recursal/Fanatic-Fandom huggingface dataset:
A heavy black cloak with silvery runes

```
Object 'cloak black cloth heavy silvery runes'
Item Type: WORN
Mat Class: cloth        Material: wool
Weight   : 7            Value   : 300

Affects  : RESIST_HEAT   by 25
Affects  : RESIST_ELECTR by 25
Affects  : casting level by 3
Effects  : INVISIBLE SENSE_LIFE NOCHARM
Item is  : INVISIBLE
Restricts: NOTHIEF NOPALADIN NODRUID NOCLERIC NORANGER NOWARRIOR NOBARBARIAN NOSHAMAN
Immune   : IMMUNE_HEAT

```
Create wine (druid spell)

Back to druid main page

## Spell information

```
Spell    : Create Wine
Sphere   : Plant
Usage    : cast 'create wine' [liquid container in inventory]
Duration : Instantaneous
Effects  : Produces wine
Circle   : 1

This spell can be used to produce wine. When cast on a drink container, the
container will then be partly or fully filled. The amount of wine created
increases with level. The wine will randomly be red or white.  Specifying
no container will place the wine in the caster's body instead.

```
A heavy steel mallet

```
Object 'mallet heavy steel'
Item Type: WEAPON
Mat Class: metal        Material: steel
Weight   : 26           Value   : 800

Affects  : DAMROLL       by 2
Affects  : HITROLL       by 2
Item is  : GLOW MAGIC HOT
Restricts: NOMAGE NOTHIEF NODRUID NOCLERIC NORANGER NOBLACK_ROBE
           NORED_ROBE NOWHITE_ROBE
Immune   : IMMUNE_ACID IMMUNE_HEAT
Class    : hammer
Damage   : 5D3

```
Sublimation (white robe spell)

## Spell information

```
Spell    : Sublimation
Sphere   : Enchantment
Usage    : cast 'sublimation' [opponent]
Duration : (5+level)/6 combat rounds
Effects  : Sends the target away for some quiet time.
Circle   : 7

The caster attempts to turn the target from a solid state directly into a
vapor.  The process can be jarring and sometimes short-lived. When the target
returns to their proper form, they take a few moments to get re-acclimated
to their surroundings.

Component Casting:
-Increased effect duration.

```

## Load locations

* Flying Citadel - Tenlo, Mistress of the Black Robes (a tightly bound tome of magic)
Strength of one (spell)

## Spell Information

```
Spell    : Strength of One
Sphere   : Alteration
Usage    : cast 'strength of one'
Duration : 24 hours
Effects  : Victim's strength is increased
Circle   : 7 (Cleric)

This spell only works if the caster is in a group.  When the spell is cast,
everyone in the group who is in the room with the caster suddenly receives
the strength of the person in the group with the most strength.

```

## Load Locations

* Temple of Takhisis - Spauld, high priest of Takhisis (an ancient tome)
A dark symbol of zeboim

```
Object 'symbol dark zeboim black'
Item Type: WORN
Mat Class: natural      Material: organic
Weight   : 2            Value   : 650

Affects  : WIS           by 1
Effects  : SENSE_LIFE
Item is  : EVIL MAGIC
Restricts: NOMAGE NOTHIEF NOPALADIN NODRUID NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN

```
Word of recall (spell)

## Spell Information

```
Spell    : Word Of Recall
Sphere   : Summoning
Usage    : cast 'word of recall' <target>
Duration : Instantaneous
Effects  : Places caster or target in a familiar location
Extra    : Divine Spell
Circle   : 5 (Druid), 6 (Cleric)

This spell causes the caster to teleport back to the area they start
the game in.  However, depending on the level of the caster, the spell
has several different results.  Higher level casters naturally gain
more control over this magic as they advance, and will notice that
they tend to return to the exact location they entered the game in
(usually the inn).  Even higher level casters of this spell will
notice that they can use this spell on willing recipients.

The caster of this spell will notice it only works on members of
their group.

```

## Load Locations

* Celestial Temple - A granite chest (a small tattered prayerbook)
Impunity (dark knight spell)

## Spell information

```
Spell    : Impunity
Sphere   : Protection
Usage    : cast 'impunity' <character in room>
Duration : 24 hours
Effects  : Grants the target impunity from Takhisis wrath.
Circle   : Divine

Through this spell Takhisis grants her devout followers her permission
to cull the weak from her ranks, allowing them to kill her holy priests
and dragons with impunity in order to advance her greater plans.

This can be targeted at anyone, but a Dark Knight will get the most use
out of it.

```

## Load locations

* Raynes Mansion - Freya Tamerley (learn all)
A bright blue robe

```
Object 'robe blue'
Item Type: CONTAINER
Mat Class: cloth        Material: silk
Weight   : 5            Value   : 500

Item is  : MAGIC NORENT
Restricts: NOTHIEF NOPALADIN NODRUID NOCLERIC NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOSHAMAN

A silver thread runs through the hem of the robe, spelling a single word:
                               Terzak

```
Repose (magic user spell)

## Spell information

```
Spell    : Repose
Sphere   : Enchantment
Usage    : cast 'repose' [target]
Duration : Level Based
Effects  : Allows the victim to relax more when resting or sitting
Circle   : 1

This spell lets the victim find a relaxing state of mind when sitting or
resting.  While in this deep comfort they will regen both health and
movement much more quickly.  The spell goes dormant when the victim stops
resting or sitting, but returns if they get back into a comfortable
position.

Component Casting:
-Vastly increased spell duration.

