, go on adventures with the Doctor, as part of the Torchwood team, as a member of UNIT, or as any combination of custom characters that you create. All you need to get started is some friends, a couple of six-sided dice, a pencil, and some paper! In the words of River Song: "Next stop: Everywhere!"
Desecrate

## Summary

With this spell, the Defiler does the vilest thing imaginable with the corpse, desecrating it in horrific ways.

This spell grants the Defiler a hit point regeneration bonus equal the level of the creature the corpse came from, and an armor bonus equal to half of its level.

While affected by Desecrate, the Defiler's Vampiric Touch spell will inflict and drain 10% more damage. Additionally, the damage and drains inflicted by the Blood Lust spell is also increased by 10%.

As an added bonus, the Defiler's Spirit Levy spell will restore up to 50% more hit points per cast. This effect is active even when Desecrate is not.

This spell will destroy the corpse and anything within it.

When cast upon the corpse of a creature with a level of no less than 10 levels below the caster, this spell will increase the blood level of the room by one.
Dusk Requiem

## Summary

The Infidel may "collapse" a shadow wraith, expending its existence to inflict massive damage against a foe.

Casting Dusk Requiem immediately destroys the most recently cast Shadow Wraith, inflicting damage equal to 350 x the number of shadows the Infidel controls when this spell is cast. For example, if the Infidel controls four shadows, this spell will inflict 1400 damage to the target.

Additionally, if a shadow's duration expires while the Infidel is engaged in combat, this spell is automatically cast with zero mana cost, inflicting double damage.

Finally, if a shadow's duration expires outside of combat, the Infidel gains hit points and mana equal to half the mana cost of the shadow that is expiring. For example, if the Infidel controls four shadows, this effect will grant 80 hit points and 80 mana when the 4th shadow's duration expires.
Ethereal Nature

## Summary

While affected by this spell, the Enchanter is not completely within the physical plane of existence and therefore can not receive any physical damage. However, the Enchanter can be damaged by spells and other special attacks. Conversely, the Enchanter can not inflict any physical damage while in this state and must depend on attack spells to kill. It takes the Enchanter great effort to maintain this form and as a result can only cast ethereal nature once every 30 ticks.
Guild Master

Inside Each Guild Hall for the classes, you will find your respective Guild Master.

The Guild Master can help provide AQuest, and provides a store for Quest Points.

The primary use for Quest Points is to increase your Stats past 18, all the way to 25.

One stat to 25 will cost 5600 Points, and all 5 will cost 28000.

Stat Quest Point Costs
 20
 21
 22
 23
 24
 25

You can also purchase Subclass Points for 5 quest points a piece.

### Purchasing Stats

* In order to see the costs and to purchase a stat, you need to type "aq list". If you type "aq", you can see all of the other options.
Assassinate

Class: Anti-Paladin (Level 45)

Usage: assassinate <victim> <direction>

This attack is used to quickly sneak into a room and perform a backstab attack on an unsuspecting victim.

An aggressive victim doesn't have a chance to attack first.

The Anti-Paladin must be using the skill Sneak, or the spell Invisibility or Improved Invisibility to use this attack.

The success is dependent on how well the skill is practiced and the character's dexterity.

Passive Bonus

This skill also allows a sufficiently hidden, or invisible, Anti-Paladin to use the Backstab skill against a victim already in combat.

Ex:

> assassinate guard north
Punch

Class: Warrior

A successful punch can 'knock' that person over. The damage of the punch is (your level \* 2) hit points.

If you miss you lose your balance and fall, you will have to stand up before you can move or do any other actions, unless you are tanking.

A punch makes you unable to type commands for 2 rounds of violence.
Kick

Class: Anti-Paladin Commando Ninja Nomad Paladin Thief Warrior

Damage Done: 2 x Attacker's Level

Kick is a combat skill that inflicts damage equal to two times the attacker's class level. The user will experience 3 rounds of skill lag after a successful kick, and 2 rounds of skill lag on a failure.

The success of this skill is based on how well it is practiced, and the character's Dexterity.
Showmanship

Subclass Bladesinger: Level 2 (Bard)

The Bladesinger is fueled by their audience, and gains power the greater its size. Being a great showman bestows upon the Bladesinger a 5% damage bonus
per PC in the room and group.

This is a passive damage multiplier that is always applied, but only to combat damage. This caps at a 200% bonus, or a 100% bonus if affected by rage, or 50% bonus if affected by fury (3x dmg).
Object Creation

## Description

**Note: You must make sure to save your zone or nothing will exist if test is reloaded or you reload your zone. Make sure to save and save often. Use the command Save <Zone Number> to save your zone to disk.**

## Room Creation Rules

* Please keep the descriptions to 80 characters per line max.
* Variation on descriptions is good, but you can duplicate descriptions if objects are really the same.

