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List of Skills

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Skills
advanced melee backstab bash
behead berserk blackjack
bladedance bow brace
brew charge cleave
crossbow disarm dodge
drunk dual encircle
face filet firearm
flank focus forage
fortify grapple grip
hamstring hand-to-hand hide
holy strength hyperactivity joust
kick longarm manifest
manipulate martial arts master melee
meditate melee mount
mounted combat parry phase
pick lock poison weapon push
rescue retreat riding
scalp scan scribe
short blade sling slip
smash snare sneak
steal strangle tame
throw tinker track
trample trap aware true strike
woodsing

ADVANCED MELEE
Usage: Automatic once practiced
*
Advanced melee is one of the precursor skills. It will give you more speed and attack.
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BACKSTAB
BACKSTAB
Usage: backstab < victim >
*
Backstab is a way to sneak up on a person and attempt to place your dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level.
The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping people. Backstab can only be done wielding a piercing weapon and at the beginning of a fight.
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BASH
Usage: bash < victim >
*
A succesful bash will send the victim sprawling, making him unable to fight back untill the victim stands up. If the bash fails however the fighter will have to stand up as fast as possible to be able to hurt the victim.
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BEHEAD
Usage: behead
*
This skill allows a fighter to inflict additional damage to the usual combat routine. The higher level, the more damage behead will do. Can be used repeatedly in combat at the cost of some moves.
Requires SLASHING weapons.
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BERSERK
Usage: berserk
*
Warriors with this skill can get into a berserker rage while in combat. Their battle frenzy allows them to inflict more damage on enemies, but also risk a higher chance of injury to themselves.
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BLACKJACK
Usage: blackjack < victim >
*
Blackjack is a thief skill, where the thief tries to knock the victim asleep. If blackjack fails however the victim will start a fight.
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BLADEDANCE
Usage: bladedance
*
Persons proficient with this skill have attained a high weapon-mastery, able to make skillful, fluid attacks with consummate ease. It raises hitroll and so improves the fighter's attack and speed.
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BOWS CROSSBOWS THROW GRENADES STONES SLINGS
THROWING WEAPON: wield it and type 'throw < direction > < target >'

GRENADE: hold it, type 'pull pin' and then 'throw < direction >'.
(You've got about 5 seconds to the explosion after you pull the pin, so better be quick!)
Update: Cause of safetyregulations GRENADES have been disabled.

SLINGS, BOWS and CROSSBOWS: you need to have both the weapon and the ammunition for it (pebbles, arrows and bolts). Then you WIELD the weapon and HOLD the ammo.
To shoot at someone: type shoot < direction > < target >
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BRACE
Usage: brace
*
All attack damages are reduced by a third when a fighter is braced for an attack. A person can brace against an attack at the cost of some movepoints. Brace is set as an innate skill: to toggle it off, type brace again.
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BREW
Usage: brew < what's being brewed in > <'what it's being brewed'>
*
To use the Priest skill BREW you need to find the Priest of Apollo, who resides on the island Delos in the Greek Archipelago. When you find the Priest, say this to him: 'I seek the knowledge'. He will then teach you how to use the BREW skill and provide you with the necessary vial for it.
Practicing brew only works with the Priest, none of the other guildmasters in the Realms can teach it.
*
Example: brew vial 'sanctuary'
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CHARGE
Usage: charge < target-name >
*
Fighters with this skill will charge all other mobs (not in the group) and players (PK; not in the group) in the room, damaging them. Opponents who have been charged will sit for a few rounds of combat before getting up to retaliate.
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CLEAVE
Usage: cleave < victim >
*
This skill allows a warrior to inflict additional damage to the usual combat routine. Can be used repeatedly in combat. Every time cleave is used it will cost some movepoints. The amount of damage done depends on the warriors' level. Requires GORING weapons.
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DISARM
Usage: disarm < victim >
*
This skill will remove and disarm a targeted player or mob's primary weapon. Which they would need to pick it up and wield it again. This means you receive less damage until they reequip it.