```
A massive blue coral crossbow

```
Object 'crossbow bow massive blue coral weapon'
Item Type: WEAPON
Mat Class: natural      Material: bone
Weight   : 32           Value   : 900

Affects  : HITROLL       by 3
Affects  : DAMROLL       by 2
Restricts: NOMAGE NOPALADIN NOCLERIC NODARK_KNIGHT NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE
Class    : crossbow
Damage   : 4D7

```
A book with frosted glass covers

## Load Locations

* Mordred
* Nightlord
* Master Mindflayer
* Surrey Falstaff
* Korquet
* Shade (special)
* Ochre (special)

## Possible Spells

**Black Robe**

* Tenebrous Orb
* Acid Burn
* Suspension Field
* Black Rune
* Devastation
* Cerebral Graft (Shade)
* Relocate (Shade)
* Stasis (Shade)
* Gift (Ochre)
* Rend (Ochre)

**Red Robe**

* Spheres of Absorption
* Relocate
* Displacement
* Antimagic Shell
* Lightning Shield
* Minor Globe of Invulnerability (Shade/Ochre)
* Peek (Shade)
* Mass Teleport (Shade)
* Shocking Blast (Ochre)

**White Robe**

* Watchful Eye
* Fold Space
* Scorch
* White Rune
* Color Spray
* Arcane Shell (Shade/Ochre)
* Cleanse (Shade)
* Enigmatic Dome (Shade)
* Juke (Ochre)
Shield (magic user spell)

## Spell information

```
Spell    : Shield (D)
Sphere   : Evocation
Usage    : cast 'shield'
Duration : 1 day
Effects  : Protective air gathers around the caster
Circle   : 1

The magical shield can only be cast upon yourself.  Using ancient magical
powers, the air around the caster will solidify, improving physical resistance
in general and giving a chance to deflect to the magic missile spell.

Component Casting:
-Vastly increased spell duration.
-Increased physical resistance bonus.

```
A black twisted staff

```
Object 'staff wood twisted gnarled black'
Item Type: WEAPON
Mat Class: wood         Material: oak
Weight   : 8            Value   : 310

Affects  : HITROLL       by 2
Affects  : casting level by 1
Effects  : NOCHARM
Restricts: NOTHIEF NOPALADIN NODRUID NOCLERIC NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOSHAMAN
Class    : staff
Damage   : 3D5

```
Continual light (magic user spell)

## Spell information

```
Spell    : Continual Light (D)
Sphere   : Illusion
Usage    : cast 'continual light'
Duration : Permanent
Effects  : Creates a permanent light source
Circle   : 2

The caster conjures a ball of light which will hover nearby and follow him.
The magic lasts as long as the caster maintains their physical presence.

Component Casting:
-Nothing obvious.

```
Silence (magic user spell)

## Spell information

```
Spell    : Silence
Sphere   : Alteration
Usage    : cast 'silence' [opponent]
Duration : 3 hours  or  9 combat rounds
Effects  : Prevents victim from communicating
Circle   : 2

Should the victim fail a saving throw, communication becomes impossible.
Since spell casting requires the chanting of arcane languages, the ability
to cast spells is lost while the enchantment is in effect (since spell
casting requires both manipulation of hands and the correct inflection of
words).

The effect duration is 3 hours, unless the victim is in combat, in which
case the duration is three times as long in combat rounds.

Component Casting:
-Makes the victim less likely to pass the saving throw.
-Increased duration.

```
Summon (spell)

## Spell information

```
Spell    : Summon
Sphere   : Summoning
Usage    : cast 'summon' [char in world]
Duration : Instantaneous
Effects  : Teleports victim to caster
Circle   : 6 (Druid), 6 (Cleric)

This spell will attempt to summon a player to the casters location from
anywhere in the world - providing of course, the victim has no magical
protection from such summoning.  This often comes as quite a surprise to
the victim.

Note that using this spell against unprepared targets outside your group
is considered an aggressive action by most players.

```

## Load locations

* Storms Keep - The high priestess (a small tattered prayerbook)
Featherfall (magic user spell)

## Spell information

```
Spell    : Featherfall
Sphere   : Alteration
Usage    : cast 'featherfall'
Duration : Caster Intelligence
Effects  : The target falls at a decelerated rate, taking less damage.
Circle   : 3

This spell makes the player suffer no damage when falling great distances.
It is a powerful enough spell that all of the players group are also
affected in the same way.

Component Casting:
--Nothing obvious.

```
Force Missile (red robe spell)

## Spell information

```
Spell    : Force Missile
Sphere   : Evocation
Usage    : cast 'force missile' [opponent]
Damage   : Serious damage per missile
Circle   : 7

The force missile spell results in giant darts of pure magical energy
striking the victim. The number of missiles increases with caster level; each
dart will do nominal damage. Force missiles can be deflected by some defensive
magic shields, but is more apt to pass through than the weaker magic missile.

Component Casting:
-Number of missiles increased.
-Damage of each missile increased.
-Reduces chance for missile shield to dissolve the spell.
-Increased secondary effect chance (Red Robes Only).

```

## Load locations

* Terzak's Tower - Terzak (a tightly bound tome of magic)
* Nytes - A shining golden chest (an ivory spined spellbook)
Hold monster (magic user spell)

## Spell information

```
Spell    : Hold Monster
Sphere   : Enchantment
Usage    : cast 'hold monster' [opponent]
Duration : (5+level)/6 combat rounds
Effects  : Temporarily 'holds' a monster
Circle   : 4

This spell is similar to 'hold person', but also affects non-humanoids.
The victim will be incapable of any physical movement until freed magically,
or until the enchantment wears off. The duration is in hours, unless the
victim is in combat, in which case the spell lasts that many combat rounds.

Component Casting:
-Vastly increased effect duration.
-Armor penalty to victim.

See also: "SPELL HOLD PERSON"

```
Feast (druid spell)

## Spell information

```
Spell    : Feast
Sphere   : Plant
Usage    : cast 'feast'
Duration : Instantaneous
Effects  : Creates magical food
Circle   : 1

This spell has been known as "Nature's Harvest" and "Hero's Feast" in
days long past.  The spell calls upon nature to share its bountiful
gifts with the caster.  A vine springs up and quickly sprouts many
natural foods that are magical in nature.  The more powerful the caster,
the stronger nature responds with her gifts.  This spell must be cast
outdoors or the vine will be unable to grow.