## Commands

The following are a list of commands which are specifically meant for editing room creation.

Zone Commands
An Ugly Troll

## Description

   A large, blue, muscular beast stands here grooming himself.  His long, grey, ratty hair is tangled in many knots and his nose sticks out about ten centimeters.  His grimace shows he has about three teeth left.  His body is covered in warts, and he hides his shame with nothing but a loincloth.  As he grooms himself with one hand, he scratches himself with another.  Although he is shorter than six feet, he sure looks as if he could tear you apart.
Power of Devotion

## Summary

This is a multipurpose spell designed to protect the victim with a wide range of affects. First and foremost is sanctuary which is identical to the Sanctuary spell. In addition the target receives an additional -15 ARMOR, -1 to all saving throws, +3 DAMROLL, +25 HP\_REGEN and +5 MANA\_REGEN. Being able to cast this spell on others makes the Cavalier a great addition to any group.

Power of devotion accepts more than one character as a target. The spell is cast once and is applied to each character in the order specified, one at a time. The spell consumes the full mana cost for each additional target beyond the first until the spell has been applied to each target, or the cavalier's mana falls below the casting cost of the spell.
Charm Person

## Summary

I is not possible to charm anyone that is already charmed, if you're charmed yourself, or if the person is higher level than you are. The person will get saving throw versus "paralyzation". It is also not possible to charm anyone over level 30.

A charmed person will follow you and not be able to attack you. You can give commands to a charmed person using the order command.
Traits

**Traits** are mental and physical peculiarities unique to each character. Traits may be good or bad, but they help to further define the character. Traits may help (Good) or hinder (Bad) character actions.

Good Traits are purchased using Character Points, while Bad Traits give Character Points. Traits may be Minor (worth 1 Character Point), Major (worth 2 Character Points), or Special (expensive traits that may cost a number of Character Points, as well as Story Points and can be used to create alien characters).
Ronin Mud Wiki

**Welcome to the Ronin Mud Wiki!**
A Wiki for the Ronin Mud game.

Connect by going to game.roninmud.net:5000

Ronin mud is a DIKU based MUD that has been around for 17 years now.

9 Classes, Over 10k rooms and changes still being made.

## Mud Information

ClassesSubclassesStatsSkillsRanksAQuestQuest OrdersEquipmentRecipesReward PointsPrestigeRemortZonesDamageUbers
## Zone Creation

Getting StartedZone CreationRoom CreationMob CreationObject CreationSpecs

## Random Pages

Random Run DirsRandom Run Dirs 2

We're a collaborative community website about Ronin Mud that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Banzai

Subclass Ronin: Level 4 (Ninja)

Usage  : banzai <victim>

Mana Cost  : 75

Damage  : 200 to 300

Banzai is a skill that acts in some ways like a spell. This means the skill can be used in a no-magic room, but the skill also costs mana to use. Half the mana cost is consumed on a failure, just like a miscast spell. Banzai is unaffected by the standard concentration rate and is instead improved by the Ronin's dexterity modifier.

The Ronin will hurl him/herself at his/her target in mystic fury, unleashing a flurry of attacks and a blast of mystic energy. The first component of this skill will inflict 200 to 300 damage to a target, with no saving throw.

If a separate skill check successful, the ninja will also gain an extra round of attacks against the target, attacking with both weapons, with a chance for a third attack if affected by Mystic Swiftness.

Banzai switches the Ronin's opponent to the target it is used on, similar to Flank and Smite.
Intelligence

Intelligence stands for the ability to reason and learn new things. The higher your intelligence the easier it is for your character to practice. Intelligence also affects your ability to cast spells. A high intelligence would give the spellcaster an advantage. When combined with a high wisdom, a cleric or mage with 25 wisdom and intelligence will almost never lose when casting.

Intelligence Bonus
Flank

Subclass Gladiator: Level 1 (Warrior)

Usage: flank <victim>

Gladiators are trained in the Arena, their battle skills honed through countless battles against overwhelming odds. This training has given the Gladiator the insight to pick the right moment to attack their opponents, giving them an edge in combat.

The Gladiator can attempt to flank their opponent when engaging in battle. This skill can be used to initiate or join combat. Flank grants a damage multiplier on the Gladiator's first hit equal to (level / 10). For example, a level 50 Gladiator would gain a multiplier of 5x on their first hit. This ability also allows for dual/triple/quad hits, as would normally be attempted during a melee attack. A weapon is required.

Flank can also be used to switch targets during combat, allowing the Gladiator to redirect their attacks at a new opponent. While this allows them to attack a new target, they will continue to be attacked by anything that was attacking them previously. When used in such a way, Flank does not deal increased damage (no additional multiplier is applied).