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DODGE
Usage: dodge
*
Dodge allows fighters to dodge hits while in combat. A fighter who employs dodge in combat does just that; the opponent has a higher chance of missing the attack. Dodge is set innate and to toggle it on or off type dodge. When set dodge is used automaticaly in combat at the cost of some moves.
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DRUNK
Usage: Just drink some Alcoholic Beverages.
*
People who take to the bottle regularly can put that to good use!
The Drunk skill allows drunks to take less damage, however they also suffer from a lower attack, possibly because of heightened resistance to pain and poorer motor coordination. If you log on drunk just wait it out until you're sober once more. The intoxication percentage in your score window will show you how drunk you really are.
Being drunk also affects your language.
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DUAL
Usage: Automatic once practiced
wield < primary weapon >
wield < secondary weapon >
*
This skill will let you wield a second weapon and also give you an extra attack. The weapon will NOT do the damage in battle, only let the primary weapon do an extra attack. You can still gain the affects from wielding this second weapon. To remove the primary weapon, you'll first need to remove the secondary weapon.
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ENCIRCLE
Usage: encircle < victim >
*
During battle the rogue tries to get behind the victim so he can plunge his dagger into the victim's back causing more damage. Knowledge of backstab and melee is necessary though.
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FACE
Usage: face < victim >
*
When being attacked by several persons, face can help which person you'll attack. That way you can face the person who does most damage to you first and then the others or the person you really want dead.
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FILET
Usage: filet corpse
*
Filet allows you to filet an animal after it is killed, turning it into a tasty steak. Not all animals are edible of course. Cattle, sheep, pigs, horses, goats and deer are all good to eat. So are fish, turtles, rabbits and other small game, frogs and snakes, poultry and most other birds.
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FIREARMS GUNS SHOTGUNS RIFLES LASERGUNS
Usage: wield gun
shoot < target > < direction >
*
The GUNS are a bit more sophisticated than other ranged weapons. They can be loaded with up to 6 bullets, but you have to have the right ammunition for each gun. Generally you can buy the ammo for the gun in the same zone where you found the weapon.
To use a gun just type WIELD gun (or whatever the name is) and then shoot < target-name > < direction >.
To reload the weapon, you need to have the right type AMMO in your inventory, then just type RELOAD. You don't need to remove the gun to load it.
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FLANK
Usage: flank < victim >
*
Flank is a rogue skill. You need at least two thieves in a group. One of the thieves needs to know the flank skill. When flanking is initiated on an opponent, one thief knocks the victim to the ground, the other stabs a weapon through the victims flesh.
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FOCUS
Usage: focus
*
Highly accomplished warriors are able to channel their mental energies forcefully, concentrating on improving their combat ability. Focus improves the persons' attack scores.
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FORAGE
Usage: forage
*
Forage lets you find food when you have none. This can not be used underwater, in deserts, or in cities (or several other places). Since searching for food costs some time, you'll be unable to enter a new command for a few seconds. If the food that you find steams briefly then it is safe to eat, if not there's a chance you've foraged some poisoned food.
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FORTIFY
Usage: fortify < yourself >
*
Highly accomplished fighters are able to channel their mental energies forcefully, concentrating on improving their combat ability. Fortify improves warriors' defence scores and highers the warriors' health a bit.
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GRAPPLE
Usage: grapple < victim >
*
With this skill people try to grab their opponent and try to throw them out of the room. It needs some practice as skill failures will injure you.
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GRIP
Usage: grip
*
Gripping a weapon more tightly allows a fighter to inflict more damage with the weapon. Grip improves Damroll.
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HAMSTRING
Usage: hamstring < target >
*
Hitting your target's achilles tendon with a slashing weapon will result in crippling your target for some time. (The amount of time depends an how well you've learned hamstring as well as your level and tier.) A crippled person will move at half his speed and their damage will be substantially lowered until they recover from the effect. After the effect wears off, you will not be able to hamstring the target again untill some time has passed.
*
For the time being Hamstring is not implemented in the game.
