recursal/Fanatic-Fandom huggingface dataset:
Mimicry

Subclass Bladesinger: Level 5 (Bard)

The Bladesinger is a master of impersonations and mocking mimicry, and periodically demonstrates this prowess in combat with powerful results. This is a passive skill that is always active, and the frequency of the bard's Mimicry is based on Dexterity.

Mimicked actions:

* Cleric: miracle (opponent of target)
* Mage: perceive (self) + thunderball (ignores sphere/shield)
* Warrior: punch + quad, or disembowel (target HP dependent)
* Thief: circle + twist
* Paladin: pummel + fury (self 0 ticks)
* Anti-Paladin: pummel w/ hidden-blade + rage/bloodlust (self 0 tick)
* Ninja: pummel + dual + divine wind + kick
* Bard: taunt + dual + heal song
* Commando: triple + eshock + disarm
Magic Armament

## Summary

The Templar is capable of harnessing great spiritual power and infusing it into their weapon, causing each blow to deal extra damage.

This powerful spell grants a bonus of 2d5 damage to each of the Templar's melee attacks. If the dice roll from this bonus damage is equal to 8 or higher, the caster gains mana equal to the value of the roll.

While Magic Armament is active, the damage inflicted by the Templar's Bash skill is increased by 50%.
Degenerate

Subclass: Druid, Level 1 (Cleric)

Usage: degenerate (self only)

By using this skill, the Druid can sacrifice health by absorbing hit points and converting them to mana at a 1:2 ratio.  All but 10 hit points can be converted, depending on how much mana the Druid needs restored. For the next 5 ticks after using Degenerate, the Druid can only heal to 25% of their maximum hit points.  Additionally, all healing from spells or from regeneration is also reduced to 25% of normal during this period.

The Druid must spend 20 ticks recovering after using Degenerate before they can use the skill again.

While this skill can give the Druid much more available mana, there is a large risk of death if used carelessly.
Coin Toss

Class: Thief

Usage: coin-toss <wager>

This skill allows the thief to toss coins about him/herself in a deadly attack, inflicting damage to all enemies in the room on a success. On a failure, some of the coins are snatched up by any enemies that are present. If the room was empty of opponents, the coins are lost as they fly about and roll away.

The amount of damage inflicted by this skill is based on the amount of coins wagered when using the skill. If no amount of coins are wagered, or the wager is unintelligible, the minimum number of coins are automatically wagered. If you wager more than the maximum number of coins, the wager will not exceed the maximum (the extra coins are not lost or factored into the wager).

The minimum number of coins that can be wagered is equal to 100 times the thief's level; the maximum number is equal to 1,000 times the thief's level.
Backstab

Class: Anti-Paladin Thief

The Backstab skill is a powerful attack used to engage combat with an unsuspecting foe. The effects of placing a pointed weapon into a victim's exposed back are quite chilling, and often deadly.

Backstab damage is equal to the attacker's normal attack damage, multiplied by:

Backstab Multiplier
 8-13
 14-19
 20-23
 24-26
 27-29
 30-39
 40-49
 50

The chance of successfully backstabbing a target depends on how well you have practiced Backstab at your guild. You can always backstab sleeping victims.
Camp

Class: Bard (Level 35)

Subclass Trapper: Level 2 (Nomad)

The Bard and Trapper have the ability to set up a camp with the same regeneration properties of a resting room. Characters will still need to become members of a Resting Room to receive the benefits of resting in a camp.

A camp cannot be set up in a room with a potentially deadly monster.
Shadow Wraith

## Summary

The Infidel can manifest shadow wraiths by harnessing their own dark energy.

These wraiths attack the Infidel's target automatically, dealing a variable amount of damage, based on that of the caster's normal attack damage, expressed here as [damage]. The amount dealt varies from [damage / 6] to [damage / 2]. Shadow damage is improved by either Rage or Fury, with the most effective spell being applied.

Up to 2 shadows may be created at Infidel subclass level 3. A 3rd shadow may be created at subclass level 4, and a 4th at subclass level 5.

The mana cost of casting Shadow Wraith increases by 20 mana for each shadow that is created. That is, the 1st shadow costs 100 mana, the 2nd costs 120 mana, the 3rd costs 140 mana, and the 4th costs 160 mana.
Backfist

Subclass Ronin: Level 2 (Ninja)

Usage: backfist <victim>

With this attack, the Ronin drives the back of their fist into the victim with deadly force. This skill inflicts damage equivalent to 1.50 to 1.75 times the Ronin's level, and knocks the victim into a stunned state.

Backfist is not subject to the effects of Invulnerability.

This skill causes a 2 round input lag for the Ronin, regardless of success or failure. A successful Backfist will stun the victim for 2 rounds.

The success of Backfist is dependent on how well the skill is practiced.
Ronin

The Ronin studied with the most secretive sects of the ninja world. Through strenuous training, they have achieved combat bliss, and skills that allow them to flow through combat are learned. As they grow in power, the full range of their abilities will be unleashed.

The Ronin is a subclass of the Ninja.

Subclass Skills/Spells
Bladesinging

Subclass Bladesinger: Level 3 (Bard)

The Bladesinger has honed their voice to the highest tier, and their vocals have gained a degree of lethality. Their songs will imbue their blades with the powerful magic of music.