```

## Load locations

* Druid's Nook - Cabinet (a lump of manure) (some maggot-infested entrails) (a red clay tablet)
Detect Scry (red robe spell)

## Spell information

```
Spell    : Detect Scry
Sphere   : Divination
Usage    : cast 'detect scry'
Duration : Level Based
Effects  : Caster can detect hidden magical channels
Circle   : 8

This spell will allow for the caster to detect hidden currents meant to
probe or inform the user.  In addition to learning of the type of probe,
you also are informed of the user of the magical channel.

Component Casting:
--Increased duration.

```

## Load locations

* Storms Keep - Lord Noom (a tightly bound tome of magic)
A pair of rough, fingerless gloves

```
Object 'gloves fingerless rough pair'
Item Type: WORN
Mat Class: leather      Material: rough_leather
Weight   : 5            Value   : 100

Affects  : HITROLL       by 1
Affects  : skill pick          by -7
Item is  : MAGIC
Restricts: NOMAGE NOPALADIN NODRUID NOCLERIC NORANGER NOWARRIOR NODARK_KNIGHT
           NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN

```
A pair of crystal crimson armbands

```
Object 'armbands crystal crimson'
Item Type: WORN
Mat Class: natural      Material: natural_crystal
Weight   : 5            Value   : 500

Affects  : SAVING_SPELL  by -1
Affects  : STR           by 1
Effects  : IMMUNE_POISON
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NOPALADIN NOCLERIC NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOSHAMAN
Immune   : IMMUNE_ELECTRICITY IMMUNE_POISON

```
A molded red leather breastplate

```
Object 'breastplate plate molded red leather molded'
Item Type: ARMOR
Mat Class: leather      Material: hard_leather
Weight   : 24           Value   : 240

Affects  : HP_REGEN      by 15
Affects  : MOVE_REGEN    by 15
Affects  : RESIST_HEAT   by 15
Immune   : IMMUNE_HEAT
Apply    : 8

LOAD     : Captain Derisa, Raynes Mansion

```
A black robe of shadows

```
Object 'robe black shadows'
Item Type: WORN
Mat Class: cloth        Material: wool
Weight   : 1            Value   : 500

Affects  : casting level by 3
Affects  : INT           by 2
Affects  : ARMOR         by -9
Item is  : MAGIC ANTI_GOOD
Restricts: NOTHIEF NOPALADIN NODRUID NOCLERIC NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOSHAMAN
Immune   : IMMUNE_MAGIC

```
Rot (magic user spell)

## Spell information

```
Spell    : Rot
Sphere   : Alteration
Usage    : cast 'rot' [object in room or inventory]
Duration : Several hours
Effects  : Object will rot
Circle   : 3

When cast upon an object in either room or inventory, it will begin to rot,
usually decaying within several hours. Magical and blessed items are immune
to rotting spells.

Component Casting:
-Reduces time to decay.
-Reduces the chance for the object to save against the rot.

```
A braided black waistband

```
Object 'waistband braided black belt'
Item Type: WORN
Mat Class: natural      Material: organic
Weight   : 1            Value   : 550

Affects  : spell slots   by +1 at level 4
Affects  : skill turn          by +5
Effects  : INVISIBLE
Restricts: NOMAGE NOTHIEF NOPALADIN NODRUID NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN

```
Strength (magic user spell)

## Spell information

```
Spell    : Strength (D)
Sphere   : Alteration
Usage    : cast 'strength' [char in room]
Duration : (level/2) hours
Effects  : Victim's strength is increased
Circle   : 2

The strength of the victim is increased, temporarily.  The value of the
strength bonus is dependent on guild - those naturally stronger guilds will
have higher bonuses than weak guilds.  Note that strength bonus is NOT
accumulative.  Repeated casting of this spell will only average the
cumulative modifiers and durations.

Component Casting:
-Vastly increased spell duration.
-Increased strength bonus.

```
A crown of twigs

```
Object 'crown twigs leaves dried dead'
Item Type: WORN
Mat Class: wood         Material: pine
Weight   : 3            Value   : 500

Affects  : INT           by 1
Effects  : DETECT_INVISIBLE IMMUNE_POISON
Item is  : MAGIC
Restricts: NOMAGE NOCLERIC NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE
Immune   : IMMUNE_HEAT

```
Druid

## Skills

* bludgeons
* miscellaneous
* short blades
* long blades
* piercers
* commune with nature
* bandage
* scribe
* brew
* reclaim land

## Spells

* barkskin
* barrier
* blur
* burning hands
* call lightning
* calm
* charm monster
* clear skies
* cloud kill
* cone of cold
* conjure elemental
* constant winds
* create food
* create water
* create wine
* cultivate
* cure critical
* cure light
* cure serious
* daze
* earthquake
* elemental fist
* enlarge
* entangle
* faerie fire
* faerie fog
* feast
* fire storm
* flame shroud
* fly
* free action
* gust of wind
* granite hand
* Healing Cloud
* ice storm
* iceshield
* infravision
* Insect Swarm
* lightning storm
* mass fly
* mass refresh
* paralysis
* pass without trace
* plant walk
* Prevailing Winds
* primal fury
* refresh
* remove paralysis
* remove poison
* resist
* rot
* sense life
* silence
* sleep
* stinking cloud
* Stone Skin
* storm call
* stratification
* summon
* summon faerie
* sustenance
* temporal path
* thorn spray
* tornado
* water breath
* weariness
* word of recall
Prevailing Winds (druid spell)

## Spell information

```
Spell    : Prevailing Winds
Sphere   : Weather
Usage    : cast 'prevailing winds' [north|east|south|west]
Duration : Instantaneous
Extra    : Divine spell
Circle   : 8

Summoning upon the winds to prevail how they see fit, the caster is able
to instantly move to a powerful druidic shrine in the far reaches of
Krynn. So powerful is this shrine and others like it, that it may imbue
this spell to allow the caster to also assist his groupmates.