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HAND-TO-HAND
Usage: None once practiced.
*
A hunter that is well practiced in hand-to-hand combat will be able to learn other skills like bash, kick or snare.
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HIDE
Usage: hide
*
When you type hide there is a chance that you will be hidden in the room. If hidden you can only be seen by those who can sense life. Hide is broken by pressing return, regardless of whether you typed a command or not.
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HOLY STRENGTH
Usage: holystrength
*
This skill gives you an adrenaline rush that increases your strength to full, and lasts for a very short period of time.
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HYPERACTIVITY
Usage: hyperactivity
*
A hyperactive person starts spinning out with a massive speed increase as result. The skill improves the persons' speed for about 3 minutes.
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JOUST
Usage: joust < victim >
*
Both the rider as the victim must be mounted. When the rider jousts he'll try to push or pull the victim off his horse so the victim would be an easier target to hit.
*
Requires: MOUNTED_COMBAT
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KICK
Usage: kick < victim >
*
The success of a kick depends upon how well you are learned. The damage done is based on how much faster you are than your victim. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee!
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LONGARM
Usage: None once practiced
*
This skill is a measure of a fighters' ability to wield long weapons in combat successfully.
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MANIFEST
Usage: manifest < weapon >
*
This changes the weapon you manifested into an orb. This orb makes magic damage more powerful in magic casting classes. All your magic is transferred into the orb and released on a victim. The orbs have timers on them as well, so they don't last forever.
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MANIPULATE
Usage: manipulate < weapon >
*
A successful manipulated weapon will be totally balanced, giving more speed, attack and defence. If the manipulation went wrong it will be to heavy to even wield the weapon.
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MARTIAL ARTS
Usage: martial
martialarts
*
Rogues trained in the martial arts are able to put their heightened body control to great use in combat. The skill improves the warriors' defence and speed. When they are drunk and practicing martial arts they'll even become drunk masters, avoiding some of the hits from their enemies.
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MASTER MELEE
Usage: Automatic once practiced
*
Fighters well trained in combat can master melee further, so they gain more speed and more attackpoints.
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MEDITATE
Usage: meditate
*
Fighters who meditate will sit down and become more alert of their surroundings so they can focus on regenerating. While meditating, all stats: health, mana- and movepoints will regenerate faster then normally. Sleeping while meditating will even speed up the regenerating process.
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MELEE
Usage: None once practiced
*
Melee is one of the precursor skills, meaning it's a skill you need to know to be able to learn other skills.
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MOUNT
Usage: mount < mob-name >
order < mob-name > wear saddle
order < mob-name > jump < hurdle >
dismount
*
Generally you buy your mounts in Livery stables. The ones that you buy are automatically charmed and will start following you, as soon as they land in the room. There are also some wild animals that you can mount, like wild horses. These will have to be TAMED first. Only charmed mounts can be ordered though.
MOUNTS are most useful when you are low level and have limited move points.
While you are mounted, you'll only take 30% of the move points. You can also order your mount to sleep, in which case it will regenerate move points a lot faster than yourself. Once you are mounted you can move as usual, by just typing the direction. (You don't have to type 'ride east').
There are saddles and bridles for sale, which often increase the move points of the mount. You give them to the mount and then order it to wear them. If you come across a HURDLE, while mounted, you'll have to ORDER your mount to jump it. Some combat skills like TRAMPLE and JOUST can only be used if you are mounted.
*
Some mounts can also suddenly turn against you if your alignment gets the wrong way. Mounts stop following you once you quit so don't forget to ask equipment back before you log out.
*
CENTAURS are the only PC race that can be mounted, but only on consent. (Use the command NOMOUNT to toggle the consent on or off.)
The centaurs can also use the trample and joust skills directly, mainly because they aren't able to ride themselves. With the command buck centaurs can try to toss players from their back.
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MOUNTED COMBAT
Usage: None once practiced
*
With this known skill a mounted player or a centaur will be able to use the horses' legs to engage combat with their enemy. The rider will do more damage and it will also give him more speed.