When the Bladesinger sings a song, a "Bladesinging" enchantment is applied, granting them a bonus to their damage roll equal to half the mana cost of the song. If another song is sung before the enchantment expires, it will overwrite the current one and apply a new one based on the latest song's mana cost.

This is a passive ability, but the damage bonus enchantment lasts 10 rounds.
Disembowel

Class: Warrior (Level 40) Nomad (Level 40)

Usage: disembowel <victim>

Disembowel is a vicious attack that deals a single melee hit against the target, multiplied by between the user's level divided by 10, up to to their level divided by 5 (between a 5x to a 10x multiplier at level 50).

This attack can only be successful when performed against a target that is close to death (30% hit points remaining, or less), or if the damage would cause the victim to die in one strike. This ability is similar to Backstab, but is used at the end of combat, instead of the beginning.

The user will experience 3 rounds of input lag after using Disembowel, regardless of success or failure.

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

### Save

Victim <= Caster Level - No SaveVictim Level > Caster Level - saving throw versus half damage

### New Damage Done

Victim <= Caster Level = 180Victim Level > Caster Level = Caster Level d4 Damage

## Summary

The caster calls upon the powers of the Dark One to damage those who are pure of heart.  This spell will only affect good creatures. A good person of level equal to or less than caster will suffer 180 damage points.

A victim greater than level 30 has reduced damage.

If the victim is higher level than caster the spell will inflict (caster\_level)d4 damage points, saving throw versus half damage.
Getting Started

## Description

Ronin allows for other players to help develop the mud. There is a test server available for players to develop their very own zone. All you need is an idea and some creativity.

## First Steps

The first thing you will want to do is ask a God to help set you up on the test server.

Server: game.roninmud.net:5001. Port 5001 is test.

Once you have been granted access to the test server, they will promote your character to the basic level in order to develop. You will then be asked to provide a zone name. I.E. What do you want the zone to be referenced as in game?

Once you provide that to the gods, they will create the new for you, and then give your god the permissions to edit it. Outside of the Supremes and Implementors, no one else will be able to edit your zone.

While your zone will just have the name of your zone, the physical files will be named ZoneNamebyGodName.\*. This way we know who created what.

## Loading your Zone

When you are logged into test, the first command you will want to run is zlist. This will show you all zones that are currently loaded. By Default, test will load with the minimum number of zones needed (Midgaard and the Immortal Rooms).

If you see your zone loaded, then you are good to start creating.

If you need to load your zone - use the following command. Load zone Name. This will be the name of the files above, and there will be no spaces.

If you forget the exact name of your zone, do not worry. You can use the zfind command to search for sections, or you can search by your god name.

Example Pic.

## Editing your Zone

In order to actually make changes to your zone, you need to set the zone you are editing.

Type Zone <Zone Number>. You can see your zone number if you type zlist as well.

The game will give you the text. Editing zone: 144 - ArodtanjoeII. You are now ready to begin your creation process.

OLCHelp is your friend. Simply type olchelp and you can see help entries for all things creation related.

**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.**

## Moving Around

If you want to move to different rooms in the world, you can use the goto <Room #> command.

Goto 1212 will bring you to the immortal reception.

Goto 3012 will bring you to Market Sqaure.

## Basic Guidelines

* 'don't tell people how they feel.. like "You are scared by whatever"'

* 'also, "you are standing/walking" etc doesn't fit well, since people might be flying or resting'

* to put it simply. the word "you" shouldn't be used very much'

* 'someone would perhaps write "Your feet are soaked in mud as you stumble through the muddy waters, stumbling over branches"'

* 'variation is always good, but of course, if you have 10 rooms which are really the same, you can use the same desc or a very similar desc for them'

* 'start out writing some descs, then you can just look over them again later, getting new ideas or better ways to describe something'
Dark Pact

Subclass Infidel: Level 1 (Anti-Paladin)

The Infidel makes a deal with some dark entity, trading a portion of their soul in exchange for supernatural powers.

After making this pact, the Infidel no longer requires food or drink to sustain themselves. Additionally, he/she always regenerates hit points, mana, and
movement points at an optimal rate, regardless of age. Finally, the Infidel's regeneration rates are increased at all times, and are further increased during the night, or in a dark room.

This weakening of the Infidel's soul makes them even more vicious and remorseless than before the pact was made. They will more willingly (and
successfully) backstab their victims, and will carry out assassination attacks with particular cunning and cruelty.

This is an automatic skill and is always in effect.
Resting Room

A Resting Room or Club is a room where you can go to get extra mana and hit point regeneration per tick and are located above the Temple of Midgaard.
You can be a member of only one club at a time, by buying membership at the respective Club entrance.

Membership Fees for the Clubs is 500000 gold coins.

The Four Clubs are Liner's Lounge, Lem's Liquor Lounge, Ranger's Reliquary, and Sane's Vocal Club and all provide the same benefit. Simply choose the one you like.

There is also a free Club for players below level 16 called Club Grunting Boar.
Power Word Kill

## Summary

A powerful and deadly spell using negative energy focused by the caster to destroy the life energy of weaker victims. This spell will kill any victim at one-half of the casters level or lower, and will deal damage to any victim ten levels lower than the caster, with the damage rising at lower-level victims.
Bash

Class: Anti-Paladin Commando Ninja Paladin Warrior, Cleric (Level 35)

The success of a bash depends upon how well you learned it. To bash someone is to attempt to 'knock' that person over. If you succeed, you will inflict 10 damage and cause the victim to fall on its rear. The victim will be unable to issue any commands for 2 rounds of violence.