```

## Load locations

* Dark Knights Outpost - Trin Phung (a globe of sparkling liquid) (a diamond encrusted jackal skull) (death load)
Fireball (magic user spell)

## Spell information

```
Spell    : Fireball
Sphere   : Evocation
Usage    : cast 'fireball'
Duration : Instantaneous
Damage   : Nominal to massive
Circle   : 3

This is one of the most powerful offensive spells. The caster fires a flaming
ball of fire outwards, incinerating most things in its path. The victims
suffer fire damage, from nominal to massive, depending on the level of caster.

Component Casting:
-Increased damage.
-High components can result in a 'heat metal' component to the fireball.

```
A grandiose plate of black steel

```
Object 'plate steel black grandiose decorated'
Item Type: ARMOR
Mat Class: metal        Material: steel
Weight   : 45           Value   : 400

Affects  : RESIST_HEAT   by 16
Affects  : CON           by 1
Effects  : NOCHARM
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NODRUID NOCLERIC NOBARBARIAN NOBLACK_ROBE NORED_ROBE
           NOWHITE_ROBE NOSHAMAN
Immune   : IMMUNE_HEAT
Apply    : 9

```
Magic bolt (magic user spell)

## Spell information

```
Spell    : Magic Bolt
Sphere   : Evocation
Usage    : cast 'magic bolt' [opponent]
Damage   : Nominal to massive
Circle   : 3

The caster attempts to discharge a magic bolt, arcing from the caster to
the victim. The victim will suffer magical damage, which increases with
level of caster.

The victim may save against spell for half damage.

Component Casting:
-Increased damage.

```

## Load locations

To learn magic bolt you must first locate and kill one of many snarling renegade mages across the world. These mages are usually located within low level zones. Once a mage is killed, a wizened old magic user will appear in the same room to teach you the spell.

Mages in the following locations will teach magic bolt:

* Druid's Nook
* Sewers of Despair
A necklace of snake rattles

```
Object 'necklace rattles snake'
Item Type: ARMOR
Mat Class: natural      Material: organic
Weight   : 10           Value   : 500

Affects  : spell slots   by +2 at level 1
Affects  : skill sneak         by -25
Effects  : IMMUNE_POISON
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NOPALADIN NOCLERIC NOWARRIOR NODARK_KNIGHT NOBARBARIAN
           NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN
Immune   : IMMUNE_GAS IMMUNE_HEAT IMMUNE_POISON
Apply    : 4

```
Detect magic (magic user spell)

## Spell information

```
Spell    : Detect Magic (D)
Sphere   : Divination
Usage    : cast 'detect magic' [object in room/inventory/equipped]
Duration : Level Based on Players, Instantaneous on Objects
Effects  : Magical auras are apparent to the caster
Circle   : 1

This spell will enable those who are affected to distinguish magical items,
which will reveal an aura.  The magical detection can also discern failure of
any magical spells cast by the affected, for whatever reason.  Those who are
not affected by this divination spell will not be able to recognize success
or failure for certain spells. When cast on an object, any magical aura will
be revealed to the caster. Some of the information revealed maybe more
interesting than others. When cast with no target this spell will affect the
caster.

Component Casting:
-Vastly increased spell duration.

```
A pair of birch bark gloves

```
Object 'gloves birch bark'
Item Type: ARMOR
Mat Class: wood         Material: elm
Weight   : 6            Value   : 600

Affects  : healing done by  10%
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NOPALADIN NOCLERIC NORANGER NOWARRIOR NODARK_KNIGHT
           NOBARBARIAN NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN
Apply    : 3
This object is part of a larger set.

Note     : More than one load location.

LOAD     : High druid of Zeboim
LOAD     :

```
Dark Knight

## Spells

* aid
* bless
* blindness
* cloak of shadows
* curse
* dark blessing
* darkness
* detect good
* dispel magic
* feeblemind
* free action
* Impunity
* know alignment
* nightfall
* nightvision
* protection from good
* ray of enfeeblement
* soul leech
* soul protection
* Summon Dragon
* unholy aura
* unholy might
* unholy wrath
Wizard Eye (red robe spell)

Back to red robe main page

## Spell information

```
Spell    : Wizard Eye
Sphere   : Summoning
Usage    : cast 'wizard eye'
Duration : level hours
Effects  : Summons an eye to watch a room for you
Circle   : 8

The wizard eye summoned will alert the caster of all people entering and
leaving the room. Some wizards attempt to hide this eye with invisibility
spell or in darkness since the eye has the nightvision ability.

Component Casting:
--Increased duration of the eye.

```

## Load locations

* Flying Citadel - Tenlo, Mistress of the Black Robes (a tightly bound tome of magic)
A kagonesti dance shield

```
Object 'shield dance kagonesti'
Item Type: ARMOR
Mat Class: leather      Material: rough_leather
Weight   : 9            Value   : 200

Affects  : SAVING_SPELL  by -1
Affects  : INT           by 1
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NOPALADIN NORANGER NOWARRIOR NODARK_KNIGHT NOBARBARIAN
           NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE
Apply    : 5

```
Standing on a Ledge (conclave test)

Back to conclave tests

* **Intro Message**

This test has no intro message.

* **Hint**

A magical voice fills your mind:

"Deep within the darkest places of the world, many mysteries abound. Who knows what secrets you might find hidden in the stone's secret niches and holes if you are persistent enough?"

You feel a slight tingling sensation.