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PARRY
Usage: None once practiced
*
Parry is a basic combat skill available to a fighter specialist, allowing them to deflect attacks when wielding a weapon. Parry is automatically activated in combat when the warrior learned the skill, so the fighter doesn't need to type a special command.
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PHASE
Usage: phase
*
Phase gives you an extra attack. When somebody tries to hit you, you'll have a chance of avoiding the attack and land one of your own against your opponent. Phase happens at the cost of stamina. To turn phase on and off, type phase.
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PICK LOCK
Usage: pick < container >
pick < lock name > < direction >
*
Rogue classes get the change of opening locked doors or containers, without having the right key, with the skill pick. Not every locked door/container can be picked though. If you get the message: 'It resists your attempt to pick it' this means the door or container can't be opened without the right key.
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POISON WEAPON
Usage: poison weapon
*
The skill poison weapon is a thief skill. To use the skill you need a poison, a drink container and the weapon in your inventory. Then just type poison weapon. You need to have minimum 16 wis and 17 con to use the skill, and you cannot be drunk.
And as usual there is a drawback. The poison corrodes the blade, so the weapon will eventually crumble and disappear totally. The weapon will last longer the higher the level of the person using the skill.
When using the poisoned weapon in battle there's a chance of poisoning your victim. A person who is poisoned will suffer damage every hour, lose strength, and gain less points than usual.
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PUSH
Usage: push < target > < direction >
*
This attempts to force the target (mob or other player) into the adjoining
room specified by the direction. A successful push is dependent upon the level of the pusher and the target - as well as other factors (i.e. remaining number of moves, whether a boat is needed, etc.).
You can't push sitting people.
You also need to have hand-to-hand trained before you can use PUSH.
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RESCUE
Usage: rescue < victim >
*
This command is useful if you want to try and make an attacker hit you instead of your poor friend who is being pummelled. You can only 'turn' to one monster for each rescue attempt. This is very useful when playing in groups of course.
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RETREAT
Usage: retreat < direction >
*
This skill can be used instead of flee during battle without the loss of experience. It will let you leave the room in certain direction during battle. There still is a chance to fail though and it will lag you a few rounds.
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RIDING
The skill riding allows you to ride when you are mounted on an animal. To go into any direction just type the desired direction you want to go to.
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SCALP
Usage: scalp corpse
*
If you want to show off with a hard kill you did, you can scalp the corpse from the person/mob you just killed. The corpse will decay, leaving all it in contents on the floor, while the scalp will show up in your inventory.
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SCAN
Usage: scan
scan < direction >
*
This useful skill gives you a pre-knowledge of what to expect in the nearest surroundings.
Scan without an argument shows all mobs in the closest rooms and more rooms the better you are with the skill. Scan < direction > allows you to peak into the closest room in that direction, showing description, exits, mobs and objects on the floor in that room.
Scan during nighttime only works when you have infravision.
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SCRIBE
Usage: scribe < what you're scribing on > <'what you want scribed'>
*
To learn the caster skill scribe, you have to seek out the Elven Mage Arcainus, who lives in the Valenwood forest far away in the Western Realms. When you find Arcainus, say this to him: 'Tell me the secret'. He will then teach you how to make scrolls of your own, and provide you with the empty parchments that you need for it.
Practicing scribe only works with Arcainus, none of the other guildmasters in the Realms can teach it.
*
Example: scribe parchment 'word of recall'
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SHORT BLADE
Players who have the skill short blade makes them masters in using weapons of a short range. Especially rogues are experts at this.
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SLIP
Usage: slip give < item > < target >
slip put < item > < container >
*
Slip augments the commands get, give, put and drop. It actually hides the actual action so that the target or anyone else in the room doesn't see what happened. Useful if you want to slow down your opponent by slipping things into your opponents inventory. Using slip costs some stamina.
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SMASH
Usage: smash < victim >
*
If your opponent wears a shield, you can try to break it into pieces by using smash. And so leaving your victim with less protection.