A bash makes you unable to type commands for 2 rounds of violence. Note that hitting a person who is resting will inflict 1.5x damage.

Bashing a person who is resting will cause them to become stunned, receiving 2x damage on the next attack.

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

Class: Nomad Paladin Warrior Commando

A rescue is an attempt to jump in front of your target, causing the monster to hit you instead. You can only shield your target from one monster per attempt. This is very useful when playing in a group.

Any class can automatically succeed at rescuing another player that is level 15 or below.
Animate Dead

## Summary

The caster invokes the powers of ancient voodoo practices in an attempt to raise the dead.

If successful, the corpse will come back to life with (level of the monster \* 30) hp, and max damage per round will be (level of the monster + 5). The undead monster will follow the caster in (level of the caster) ticks.
Divine Hammer

## Summary

The most pious of Templars can manifest a weapon of pure holy energy in the form of a massive divine hammer. For the duration of the spell, the Templar makes attacks with this rod automatically each round that they are engaged in combat, as if they were wielding it directly. The Templar still maintains control of their wielded weapon and makes normal melee attacks, can cast spells, and can use skills as usual.

The hammer inflicts damage as if it were a two-handed weapon wielded by the Templar and can never miss. This holy weapon deals crushing, piercing, or hacking damage, depending on the opponent's damage immunities; if the opponent is immune to all of these weapon types, damage is inflicted via magical means instead.

The weapon's damage is equal to 5d5+5 during the first 20 attacks, 7d7+7 during the next 20 attacks, and 9d9+9 damage during the final 20 attacks.

After the hammer has made 60 attacks, it ceases its attacks and looms above the caster's head, ready for one final strike. The Templar has 20 rounds (1 minute) to decide when and where the hammer shall strike. To unleash this final strike, they must enter the 'judgement-strike' command.

Divine Hammer Stages
 After 20 of the 60 attacks
 After 40 of the 60 attacks
 After 60 of the 60 attacks
 Judgement Strike available
 Judgement Strike has 2 ticks left
 Judgement Strife expires.

### Judgement Strike

Usage: judge/Judgement Strike <None|area|victim|self>

If the Templar does not specify a target (and is not in combat), or uses the optional 'area' or 'room' argument, the strike will heal all mortals in the room for 500 hit points.

If the Templar targets a friendly player, the strike will heal the target for 1,000 hit points as it bathes them in holy light; the Templar can target themselves with this command if desired.

If the Templar instead targets an opponent or a non-player character, the hammer crashes into them with the full force of the heavens, inflicting a massive 1,000 damage in a single blow.

Finally, if the effect expires without being used, its energy dissipates and it restores 250 health and 50 mana to the Templar.

The 'judgement-strike' command accepts the following optional arguments: area/room, opponent/victim, and self/me.
Frenzy

Subclass Trapper: Level 5 (Nomad)

The Trapper can work him/herself into a frenzy, focusing all efforts on hitting the creature over and over as hard and as fast as possible.

Of course, while in this state of mind, the Trapper cannot possibly rescue, dodge, flee, or do other defensive skills and may miss a little more often.

The inability to dodge makes this skill much less defensive than the comparable Ranger subclass skill of berserk. However, the benefits of getting 1.5x damage for every hit, and the possibility of a dual now and then make up for the reduction in defense.
A Black Unicorn

## Description

   This black horse stands about two meters tall at the shoulder and has a shiney, black main.  A large horn about a meter long sticks out of the top of this wild beast's forehead.  As he prances about you see the muscles in his legs flex and can tell he'd put up quite a fight.  He whinnies and leaps over tombstones left and right.  As he gets up on his hind legs he towers over you as if he were on top of the world.
Evil Word

### Save

Victim <= Caster Level - No SaveVictim Level > Caster Level - saving throw versus half damage

### New Damage Done

Victim <= Caster Level = 180Victim Level > Caster Level = Caster Level d4 Damage

## Summary

The caster invokes the name of the Dark Unmentionable One, asking the gates of Hell to be opened in the vicinity. The corruption of the pits of hell will stream forth and burn all those who do not acknowledge the dominance of the powers of darkness.

This spell casts Dispel Good against everyone in the room.
Orb of Protection

## Summary

This is the ultimate spell to prevent an Archmage's untimely death due to low hit points. While protected by this spell and taking damage, the Archmage's hit points will only be able to go as low as 200. Then, instead of removing hit points for damage, the Archmage's mana will be removed at a rate of 1 mana point for every 2 damage taken.
Combat Zen

Subclass Ronin: Level 3 (Ninja)

Usage: Passive Skill

The Ronin has become a weapon of war, an instrument of combat. If they miss their first attack, the second attack is still attempted as it normally would be, as is the third if affected by Mystic Swiftness. This also ability applies to attacks that are dodged, parried or otherwise avoided.

The Ronin also will inflict significant barehand damage to victims when disarmed or not wielding a weapon (this applies to either or both hands).