The Gladiator will experience 2 rounds of input lag after using Flank, regardless of success or failure.

The success of this skill is based on how well it is practiced, and the user's Dexterity modifier.
Righteousness

## Summary

This spell grants the Crusader a 1d2 bonus damroll to all weapon attacks. This bonus increases to 1d4 damage when targeting a neutral opponent, and 1d6 damage when targeting an evil opponent.

Additionally, each standard melee attack will recover 1d3 points of the Crusader's mana points. Melee hits caused by skills (such as Zeal) do not trigger the mana recovery effect.
Hide

Class: Anti-Paladin Ninja Thief

When you type hide there is a chance that you will hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed, your identity will remain hidden. Hide is broken by pressing enter/return, regardless of whether you typed a command or not.

Example:

> hide

> (You wait for 5 minutes and remain hidden for 5 minutes.)

> (You press enter/return and are no longer hidden.)
Maim

Subclass Gladiator: Level 3 (Warrior)

Maim applies a debuff to the target of the Gladiator's Flank attack. This debuff will cause the target to take extra damage equal to 1/4 the Gladiator's class level, rounded down, (12 damage at lvl 48+) after being hit by a successful physical attack skill (pummel, punch, etc.).

This bonus damage is applied separately from the damage inflicted by the triggering skill and cannot be increased (such as by position, spell effects like Fury, etc.).

Smite and Zeal will also trigger this bonus damage.

Other bonus attacks that are triggered by skills (such as Hidden Blade and Trusty Steed, etc.) do not
cause extra damage from the Maim effect (e.g. they do not "double dip"). This damage is subject to normal physical damage resistance or immunity.

The Maim effect lasts until the affected creature dies.
Death Trap

A Death Trap is one of two deadly rooms in Ronin. The other being a Hazard.

Upon entering a room, you will be killed almost instantly, or within a few ticks. You will lose experience and stats that get put into your Death XP pool.
Retrieving your corpse will be deadly and may require special coordination. These rooms are quite rare though.

Note: If you are leading a party, your party will not follow you into a death trap.

* If the room is not an instant kill, you may need to time a good recall or summon to get out with the corpse.
Protect

Subclass Warlord: Level 2 (Warrior)

Subclass Ranger: Level 2 (Nomad)

Usage: protect <target/self>

The Warlord/Ranger gains the Protect skill, which allows them to protect one member of their group from receiving damage, taking the damage themselves instead. To stop protecting someone, choose a different target by using this skill again, or target yourself to cease protecting anyone.

### Additional Bonus for Warlord

The Warlord can never fail when using the Rescue skill.

Finally, the Warlord receives a bonus Armor Class (AC) multiplier from the shield equipment slot, increasing it from a normal 2x multiplier to 3x.

Warlord subclass level 2 grants the warrior the capability of reaching -270 Armor Class (AC), exceeding the normal limit of -250.
Bulwark

Subclass Warlord: Level 5 (Warrior)

The weak blows of inferior combatants crash against the Warlord's nearly impenetrable defenses, glancing off their grand armor and deflected away by their mighty weapons.

The Warlord gains 1% physical damage reduction for every 3 Armor Class (AC) point (rounded up) beyond -250, to a maximum of 16.66% at -300.

In addition, the Warlord gains a 1% bonus to their Parry skill for every 5 Armor Class (AC) point beyond -250, to a maximum of 8.33% at -300.

Warlord subclass level 5 grants the warrior the capability of reaching -300 Armor Class (AC), exceeding the normal limit of -250.
Clobber

Subclass Legionnaire: Level 3 (Commando)

Usage: clobber <target>

The Legionnaire will attempt to strike an opponent with a devastating blow. The damage dealt by this skill is equal to one to four times the user's level.

Additionally, this skill will stun, incapacitate, or even mortally wound a target, making the next attack made against the target much more effective. The chance for each position is 50%, 30%, and 20% respectively. The user will experience two rounds of lag after use.

Clobber pierces through the powerful shielding granted by Invulnerability.

The success of this skill is based on how well it is practiced, and the character's Dexterity modifier.

Note: The 'stun' effect of this skill will not bring the opponent down below 0 hit points if it knocks them to mortally wounded, it will merely put them in the mortally wounded position, making them temporarily rather defenseless.
Dexterity

Dexterity represents agility, speed and hand-to-eye coordination. The higher your dexterity score, the easier it will be for your
character to use skills that depend on agility or quickness, and the number of items you can carry is larger. Natural dexterity
also gives you improved armor, making it more difficult to be hit.

Nearly all physical skills (e.g. bash, pummel, punch) are affected by your dexterity score.