* **Solution**

* Cast continual light.
* Squeeze crack.
* Move rubble.
* Wait until the statue comes alive, then flee.
* Keep fleeing until you reach 'Deeper in the Hole'.
* Get all crack.
* Wield warhammer.
* Step south and kill the arms. Flee if necessary.
* Step south again and kill the golem. Flee if necessary.
* Enter portal to complete this test.
A bronze shield

```
Object 'shield bronze heavy'
Item Type: ARMOR
Mat Class: metal        Material: bronze
Weight   : 50           Value   : 300

Affects  : skill bash    by +10
Affects  : DEX           by -1
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NODRUID NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN
Apply    : 8

LOAD     : Neraka, Talent Orren

```
Corruptions

## Cartography Report

 File:559 max.jpg
Corruptions are the evil work of Malathier, most of which were shaped during the Mythic Ages. Many still are created by Malathier secretly in the Nether, and make their way upwards to Terra. They are horrible mockeries of Elendyl's creations, rent flesh and unsympathetic forms, living in perpetual agony and instilling Malathier's chaos into the Thier. While they are capable of living in the light, they prefer darkness and night, because it is the environment in which they were born.
Gust of wind (magic user spell)

## Spell information

```
Spell    : Gust of Wind
Sphere   : Evocation
Usage    : cast 'gust of wind'
Duration : Variable
Circle   : 3

This spell creates a small wind that swirls around the caster, removing
various gaseous vapors. This wind will flow out of the room from the
caster, in a straight line.

Component Casting:
-Increased duration.
-Increased distance.

```
DLC del día de los inocentes

**ATENCIÓN SPOILERS, LEA A SU PROPIA DISCRECIÓN!**

 Si no has jugado a **Mystic Messenger** por completo, podrías leer algo que te revele la historia completa del juego. **¡Así que presta atención!.**

El **DLC del día de los inocentes** (***April Fool's DLC*** en inglés) es el tercer DLC de **Mystic Messenger**, que fue lanzado el 21 de marzo de 2017 junto a su actualización respectiva. Consiste en un día de juego, tres finales, Novelas visuales completamente expresadas, tonos especiales, 23 nuevas imágenes de Álbum y nuevas BGM.

Para desbloquearlo, se necesitan 60 relojes de arena. Una vez comprado, podrá jugarse indefinidamente.

## Contenido

* Un día de juego.
* Tres finales.
* Novelas visuales completamente expresadas.
* Tonos especiales.
* 23 nuevas imágenes.
* Nuevo menú especial con el tema del DLC.
* Al igual que el DLC de Navidad, el jugador no está obligado a invitar. Como resultado, las opciones de correo electrónico e invitados ubicadas en el lado izquierdo de la interfaz de usuario del juego se han sustituido por botones inanimados con un busto de yeso, lo que impide al jugador abrir la bandeja de entrada y ver la lista de invitados.

## Curiosidades

* La interfaz de usuario del juego se ha cambiado para exhibir una imagen parodia de "El nacimiento de Venus" con Zen actuando como la diosa Venus.
* Este DLC dura solo 1 día, a diferencia de los 11 días habituales.
* El primer mensaje de cada personaje puede ser contestado, mientras que el resto de los próximos mensajes no pueden, incluido el texto de Unknown. A diferencia del DLC de Navidad, puedes obtener corazones por las opciones que contestas.
* La vista completa del tema del DLC solo se puede ver el 1 de abril.
* Cuando habilitas el Tema del DLC en los Ajustes, el perfil, chat y mensaje de cada personaje se cambia a un tema del DLC que solo está disponible el 1 de abril. A partir de la actualización 1.7.2, el tema de abril ya está disponible para todo el mes de Abril.
	+ Jumin añade "*Yo ~*" al final de sus mensajes.
	+ 707 añade "*...hehe... omg!* al final de sus mensajes.
	+ Zen añade "*Hiccup*" al final de sus mensajes.
	+ Yoosung añade *"...Know what i'm saying?"* (...¿Sabes lo que estoy diciendo?) al final de sus mensajes.
	+ Jaehee añade "*...is what Jaehee thought!*" (... ¡es lo que Jaehee pensó!") al final de sus mensajes.
Cold snap (magic user spell)

## Spell information

```
Spell    : Cold Snap
Sphere   : Elemental
Usage    : cast 'cold snap'
Duration : Instantaneous
Damage   : Nominal to critical
Circle   : 4

The caster invokes an artificial cold to descend on their enemies in the
room. The severe drop in temperature will cause nominal to critical damage
to everyone in its path.

Component Casting:
-Increased damage.

```
A lustrous steel battle axe

```
Object 'axe battle battle-axe lustrous steel'
Item Type: WEAPON
Mat Class: metal        Material: steel
Weight   : 12           Value   : 850

Affects  : DAMROLL       by 1
Affects  : HITROLL       by 1
Restricts: NOMAGE NOTHIEF NODRUID NOCLERIC NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN
Class    : battle_axe
Damage   : 2D7

```
Fly (magic user spell)

## Spell information

```
Spell    : Fly (D)
Sphere   : Alteration
Usage    : cast 'fly' [char in room]
Duration : 10+(level/2) hours
Effects  : Victim becomes airborne
Circle   : 3

This spell will make you fly like a bird!  It could save your life in some
circumstances where falling would lead to your inevitable doom.  However, it
is probably not wise to test this spell out by jumping over cliffs with it.
Some sections of areas can only be reached when flying.  You will not have
the ability to stop flying at will.  However, losing consciousness (other
than sleep) will break the spell.

Component Casting:
-Vastly increased spell duration.
-Higher components offer the target the ability to fly at will.

```
Mage Tests

## Airy elemental form / Elemental projection / Wolf quest

* **Starting room: Over an Enchanted Isle**
* **Intro Message**

As you step out of the portal, you find yourself trapped in a large conical cage made of wood. An incorporeal voice whispers words of magic near you. Before you can react, your consciousness is ripped out of your body and projected into an airy elemental form.

* **Hint**

A magical voice fills your mind:

"Your body is locked away in a cage, but somehow, the magic holds you in an elemental form.