Additionally, the Ronin has the uncanny ability to rely on his/her other senses when the sense of sight is lost. While blind, the Ronin will not have any hit/damage penalties.

Finally, the Ronin has a higher resistance to poison damage, and has a chance to move while affected by paralysis.
Dirty Tricks

Subclass Rogue: Level 1 (Thief)

Usage: dirty-tricks (toggles on/off)

When active, this skill is used automatically during combat. Randomly through out each fight, the Rogue does things like throwing dirt in the victim's eyes for blindness, kicking in sensitive areas to knock them to the ground, and inflicting grievous wounds that cause them to bleed profusely, causing damage over time.
Ranger

The Ranger has wandered the highlands and fought skirmishes large and small. Being aware of your surrounding and being able to survive the toughest encounters is what they strive for. As they grow in stronger, the ultimate survival skills manifest themselves.

The Ranger is a subclass of the Nomad.

Subclass Skills/Spells
Quest Orders

## Introduction

If you are looking for another way to earn question points (AQP), you can ask find Franz who is wandering around midgaard and request an order. This order, based on the difficulty will ask you to acquire 4 items that load throughout the game.

You can view these items by looking at the order.

Example: A well-worn, faded canvas bag has a large blue patch sewn to it. The patch has been sewn over half-a-hundred times and had those stitches ripped out just as many. There are four hastily sewn lines of text detailing the kenders' wish list.

lime-green jerkin

small black stone

a Ninjato

Tattered Leggings

### Difficulty Levels

Caption
 Low
 Mid
 High
 Veteran
 Uber
Trophy

Subclass Rogue: Level 2 (Thief)

Subclass Trapper: Level 4 (Nomad)

Trophy is a group buff skill. Creating a trophy inspires the group at a cost of 10 mana per character that will receive a benefit.

If the Rogue or Trapper does not have enough mana, players will receive the benefit from the "top down" of the party list, with the Rogue or Trapper always first until their mana is below 10.

The benefits gained from the trophy effect are +2 hitroll and +2 damroll, and the duration of the effect is 10 ticks. This skill causes a 1 round skill lag when used.
Ranks

Ranks are special titles that are granted to characters by the mayor.

Each rank will always provide regeneration bonuses and depending on your class and rank level, you will gain additional benefits that are more specific to the class. This can include bonuses to hitroll, damage, spell affects or bonuses to class specific skills.

You will lose one level of a rank when you die, though with Prestige you can lessen this chance. You will need to pay the full cost to get the rank back.

### Regeneration Bonuses

In total, you can earn a 20% buff to regeneration on HP, Mana and Movement. This is increased to 30% for the classes that don't use Mana.

* 1st Level - 10% HP and Mana and Movement or 15% HP and Movement
* 2nd level - 5% HP and Mana and Movement or 7.5% HP and Movement
* 3rd level - 5% HP and Mana and Movement or 7.5% HP and Movement

### Rank Costs

In total, getting all 3 ranks for each character will cost you 30 Million XP, and 16 Million Gold.

Costs for Each Level
 10 Million
 15 Million

### Obtaining a Rank

Approach the Mayor of Midgaard and say "promote me"
Feint

Subclass Defiler: Level 3 (Anti-Paladin)

This passive ability will allow the Defiler to occasionally perform a fake attack against an opponent. This will prevent the opponent from landing an attack against the Defiler. In addition, the Defiler will make a doubled attack back against his/her opponent, exploiting the opponent's miss.

When not tanking, the Defiler will have a chance of triggering an extra doubled hit when their normal attack is avoided.

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

This is an automatic skill and is always in effect.
Bathed in Blood

Subclass Defiler: Level 5 (Anti-Paladin)

The Defiler's sinister powers surge in the presence of fresh blood, making them stronger and granting them supernatural powers.

The blood level of the room will increase by one under the following conditions:

* When the spells Spirit Levy and Desecrate are cast upon the corpse of a creature with a level of no less than 10 levels below the caster; 100% chance.
* When a victim is bitten by a character affected by Blood Lust; 20% chance.
* When a Defiler with the Bathed in Blood subclass ability uses the Backstab skill against an opponent successfully; 20% chance.

The Defiler gains a health and mana regeneration bonus of 20% for each level of blood in the room. This bonus has a maximum of 100% additional regeneration.

Additionally, when the Defiler is affected by the Blood Lust spell, its effects will trigger 5% more frequently. For each level of blood in the room above zero, this bonus increases by 1%, up to 15% total at the maximum blood level often.

Also, the Defiler's Backstab skill has a 10% chance on success to trigger a Vampiric Touch cast automatically at the target, with zero mana cost, with a 1% chance increase for each blood level in the room, to a maximum of 20% chance.

Finally, the damage inflicted by Shadowstep attacks is increased to a minumum of 1.5x a normal hit for the least favorable conditions, to 3.0x a normal it for the most favorable.
Fortification

## Summary

This spell is similar to Sanctuary, but provides even more powerful damage reduction. A creature affected by Fortification takes 65% less damage from all sources.

If the target is affected by both the Sanctuary and Fortification spells, the protection provided by Fortification is used.

The effects of these two spells do not stack.