At 25 dexterity, you have a total bonus of 40 ac and 10%

This table shows the cumulative gains.

Dexterity Gains
 Skill %
Riposte

Subclass Mercenary: Level 3 (Commando)

With this skill, the Mercenary has a chance to partially deflect incoming attacks made against them; the damage deflected is equal to 40% of the deflected
attack. Additionally, the Mercenary will strike back at their opponent, performing an attack with a normal chance of a Dual or Triple hit.

When not tanking, the Mercenary has a chance of triggering an extra hit when their attack is avoided.

The success of this skill is dependent on how well it is practiced, and the character's Dexterity modifier.
Adaptation

Subclass: Druid, Level 2 (Cleric)

Years of learning to adapt to the ever-changing nature of the land and the environment that surrounds them grants the Druid unique insights into the use
of all forms of equipment and gear. This allows them to wear any piece of equipment, regardless of its usual class or alignment restrictions. Adaptation does not apply to wielded or held weapons, and as such does not eliminate their prohibition of wielding sharp weapons.

Additionally, equipment that decays while equipped by the Druid decays at half the normal rate. Objects still decay at the normal rate when simply being carried by the player, as the Druid's adaptable nature is limited to actively worn items.
Pummel

Class: Anti-Paladin Commando Ninja Paladin

Prerequisite Skill: Bash

A successful pummel will do 20 damage and stun that person for a round, causing your next hit to do 2x damage.

The chance of a successful pummel depends on how well you learn it and how well you learn Bash.

Pummeling a person who is resting or stunned will cause them to become incapacitated, receiving 2.33x damage on the next attack.

You can also pummel your party members to get them out of combat.

**Be forewarned..**.

If you pummel a mobile that dodges, the mobile will switch from the tank to the next person to try to hit the mobile.

Perhaps pummeling the Huge Queen Ant isn't such a good idea...
Classes

There are currently 10 classes available to players on RoninMUD.

Here's a brief description of each:

Classes
 Bard | A weak class on its own but has group-affecting songs that are extremely useful to a party.
 Cleric | The powerhouse healing machine.  A party without a cleric is almost crippled.  Clerics have very few skills, only spells.
 Warrior |  The second best tank class in the game.  While they don't get the cheap hit points metas and massive hit points of the Nomad, they are better hitters and are the preferred choice of many players for tanks.
Armor Class

Armor class shows how well you are protected by your equipment. The more negative that it goes, the more armored that you are.

In a fight, this value is used to help calculate if you get hit or not. This is used along with Parry and Dodge to see if you take damage.

100 Naked person

0 Very Heavily armored (Plate mail, and "two shields")

-250 Armored battle tank
Quick Recovery

Subclass Rogue: Level 5 (Thief)

Once the Rogue reaches this subclass level, they have a chance of being affected by 1 less round of lag on all skills. The chance of receiving the reduction varies from 50% to 75%, and is not modified by any skill or attribute.

This is an automatic skill and is always in effect.
Power of Faith

## Summary

The Crusader uses his power of divine faith to cure the most serious wounds of the victim. The cost of this spell varies depending on the amount of hit points healed, starting at 375 hit points for 50 mana.

However, even the most devote Crusaders have limits, and thus the maximum amount of healing power they can do is 1500 hit points for 125 mana.
Juggernaut

Subclass Warlord: Level 4 (Warrior)

The Warlord is a force to be reckoned with on the battlefield, a veritable juggernaut of whirling blades and thick, tank-like armor.

As a passive bonus, the Warlord has their number of successful dual, triple, and quad attacks increased by up to 15%, based on the Warlord's skill and Dexterity modifier(s).

Additionally, as a right of initiation into the ranks of the Juggernauts, the Warlord adorns their armor with jagged spikes, occasionally harming those that dare get too close. This passive bonus is active so long as the warrior is wearing armor. Damage is dealt whether an attack hits or misses, and the rate of success of this benefit is increased by the Warlord's Dexterity modifier.

Finally, the Warlord's success rate when using the Kick and Spin Kick skills is improved, and the input lag from using either skill is reduced to two rounds, regardless of success or failure.

Warlord subclass level 4 grants the warrior the capability of reaching -290 Armor Class (AC), exceeding the normal limit of -250.
Reward Points

Reward Points (RP) are points awarded for winning quests and contributing to the development of the MUD.
Whether that's creating zones, reviewing, writing documentation, etc.)

Reward Points can also be purchased from Quest Points at a rate of 15 to 1.

To learn more, visit the Hall of Rewards - 3n2e from Market Square.

This room contains the lists of gear or stats you can purchase.

Reward Points may be used to add to existing affects to an item, or to add an affect to an item with an open slot.

To use RP, please contact a IMP.