"You won't be able to use all of your magic in this state, but some of your spells will allow you to change into different forms. Be careful what you attempt to cast, as some spells may have an adverse effect depending on your current state.

"Be sure that your form is strong before you face the big black wolf that guards your lifeless body. But you must defeat him to re-claim your body."

You feel a slight tingling sensation.

* **Solution**

* Flee from the wolf and wander out over the endless sea.
* Cast fireball.
* Go up into the stratosphere.
* Cast cold snap.
* Cast gust of wind.
* Walk around the stratosphere until the room description changes to the following (alternatively, walk around the stratosphere and scan in every room until you are above the enchanted isle with the wolf):

```
The air up here is thin and rarified. You can see farther off in the
distance from this vantage point, but there doesn't seem to be anything of
note in view. *Nearby, a couple of clouds have darkened ominously as fierce*
winds infuse them with energy.

```

* Mem up full lightning bolts.
* Step down to the isle with the wolf and cast the lightning bolts. Will damage the wolf.
* When the wolf is dead, mem a cold snap and a fireball.
* Cast cold snap.
* Cast fireball.
* Touch lock.
* Enter body.
* Enter portal to complete the quest.

### Notes

* Casting cold snap when you are in cloud form cures you.
* Casting gust of wind when you are in storm form cures you.
* The wolf will huff and puff at you. If you are in storm form this will serve to cure you.

## Renegade beast quest

* **Starting Room: Outside a Strange Hut**
* **Intro Message**

A magical voice whispers on the wind:

'In this remote wasteland a renegade has managed to escape detection for some time, performing vile experiments to warp a helpless creature into a terrible beast. The mage has left his home for now but will soon be back; the beast remains and must be destroyed before his return!'

* **Hint**

A magical voice fills your mind:

"Look closely at your surroundings. You can never be sure you didn't overlook something. Or how you might augment what you find.

"Oh, and don't forget the old adage: He who fights and runs away lives to fight another day."

You feel a slight tingling sensation.

* **Solution**

* Open the door and step north.
* Examine desk.
* Look objects.
* Get prism.
* Cast light on the prism.
* Wear prism.
* Get broom.
* Light broom.
* Wield broom.
* Open the door to the east.
* Kill the beast. Flee when necessary and wait to regenerate mirror images.
* Enter portal to complete the quest.
Magic blast (magic user spell)

## Spell information

```
Spell    : Magic Blast
Sphere   : Evocation
Usage    : cast 'magic blast' [opponent]
Damage   : Nominal to massive
Circle   : 4

The caster attempts to spray the victim with a blast of magic. The
amount of damage caused increases with caster level.

The victim may save against spell for half damage.

Component Casting:
-Increased damage.

```

## Load locations

To learn magic blast you must first locate and kill one of many vicious renegade mages across the world. These mages are usually located within low level zones. Once a mage is killed, a wizened old magic user will appear in the same room to teach you the spell.

Mages in the following locations will teach magic blast:

* Undead house in northeastern Solace
Relocate (white robe spell)

## Spell information

```
Spell    : Relocate
Sphere   : Alteration
Usage    : cast 'relocate' [char in world]
Duration : Instantaneous
Effects  : Caster is teleported to victim
Circle   :

This is similar to teleport, but is targetable. The caster will instantly
be transferred to the specified victim's location. Note that you can only
relocate to another adventurer, and not a monster.

Relocating to target's the caster is grouped or clanned with will always
work, but trying to relocate to an ungrouped and unclanned target only
works if the caster is working at level 28 or higher.

Component Casting:
--Possibility to leave and arrive silently.

```

## Load locations

* Celestial Valley - Shalzan the Archmage (an ivory spined spellbook)
* Nytes - A shining golden chest (an ivory spined spellbook)
A brass dragonscale shield

```
Object 'shield bright brass dragon scale'
Item Type: ARMOR
Mat Class: scale        Material: dragonscale
Weight   : 30           Value   : 600

Affects  : ARMOR         by -10
Affects  : CON           by 1
Affects  : skill shield block  by +5
Item is  : GLOW MAGIC ANTI_EVIL
Immune   : IMMUNE_HEAT
Apply    : 10

```
A dark purple burial shroud

```
Object 'shroud burial purple dark'
Item Type: ARMOR
Mat Class: cloth        Material: wool
Weight   : 2            Value   : 75

Effects  : HIDE
Item is  : GLOW BLESS
Restricts: NOMAGE NOTHIEF NOPALADIN NODRUID NORANGER NODARK_KNIGHT NOBARBARIAN
           NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN
Apply    : 3

```
A pair of baggy bronze dragonscale pants

```
Object 'pants bronze scale'
Item Type: WORN
Mat Class: scale        Material: dragonscale
Weight   : 0            Value   : 300

Affects  : ARMOR         by -7
Affects  : casting level by 1
Effects  : IMMUNE_POISON
Item is  : MAGIC BLESS
Immune   : IMMUNE_ACID IMMUNE_COLD IMMUNE_ELECTRICITY IMMUNE_HEAT

```
Last Chance (shaman spell)

## Spell Information

```
Spell    : Last Chance
Sphere   : Necromantic
Usage    : cast 'last chance' [char in room]
Duration : 4 hours
Effects  : Prevents a victim from dying
Extra    : Divine spell
Circle   : 8

When the target of this spell is near death, the magic will restore their
health, wrenching them from the jaws of the abyss. Note that due to the
heavy toll that this experience takes on a victim's soul, it can only be
used on the same target a maximum of once every 48 hours.