The Disrupt Sanctuary spell will decrease the protection offered by Fortification to 15%.
An Enormous Hobgoblin

## Description

   This large, orange-skinned creature oozes with a sticky mucus.  His talons extend almost as long as does your arm.  He stands at a proud three meters tall and flexes his muscles while walking towards you.  As he grins you can see his razor-sharp teeth and his tongue, which falls out revealing that it is just about as long as his claws are.  His bright red eyes send fear into the hearts and minds of all mortals.
Sento Kata

Subclass Ronin: Level 5 (Ninja)

Sento Kata, translated roughly as "Combat Form", reinforces a Ronin's mastery of combat in several ways.

First, the Ronin now will re-roll an attack roll of 1 (automatic miss) and use the second result; if the second roll is a natural 20, this will result in an automatic success, but not a critical hit.

Next, the Ronin inflicts a critical hit for double damage if they roll an attack roll of 17 or higher, as long as this attack would hit the target, or if they roll a natural 20.

Finally, the Ronin's mastery of martial arts and weaponry allows their attacks with certain weapons to automatically choose the best attack type for use against their opponent (e.g. to avoid damage resistance or immunity). The way this works is as follows:

Weapon attack types for which Sento Kata applies:

* hit (bare hands), chop, hack, pierce, slash, slice

Eligible alternate attack types:

* hit (bare hands): claw, whip
* chop, hack: crush, slash
* pierce: hack, slice
* slash, slice: bludgeon, pierce

If an opponent is more likely to be damaged by a possible alternate attack type, that type will be chosen; if not, the original attack type will be used.
La Soudure

### Zone Description

La Soudure is mainly an ocean that provides paths to many other zones. In the middle of the ocean is a Maelstrom that contains the hardest XP zone in the game currently.

The deserted island to the north east side contains buried treasure if you can figure out its location from the pirates.

### Mob List

Mobs
 The Flying Fish | 3
Conflagration

## Summary

With this spell, the caster conjures the essence of elemental fire into that area. The raging fires will be much more heavily concentrated in the immediate vicinity of the victim(s), but everyone present will be subject to the immense heat of the fires. The players in the room shall also be hit for 200 hitpoints and the caster hit for 300.
Druid

The Druid has become one with nature. Using the environment and being able to commune with nature, the druid is able to bring the full wrath of nature down upon its enemies. As they grow in power, they get closer to becoming one with Nature.

The Druid is a subclass of the Cleric.

Subclass Skills/Spells
Equipment

There are 15 different equipment slots in the MUD.

On top of this, your fingers, wrists and neck can each equip 2 different items.

Raising the total number of items you can equip to 18 total items.

If you want to use a 2-handed weapon, you can only equip 17 total items.

Most equipment slots also provide your character with extra damage, hitroll, bonus affects and armor. This armor will increase your Armor Class (AC).

An external database exists of all current items in the game. http://ronineq.hopto.org/search You can search based on stats, class restrictions etc. This will just show you stats, but you can use Locate Object in game to see if it is loaded.

### Equipment Slots

Here is an example loadout of your gear.

<used as light> The Cross of Virtue(blue)(glowing)

<worn on finger> A Black Onyx Ring

<worn on finger> A Black Onyx Ring

<worn around neck> a silken cloak(glowing)

<worn around neck> a silken cloak(glowing)

<worn on body> Scorched Exoskeleton(blue)(glowing)

<worn on head> The Circlet of Devotion(blue)(glowing)(humming)

<worn on legs> Red Dragonskin Leggings

<worn on feet> Gold-Plated Boots

<worn on hands> a pair of blue silk gloves(blue)

<worn on arms> A Coiled Serpent Tattoo(glowing)(humming)

<worn as shield> The Shield of All Times(glowing)

<worn about body> A Clean Red Cloak

<worn about waist> Typik's Bloody Entrails

<worn around wrist> A Flaming Bracelet

<worn around wrist> A Flaming Bracelet

<wielded> gleaming katana of the Five Rings(humming)

<held> a bear's claw(blue)

### Slot Bonuses

* Light - These allow you to see in areas that are not lit up. This is most places in the game. You can get around without using a light with the spell Infravision.
* Chest - Provides a 3x bonus to armor based on the Equipment's value. If a chest piece says its AC-Apply is 20, you will actually gain 60 AC.
* Shield - Provides a 2x bonus to armor based on the Equipment's value. If a shield says its AC-Apply is 20, you will gain 40 AC.
Strength

Strength determines your ability to carry equipment and wield weapons. Some weapons require a certain amount of strength to wield.

After you have meta'd your strength to 18, you can meta additional strength, one percent at a time. If you have meta'd your additional strength
twenty times, your strength percent would be 20, notated as 18/20.

After 18/100 you can gain even more strength from your Guild Master with quest points .
High levels of strength results in damage and hitroll bonuses as shown below. At the maximum 25 strength, you can carry 1750 weight.

Strength also changes your damage whether you wield a 1 handed weapon or a 2 handed weapon. A 2 handed weapon gets 1.5 the damage bonus from strength.

## Weapon Weight and Carry Weight per Strength Level

Below shows the Carry weight and the weight of a weapon you can wield at each level of strength.