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SNARE
Usage: snare < target >
*
This skill will let you trap a mob in a room so they do not flee. This will also start a fight with the mob and lag him a couple of rounds. This skill also has a chance to fail, but will still start a fight.
Persons with the knowledge of trap aware however have a change of getting out of a snare.
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SNEAK
Usage: sneak
*
When a person is in 'sneaking mode' they'll move in and out of rooms without anyone taking notice.
When you type sneak, there is no way to know if you're actually sneaking. If you successfully sneak, then you'll continue to sneak for a little while.
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STEAL
Usage: steal < item > < victim >
*
Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. You cannot steal items that your victim is wearing.
*
Due to misuse of the steal command, it is now illegal to steal from other players, unless you are both PK. Doing so will get you a flag for your trouble.
*
Examples: steal gold drunk
steal sword mercenary
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STRANGLE
Usage: strangle < target >
*
A strong thief can try to strangle his target by just using his bare hands. So you can't strangle someone when you're wearing a weapon, focus or a shield.
The victim loses some of his strength and can't move for a while. If the strangle fails however at some point, the victim can't be strangled again, until that victim can move again.
The victim doesn't receive a message of who is attacking him since this is a covert thief skill.
*
Once a thief is well known in the art he can try to find the subskills throttle and garotte.
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TAME
Usage: tame < mount >
*
This skill is used to tame an animal that isn't already tamed, so that you can mount and ride it. Not all animals are mountable though.
Tame wears off after a while, so be careful that the tamed mount doesn't turn against you. If it does, tame it some more and then try to mount it again.
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TINKER
Usage: tinker < weapon-name >
*
This skill increases with your tier and practice. It changes the damagedice of the weapon for better or for worse.
*
To learn the Gypsy skill tinker you must seek out the Gypsy Chief, who lives in the camp north of the High Mountains in Medieval. When you have found the camp and the Chief, say this to him: Tell me the secret of tinkering. He will then teach you this useful skill that can earn you lots of gold, which is the goal of every true Gypsy.
*
One small disadvantage with tinker is that it will destroy the blade of the tinkered weapon after 20 RL hours. Another small drawback is that unskilled tinkering will totally ruin the weapon you are working at and it might even hurt you. But you needn't tell your customers those things, do you? *snicker*
*
By the way - magic weapons cannot be tinkered.
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TRACK
Usage: track < target >
*
Use track to find the first step on the shortest route to your target. Some mobs, specially questmobs can't be tracked.
*
Example: track Greenie
Could give something like 'You sense a trail east from here!' Depending where Greenie is from your current position.
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TRAMPLE
Usage: trample
*
This skill allows a hunter to use their mount in combat. If the hunter is on a mount or is a centaur, they can try to trample their enemy with hooves.
Requires mounted combat.
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TRAP AWARE
Usage: flee
*
When you are snared and possess the knowledge of trap aware, you can try to flee during the combat. If it doesn't work the first time try to flee untill you succeed.
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TRUE STRIKE
Usage: true strike
*
A person who's in a rage of true strike gets extra damroll for a short period of time so they can do more damage during battle.
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WOODSING
Usage: woodsing tree
*
The first step towards using this skill is exploring and finding a magic tree. For more information about trees, look at (help trees).
Woodsing works by transforming the tree into a staff which is a powerful type of focus item.
*
There are however limitations. The quality of the staff which is sung, is dependant on both the skill of the singer and the age of the tree.
As a tree gets older, it allows for a much better staff to be sung from it. Also, the more skilled the player and the higher his/her level, the better the staff will be. (eg. A tier 4, level 50 gypsy, with woodsing, may be able to sing a staff which has a damage multiplier of 6.5, or possibly even more, if they find an old enough tree. A low level gypsy, who has just attained the skill, will only be able to coax relatively weak staves from the trees).
*
As with most things a gypsy does, creating staves is a chance to make money. Unfortunately, as with tinker, the staves do not last forever. Once sung, a stave will slowly rot and ultimately crumble to dust.
But what the customer doesn't know, will not hurt them right?
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