```

## Load Locations

* Riverzone - River Master Harmonium (a shimmering cube of ethereal energy)
A pair of golden whale bone vambraces

```
Object 'vambraces golden whale bone'
Item Type: ARMOR
Mat Class: natural      Material: bone
Weight   : 12           Value   : 2000

Affects  : STR           by 2
Affects  : SAVING_BREATH by -2
Affects  : skill strike        by +5
Affects  : skill thrust        by +5
Item is  : MAGIC
Restricts: NOMAGE NOTHIEF NODRUID NOCLERIC NORANGER NOWARRIOR NOBARBARIAN
           NOBLACK_ROBE NORED_ROBE NOWHITE_ROBE NOSHAMAN
Apply    : 8

LOAD     : Golden Whale

```
Stone Skin (druid spell)

## Spell information

```
Spell    : Stone Skin
Sphere   : Alteration
Usage    : cast 'stone skin' [char in room]
Duration : Several combat rounds
Effects  : Gives immunity to physical damage
Circle   : 8

The caster will turn the victim's skin into a tough, granite-like substance.
This protective skin is very tough and will make those affected immune to
damage from hand-to-hand combat for several combat rounds.

This spell does nothing for your general health and can have side effects.

```

## Notes

There is a small chance that you will kill your target when you attempt to cast stone skin on them.

## Load Locations

There is only one load location for stone skin - the spire near the Icewall glacier.

To access the load location you must first obtain the five "essences" by looting them from the following five mobs:

* an essence of wind: Dara Veln (Cloud Kingdom)
* an essence of earth: Eern Tyot (Crytic Forest)
* an essence of fire: Slarn Urm (Stormhead)
* an essence of water: Lezi Sylian (Dargonesti)
* an essence of light: Drake, the dark druid (Flying Citadel)

All five essences are required to pass through the spire. The essences have an abysmally low load rate and the mobs themselves do not spawn all the time. Essences cost 200 coins to rent and do not decay. Essences cannot be dropped once picked up, but there is a workaround for that:

* Rot a container.
* Place the essences you want to drop in the container.
* When the container rots, the essences will fall onto the ground to be picked up by someone else.

When you have acquired the five essences, head to the Zeeriak inn and purchase a small silver twig. Then head east to the spire and unlock the door (the twig is the key). With all of the essences in your inventory, climb up the spire and 'worship altar' at the top. You will not be able to reach the top without all of the essences.

After worshipping, the essences will be taken and you will receive a small stone statue - this is the stone skin tablet.

Remember that you can still fail the tablet, so bring learns!

```
Calmly, you step towards the altar. As if sensing your spirit's resonance with
nature the barrier of thorns surrounding the altar splits, swallowing you within.

At the altar you humbly kneel extending the essences of the elements. After a
moment, you, cautiously, begin placing each essence in the diagrammed slot of
the altar. When the task is complete, you step back and resume a position of
reverence.

Suddenly, the altar begins to glow, becoming brighter and brighter with
each fleeting second. Just as you begin to shield your eyes, a gigantic
granite fist punches out from beneath the altar, stopping inches from your
face. Slowly, it unclenches its fingers, extending a beautiful tablet to you.

Triumphantly, you return from within the confines of the barrier.

```

```
You add to your repertoire the spell stone skin from a small stone statue.
A small stone statue magically disappears as you finish studying it.

```
Light (magic user spell)

## Spell information

```
Spell    : Light
Sphere   : Illusion
Usage    : cast 'light' [object in inventory]
Duration : 48 hours
Effects  : Creates a temporary light source
Circle   : 1

If cast without arguments, a glowing ball of light is created. It appears
in the inventory of the caster, and can be held as a normal light source.

If cast on an item, this spell will make it glow and illuminate the
surrounding area of its user. Note that only certain types of items will be
affected by this spell, and that the effect will not be permanent.

Component Casting:
-Increased ball of light brightness.

```
Soul leech (spell)

back to cleric main page

## Spell information

```
Spell    : Soul Leech
Sphere   : Necromantic
Usage    : cast 'soul leech' [opponent]
Damage   : Nominal to massive
Effects  : Weakens opponents spiritual defenses
Circle   : 7

By casting this spell, the caster summons forth the raw power of his
or her god to strike down and hamper the opponent. If completely
successful, the victim's spirit suffers for some time afterwards and
the caster will see his/her health increase.

```

## Load Locations

* Largus Sararian - The high green priest (a small tattered prayerbook)
Dain Frost

## Cartography Report

Dain Frost was a King of the Realm in the Second Age. Before his succession to the throne, his entire family was assassinated and he was raised in secret as a street urchin. When he came of age, he reclaimed the throne, and began sweeping changes to Kingsguard. He created jobs for the poor with the commissioning of the Great Bridge, built the Narrows in order to house them for this project, and founded the Lineage to house the unwanted children of the city and groom them for royal service.
A grandiose shield of black steel

```
Object 'grandiose shield black steel'
Item Type: ARMOR
Mat Class: metal        Material: steel
Weight   : 25           Value   : 400

Affects  : SAVING_SPELL  by -2
Affects  : SAVING_PARA   by -1
Restricts: NOMAGE NOTHIEF NODRUID NOCLERIC NOBARBARIAN NOBLACK_ROBE NORED_ROBE
           NOWHITE_ROBE NOSHAMAN
Apply    : 10

```
Cleric

## Spells

* aid
* ancient curse
* animate dead
* atonement
* bless
* blindness
* cause critical
* cause light
* cause serious
* cloak of bravery
* create food
* create water
* cure blindness
* cure critical
* cure disease
* cure light
* cure serious
* curse
* darkness
* detect evil
* detect good
* detect magic
* dispel evil
* dispel good
* dispel magic
* fear
* flamestrike
* fortify self
* free action
* gate
* gust of wind
* harm
* heal
* healing mist
* heroism
* hold person
* holy armor
* holy aura
* holy word
* know alignment
* light
* negative plane protection
* poison
* prayer
* protection from evil
* remove curse
* remove fear
* remove poison
* restoration
* restore strength
* sacred ward
* sanctuary
* silence
* soul leech
* spiritual hammer
* steelskin
* strength of one
* summon
* summoning circle
* sunbolt
* sunray
* wave of terror
* word of recall
Aravak's Skull