Example. At Strength 20, you can carry 700 pounds and wield a weapon that weighs 32 or less.
Respite

Subclass Chanter: Level 1 (Bard)

1. 'bridge over troubled water'

Usage

* song 'bridge over troubled water'

Duration

* Instantaneous

Mana

* 40

Description

This song is the ultimate in party status protection. With it the Chanter will remove one negative status ailment from each player character in the room from the following list:

* cloud of confusion
* incendiary cloud
* paralyze
* poison
* charm person
* blindness
* chill touch
* curse
* wither
* sleep

If the PC is affected by none of these, it will set their wait (skill/spell lag etc.) to zero, though this wait reset does not apply to the Chanter.
Headbutt

Subclass Gladiator: Level 4 (Warrior)

Usage: headbutt <victim>

Nobody would accuse a Gladiator of being overly cerebral, but it is often said that they use their heads to solve problems. Nothing could be more true when it comes to the technique utilized by the Headbutt skill. By slamming their thick skulls into their opponents, they can deal a significant amount of damage.

This attack will deal 200 damage to the victim in a single motion and will also place them into the Stunned position.

The Gladiator will experience 2 rounds of input lag after an attempted Headbutt, their vision left spinning from the effort.

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

After you create a character and gain level six, you will be able to see your score. You can see each of your Stats and their scores. These will never grow with normal leveling.

In order to increase these to 18 and 18/100 for Strength as well as increasing Practice, HP, Mana and Movement, you need to visit Tseng.

From Market Square, go up to Tseng's House of Augmentation.

By Typing "List", you can see your current experience pool as the experience cost for each upgrade.

In order to purchase one, simply type "buy <Number of Stat Wanted>" to purchase it.

If you have Extra Gold, you can instead type "bribe <Number of Stat Wanted> however it will cost 2x the Experience in Gold to Bribe.

Meta Range: 2-7 per stat selected.
Bribe Range: 5-10 per stat selected.
Meditate

Class: Cleric

Level: 40

Usage: meditate (self only)

During meditation, the Cleric looks inward and focuses on recovering lost hit points and mana. This places the Cleric into a deep sleep, which allows them to recover two times the normal amount of hit points, mana, and movement each tick for a duration of 2 ticks.

Meditation can be interrupted by entering the 'wake' command, immediately cancelling the regenerative effect. Characters that are meditating cannot be awoken by other players, though any damage taken by the cleric will wake them up immediately.

Once meditation is complete (or interrupted), it cannot be achieved for another 10 ticks.
Dragon Form

Subclass: Druid, Level 5 (Cleric)

One form of the Shapeshift skill.

* The Druid's Wisdom modifier is added as a bonus to all physical damage inflicted by melee attacks and skills (up to +10 at 25 Wisdom).

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 'dragonfire' command when in Dragon form, causing them to breathe a plume of deadly flame at the specified target.
This attack inflicts 10 times the caster's level in damage (up to 500 damage at level 50),with no chance for a saving throw.
Dragon fire is a unique form of magical energy and is not classified as fire for the purposes of damage resistance or immunity.

This ability has a cost of 75 mana and imposes a 1 round skill lag on the Druid when it is used.
Each breath attack applies a negative effect on the target, causing it to take 2% more damage from all sources.
This effect can stack up to 3 times (up to 6% increased damage) and has a duration of 10 combat rounds (30 seconds).
This damage increase is applied before damage reduction affects are considered, such as Sanctuary or Fortification. The effect caused by breath attacks from multiple Druids stack with each other and toward the limit of 3 total stacks.
Each breath attack refreshes the duration of the effect to its maximum of 10 combat rounds.

During combat, the Druid will automatically bite, claw, or tail slam their opponent, inflicting damage equal to their level that breaks through the
protection of Invulnerability. This attack has a 15% chance of occurring every combat round, increased by the Druid's Wisdom modifier (up to 25% at 25 wisdom).

### Disadvantage

* Healing and damage spells cast by a Druid in dragon form cure or inflict 20% less damage respectively, due to their more primal nature.
Wisdom

Wisdom represents intuition and insight. The higher your wisdom score the more practice sessions you get when you advance in level. Wisdom also affects your ability to cast spells. A high wisdom will give a spellcaster an advantage. When combined with a high intelligence, a cleric or mage with 25 wisdom and intelligence will virtually never lose concentration when casting spells.

Wisdom Bonuses
Prestige

Players looking for an enduring degree of fame and fortune can earn prestige.
By visiting Saga in the Grunting Boar Inn, a player can 'earn prestige' by spending 100 million experience points and 20 million gold.

Each level of prestige earned will increase a player's hit points by 8 and mana by 4 (or 12 hit points for non spell-casting classes).
At the fifth level of prestige, and every ten levels thereafter, players will also gain access to a perk.

There are 255 levels of prestige available, for a total of 26 perks.

A complete list of Perks, and the amount of prestige required to unlock them, can be viewed by visiting Saga and typing 'list'.

List will show the entire set of perks and what you have currently earned.

A + symbol to the left of the perk description indicates that you've earned its benefits.

Prestige levels, stats, and perks are unaffected by the Remort process; once earned, prestige and its benefits are permanent.

### Earn Prestige

When you have acquired 100 Million Experience and 20 Million Gold and its on you, go and visit Saga.

At Saga - Type Earn Prestige to earn a level.
Ubers

Ubers are stronger versions of existing mobs that are already in the game. Seek them out for a greater challenge.

Ubers are randomly spawned and not all of them are guaranteed to show up at the same time.

You will see a message from Franz in the QUEST channel. The message will say "Reports abound that an uber version of a creature from our realm has appeared - quick, to arms!"

Once there, you can use the Locate Character spell to figure out who has spawned.

#### Preparation

* Most Ubers you will want to be level 50. There are a few that are lower level, but even then being level 35-40 if required.
* Have Recall scrolls/be prepared to retreat
* Death can happen so be ready to retrieve your corpses
* Know where the rooms are to run to them.

#### Rules of Fighting an Uber

* Ubers spawn in the same room as their original counterpart. This means you may have to fight both at the same time.
* Most Ubers are aggressive and will immediately attack you as you enter.
* All Ubers drop gear when you skin them. So make sure to skin their corpses.
* If the Uber doesn't drop gold, the skin may be worth money - don't forget to sell it.

#### Known Ubers

1. Uber Queen Ant
2. Uber Dream Shadow
3. Uber Huge Stone Dragon
4. Uber Enlightened One
5. Uber Musashi
6. Uber Strahd
Zone Creation

## Description

You now have a zone. The zone itself controls what mobs are loaded, what items are given to or equipped by mobs. You can also control if random items are sitting in a room, or if you always want something placed inside a chest or item in a room.

You also can change what kind of reset will happen and how long it takes for the zone to reset in game.

All commands when typed by themselves offer additional help. The new zone commands offer the advantage of not requiring "if" or "max" numbers in the resets.

**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.**

## Commands

The following are a list of commands which are specifically meant for editing zone resets.

edit z <zone#> <options...> - old style zone commands. All commands below can be used instead.

Zone Commands
 zname
 zlife
 zmode
 zreset
 zrange

## Command List

When you type cmdlist after you have selected a zone to edit, you can see the numerous commands that have been setup.

This is how you make sure your zone is properly populated.

## Exploring a Zone's Objects/Mobs/Rooms

If you are curious to see all of the Objects/Mobs/Rooms currently defined for a zone, you can use the zshow command.

Zshow <Zone Number> and then either O, M or R for Object/Mob/Room respectively. It will then print out a list showing you everything defined in that category.
Tremor

## Summary

With this spell, the Mercenary causes the ground to shake and heave violently, inflicting 400 damage to every opponent in the room, and knocking them into the resting position. Opponents affected by Tremor have a 95% chance of failing to flee from combat for a duration of 10 rounds (30 seconds). This effect can be refreshed or re-applied by casting Tremor again.
Warrior

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

* Warlord
* Gladiator

### Skills

* Bash
* Block
* Disarm
* Dual
* Kick
* Knock
* Parry
* Punch
* Rescue
* Spin
* Throw
* Triple (Level 20)
* Disembowel (Level 40)
* Quad (Level 50)

### Ranks

A warrior can earn three different Ranks to further enhance themselves and gain bonus regeneration.

1. Squire
2. Swashbuckler
3. Knight
Constitution

Constitution stands for health, physique and stamina. A high constitution score increases your regeneration.

Constitution of 19 and above will increase the number of hit points you gain at level, reduce the damage taken each hit, and will provide
additional regen per tick.

At 25 constitution, the you have a total bonus of 25 hit points and mana regen per tick and damage taken is reduced by 20% if you
are not affected by the sanctuary spell, and 10% if you are affected by sanctuary.
Tactician

Subclass Gladiator: Level 2 (Warrior)

A measured tactical response is often the key factor separating victory and defeat, even among warriors of disparate physical abilities. A seasoned Gladiator observes their opponent, waiting for the right moment to dodge out of the way, or to strike back after a reckless blow.

This ability makes the Gladiator immune to disarm attempts made by all players, and by all but the most cunning of creatures.

Additionally, the Gladiator has a chance to avoid the following "mob attacks" entirely when they would otherwise hit: Kick, Pummel, Punch, Bite, Claw, Bash, Tailslam, Disarm, and Trample.
After avoiding such an attack, the Gladiator has a chance to strike back at their opponent with a free melee attack.

Finally, when a Gladiator fails to avoid such an attack, the input lag inflicted by the impending blow is reduced by one round, to a minimum of zero.
Trusty Steed

Subclass Cavalier: Level 2 (Paladin)

Usage: trusty-steed (toggles on/off)

When using Pummel or Smite against an enemy, the Crusader has a chance to follow up their attack by summoning an ethereal steed that charges into their target dealing 1.5 times the Cavalier's level in damage and knocking them to the ground.

Charging a target who is sitting or resting will cause them to become stunned, receiving 2x damage on the next attack.

Charging a target who is stunned will cause them to become incapacitated, receiving 2.33x damage on the next attack.

Cavaliers with Wisdom greater than 18 will receive a bonus to the chance to summon their magical steed.
Stats

There are 5 primary stats in Ronin. Each stat affects different aspects of your character. Each class also has stats that can be considered more important than others.

The cap for each stat is 25.

Once you hit level 6, you can type score and you can see what your current stats are.

## Main Stats

* Strength
* Dexterity
* Constitution
* Intelligence
* Wisdom

## Raising Stats to 18

In order to get your stats to 18, you need to Meta

## Getting Stats to 25

In order to get above 18, you need to start Questing and earn Quest Points. These can then be turned in at your Guild Master to purchase each level.
It will cost 5600 Quest Points to get 1 skill to 25, and 28000 Quest Points in total to get all 5 to 25.