## Cartography Report

Aravak was a full-form Afflicted who was summoned by Malathier in order to be ritualistically transformed into the first Titan by being infused with as much essence of the Void as possible. When Malathier saw that Aravak had failed, she was ordered back into the Deep to birth more forms for Malathier to command. As the stories go, she remained there until her death, and her skull is now all that remains.
Learn

**Learn** is a command that allows you to train your skills and attempt to learn new spells.

```
Format:
learn 'skill'|spell ...
learn all|everything

```

This command works while standing in the same room as a guildmaster. Specifying no spell or skill will list (for each guildmaster in the room) the spells/skills you can learn from them. If a spell or skill is specified, then that spell/skill will be learned from the guildmaster. You can enter multiple spells/skills to learn. Specifying "all" or "everything" as an argument will make it so that you (attempt to) learn everything you possibly can from the guildmaster. For example:

```
learn kick bash backstab
learn all

```

In the case of spells, the spell caster has a chance at learning the spell from the guildmaster. If they fail, they must wait until they have advanced a level before attempting to learn it again. Once a spell is successfully learned, it is placed into the player's "virtual spellbook" whose contents can be listed using the "spells" command. Players must memorize their spell(s) before attempting to cast them. Note that spells must be enclosed in single quotes (').

In the case of skills, guildmasters can simply guide you in the use of the skill, after which the player must go out and use the skill before returning to the guildmaster for more training.

Some guildmasters cannot train your skills beyond a certain point. if you find yourself in this situation, explore around and find one that does! An appropriate message as to whether or not a guildmaster can train you further in your skill will be given if you try to learn a skill.

Similarly, some guildmasters may be unable to teach you all of the guild spells available to your class. No message will be given in these cases; it is up to you to find out what spells you are missing, and where they can be learned.

Various items across the world may also possess attributes modifying **learn**. Such items can assist (or hinder) your ability to learn, and can largely affect your likelihood of success when attempting to learn a spell.
Skulls of the Corrupted

## Cartography Report

Upon the death of one of Malathier's Corrupted, it is said that if one removes the skull from the body, any location the desiccated head is placed will be cursed. Quite frequently, deaths and poor fortune are blamed upon the close vicinity of a Skull of the Corrupted, even if none can be found. Rarely, these instances are actually discovered to have been influenced by a real Corrupted skull.
Duke's Helm

## Cartography Report

Said to have been passed down through the Yjisnala bloodline for generations, this rusty, beat up helmet is rumored to have been worn by Eodiyn himself, during the Affliction War. Although it would not look it, the helm is forged from tempered steel, making it rather impervious to the transition of time and the wear and tear of the elements.
Nerendir

## Cartography Report

Deemed by early Man to be the most beautiful of the Immortals, Nerendir was sought out and raped by Man. As a consequence of this undesired union, she birthed the orc-people. Having discovered the ecstasy of sexual union through violent and fearful means, she continued to seek out this pleasure, eventually falling into a union with Malathier. Malathier planted within Nerendir a seed so small that it could not be seen, but which slowly transformed her body, so that she became also the mother of the Afflicted. With this dark gift, she took delight in vengefully hunting Man for the first time since her defilement, relishing in the feral joys of pure instinct succumbed to. She offered this gift to her children, some of whom accepted, and some of whom turned away from her offer. Those who accepted became the first Afflicted to join her in her hunting of Man. The Nerendira, those who rejected her gift were ashamed by her, yet continued to worship her in silence as The Fallen One.
Steelskin (spell)

## Spell Information

```
Spell    : Steelskin
Sphere   : Protection
Usage    : cast 'steelskin'
Duration : Variable
Circle   : 8

This spell causes the caster's skin to become tough and more resistant to
melee attacks. The effectiveness of this protection is based upon the type
of weapon the opponent uses.

```

## Load Locations

* Dark Knights Outpost - a high priestess of Takhisis (an ivory staff)
Griffons

## Cartography Report

Thought to be distantly related to the dragons, Griffons (variant spelling: 'griffin' or 'griffyn') are a reptilian breed of arboreal creatures, that ambush travelers from above as they pass along the road. They have quills which run along their long tails, which are known to carry poison, as well as smaller ones along the back of their arms. Their heads are framed by a small frill, which sprouts feather.
Dragon

## Cartography Report

Dragons are a reptilian race originating from the High North, before the migration and overtake of the Isle of Dragons, when they ousted the gnomes from their natural habitat. There they have been living plentiful lives preying on the smaller innocent creatures for many years. Many of the native inhabitants have gone extinct, and now only a small number of the pigmy creatures remain alive. They do not breath fire, merely have a highly acidic saliva, coupled with a bacterial bite which brings about lethal infection in hours. The dragons gained a reputation for breathing fire from men’s encounter with them on the battlefield, where fire shot at the dragons ignited their volatile saliva, giving the impression for fire breathing. Similarly, as large creatures, they naturally live long lives, and as such the death of a dragon is often widely remembered. This gives way to legends of the dragons dying out, but this is not the case. There have simply been few new dragons born that men can remember.
Jaehee Kang

**ATENCIÓN SPOILERS, LEA A SU PROPIA DISCRECIÓN!**

 Si no has jugado a **Mystic Messenger** por completo, podrías leer algo que te revele la historia completa del juego. **¡Así que presta atención!.**

## Jaehee

### Hobbies

Leer novelas, ver películas, navegar en línea, ver los musicales de Zen

### Ocupación

Secretaria en jefePropietario de cafetería (después del Good Ending)Jefe de la unidad de Intel (Another Story)

### Familia

Madre sin nombre (Fallecida)Padre sin nombre (Fallecido)Tíos sin nombre

### Actor de voz

Yang Jeong Hwa

“*Todo el mundo habla bastante en la sala de chat, pero nos tomamos en serio la fiesta de la organización. Ojalá podamos invitar a muchas personas.*”
— Jaehee Kang