Skill Level
 20
 21
 22
 23
 24
 25
Awareness

Subclass Warlord: Level 1 (Warrior)

Subclass Ranger: Level 1 (Nomad)

Usage: awareness (toggles on/off)

A competent warrior is always keenly aware of every movement on the battlefield, taking in every threat and measuring a tactical response. This constant alertness heightens the senses of the fighter and drives the rush of adrenaline pulsing through their veins.

The active component of this subclass level is the Awareness skill, which allows the Warlord/Ranger to always get the first hit against an opponent, even if the attacking creature targets another player. This action will place the Warlord in the tank position automatically.

Awareness will only trigger if the Warlord/Ranger is not already engaged in combat.

If multiple Warlords/Rangers are active in the same room with the Awareness skill enabled, the last character to enter the room will be the one to take action.

This ability can be toggled on/off.

### Additional Bonus for Warlord

The success of this skill is increased by the user's Wisdom modifier.

In addition, the Warlord gains a passive boost to their hit point regeneration rate, which is active at all times. This increase is equal to two hit points per warrior class level, adding up to +100 hit point regeneration at level 50.

Warlord subclass level 1 grants the warrior the capability of reaching -260 Armor Class (AC), exceeding the normal limit of -250.
Templar

The Templar has become closer to the divine power. Using their connection to their deities, they are able to bring divine powers to bear against their enemies. As they grow in power, they are able to wield a fraction of this gift against their foes.

The Templar is a subclass of the Cleric.

Subclass Skills/Spells
Wall of Thorns

## Summary

The Druid conjures up a handful of seeds which quickly grow to block all exits.

Any non-player characters in the room will be trapped, unable to move or flee. Such creatures are also blocked from entering the room while the wall is in place. A creature that attempts to flee while the wall is present will suffer damage equal to the level of the caster, though this damage will never cause the creature to die.

Normal player character movement is not blocked by the wall, except in Arena and Chaotic rooms; however, players are still blocked from fleeing through a all of thorns and will take damage if they attempt to do so.

All player characters not engaged in combat that are sitting, resting, or sleeping in a room in which a wall of thorns is present regenerate hit points and mana 33% faster than normal.

A wall of thorns in a Safe room inflicts no damage, but otherwise works as normal.

The wall is not permanent and will wilt and recede when the spell expires.
Tigerkick

Subclass Mystic: Level 3 (Ninja)

Usage: tigerkick <victim>

The Mystic's powerful Tigerkick causes a large amount of damage to the victim and knocks them into a stunned position. A successful Tigerkick allows the mystic to draw some of the target's life-force, restoring a small portion of their mana. The greater the maximum health potential of the target, the greater the restoration.

Tigerkick inflicts 1.75 times the Mystic's level in damage. The maximum amount of mana that can be restored per successful kick is 10.

This skill causes a 2 round input lag for the Mystic, regardless of success or failure. A successful Tigerkick will stun the victim for 2 rounds.

The success of Tigerkick is dependent on how well the skill is practiced.
Tranquility

## Summary

This is a group-wide spell that affects all members of the Mystic's group. While under the effects of this spell, the Mystic channels their own enlightenment to others, radiating an aura of tranquility that increases the focus of those affected.

Subsequent casts of this spell will reset the duration of its effects to the maximum.

Each character affected by Tranquility will be immune to the effects of fear and will gain the following benefits while the spell is active:

* +25% HP Regeneration Rate
* +25% Mantra Regeneration Rate (Mantra)
* +3 Hitroll
* +3 Damroll
Taunt

Class: Bard

Level: 20

A bard often uses lulls in conversation or adventures to entertain and amuse, buoying the spirits of their fellows. Unfortunately, at times this amusement comes at the expense of others, as is the case with their taunt skill. Taunt is an automatic skill which has a chance of triggering every round in combat. The bard will distract the enemy with embarrassing stories, mischaracterizations, and general depravity, causing them to lose their focus. A taunted enemy will experience a 10% reduction in their DAMROLL for 3 rounds. The taunt effect does not stack, but the duration resets whenever a taunt is applied.

The success rate of this skill is based on practice level, and is increased by the bard's Constitution.
Zeal

Subclass Crusader: Level 4 (Paladin)

Usage: zeal

This skill allows the Crusader to channel divine fury into an attack that targets all mobs in the same room with a single hit. The Crusader is affected by a two-round skill input lag after using Zeal. All creatures hit by this skill also require a two-round recovery time.
Iron First

Subclass Warlord: Level 3 (Warrior)

Years of combat training, and resorting to punching things to resolve most issues, has transformed the Warlord's fists to an iron hardness.

The Warlord has a 33% chance of inflicting a critical hit upon landing a successful Punch against an opponent. This devastating blow will deal double damage and will send the victim reeling, setting them to the Stunned position.

Additionally, the Warlord gains a +1 bonus to their Block skill for every 5 warrior class levels, up to a +10 bonus at level 50.
The minimum success rate for a Warlord with Iron Fist is 90%.

This advantage makes it highly unlikely that a Warlord's opponent can flee from them in combat.

Warlord subclass level 3 grants the warrior the capability of reaching -280 Armor Class (AC), exceeding the normal limit of -250.