Quest Skills

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Quest spells, quest skills, or 'Qspells' are abilities that are only obtainable as rewards for completing quests. Anything listed under a base class (Knight, compared to Templar; for instance) is accessible by both evolutions. The *currently accessible* quest abilities are as follows:


Knight

Quest Skills

  • Comet Punch - Lag: 12
Comet Punch is a combat skill that does highly variable damage. It can do from two to five hits, with the damage output increasing accordingly. It can also be used to start combat, as well as mid-combat.


Quest Spells

  • Create Rose - Lag: 12 - Mana: 30
This spell creates a sweet-smelling rose in the player's inventory. Not much simpler than that!
  • Crusader Saber - Lag: 18 - Mana: 32
Crusader Saber will infuse a weapon with either holy or unholy energy. If the caster is of evil alignment, the weapon will gain the power to do extra damage to good. If the caster is of good alignment, the weapon will gain the power to do extra damage to evil. For the neutral caster, this spell will do nothing.
A Holy or Unholy weapon functions regardless of the wielder's alignment.
  • Float - Lag: 18 - Mana: 18
This spell allows a character to rise off the ground and float freely. This allows one to move freely in sky rooms, float over bodies of water, and be unaffected by earthquake attacks.
  • Psycho Saber - Lag: 18 - Mana: 24
Psycho Saber applies the nervewrack effect to the targeted weapon. Nervewrack deals a small amount of extra mental damage to those who are struck by it, and occasionally applies the Confusion affect. (Moon-Innate Knights Only!)
  • Stone Saber - Lag: 18 - Mana: 24
Stone Saber can be cast on a weapon in your inventory. It enchants a weapon with the power of earth, causing additional earth damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Ice or Stone Saber may be cast on a weapon at once. (Earth-Innate Knights Only!)
  • Thunder Saber - Lag: 18 - Mana: 24
Thunder Saber can be cast on a weapon in the caster's inventory. It enchants a weapon with the power of lightning, causing additional electric damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Ice or Stone Saber may be cast on a weapon at once. (Wind-Innate Knights Only!)
  • Flame Saber - Lag: 18 - Mana: 24
Flame Saber can be cast on a weapon in the caster's inventory. It enchants a weapon with the power of fire, causing additional burning damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Stone, or Ice Saber may be cast on a weapon at once. (Fire-Innate Knights Only!)

Thief

Quest Skills

  • Butcher - Lag: 8
Butcher allows the user to turn the corpse of an edible foe into a chunk of meat. Poisonous corpses make for poisonous meat.
  • Comet Punch - Lag: 12
Comet Punch is a combat skill that does highly variable damage. It can do from two to five hits, with the damage output increasing accordingly. It can also be used to start combat, as well as mid-combat.
  • Nimblehands - Lag: 6
This passive skill allows the user to use magical items faster. Whenever a thief uses an item, there is a chance, based on the user's nimblehands skill, for the delay incurred by item usage to be halved.
  • Warcry - Lag: 6
Warcry is an enhancing skill that grants the target a bonus of 4 to their strength stat. Players can use this skill on themselves or on others.
  • Iaido - Level: 60 - Lag: ---
Iaido is a passive skill that allows the player to turn the 'wield' command into an attack. With one swift motion, a player will simultaneously execute an extra attack when wielding a new weapon. This skill has an 8 second cooldown.

Quest Spells

  • Acid Saber - Lag: 18 - Mana: 24
Acid Saber, when cast upon a weapon, coats it with a deadly corrosive acid. The acid burns any unfortunate target of the weapon, dealing an amount of extra damage and occasionally inflicting Osmosis.
  • Fulgor Burst - Lag: 12 - Mana: 18
Channeling the power of their light source, a thief can use this spell to great effect. Their light is destroyed, dealing magical Light damage to the victim, and possibly blinding them in the resulting luminescent flare. There is also the chance that it will temporarily light up the room as per the Flash spell. The damage inflicted is based on caster level, light level, and light duration, where infinite lights deal a large amount.
  • Recharge - Lag: 24 - Mana: 60
The Recharge spell will refill a wand, staff, or event item to its maximum number of charges. It can also, for rod-type and some event items, re-set the lag time to make the item immediately usable again. A botched casting can set the maximum charges to zero, however, rendering the item unable to be recharged again. Additionally, it cannot be used on an item of higher level than the caster.

Ninja

Quest Spells

  • Darkness - Lag: 18 - Mana: 12
This spell conjures a cloud of darkness to blot out light in the room as well as all surrounding rooms. The darkness will persist even after the caster is gone.
Casting Darkness has a chance to dispel any Flashes previously cast in the room.

Warrior

Quest Skills

  • Grizzly Hunting Art - Lag: None
Grizzly hunting art is a style that increases the player's damroll by 20%. It has a chance to inflict grizzly attacks in combat. These attacks can inflict cuts on the victim, causing bleeding worth 4% max HP every combat round.
  • Rescue - Lag: 12
This skill allows the user to rescue another character from combat. Using rescue will cause the user to take the place of the target in combat, saving the target from further harm. Rescue may only be attempted on players or pets.

Quest Spells

  • Cadenza - Lag: 9 - Mana: 9
Cadenza is a difficult spell to master, because it uses magical forces unfamiliar to the Warrior. By releasing their inner strength and channeling it through the weapon, the user of this ability slices with a magical aura around them. Cadenza does damage of the type that matches the caster's innate. The damage is equal to that of the equipped weapon. When charged, the spell does an extra hit; it does yet another extra hit if the user is fighting in the Moogle Capoeira style. Cadenza costs few MP and has little to no lag time. If the caster has the "None" innate, the damage type is that of the weapon(Usually slash/bash/pierece).
  • Psycho Saber - Lag: 18 - Mana: 24
Psycho Saber applies the nervewrack effect to the targeted weapon. Nervewrack deals a small amount of extra mental damage to those who are struck by it, and occasionally applies the Confusion affect.

Warlord

Quest Skills

  • Moogle Capoeira - Lag: None
Moogle capoeira is a style that increases hitroll by 25% and improves AC by 9. It also has a chance to initiate extra attacks in the way of spinning kicks and can allow for cartwheels, flips and other acrobatic maneuvers. With this style active, both Dance and Cadenza do more damage.

Gladiator

Quest Skills

  • Matango Breakdancing - Lag: None
Matango breakdancing is a style that reduces hitroll by 20%. It also has a chance to deliver various breakdancing moves in the way of attacks. These attacks can also confuse opponents, forcing them to sometimes hit themselves. Breakdancing attacks will also sap movement points from the target.


Priest

Quest Spells

  • Deliver - Lag: 12 - Mana: 8
Deliver can transport an item in the caster's inventory to the target's inventory over great distances. Said item must be in the caster's inventory, must be visible to the target, and must be removable. The target must have enough carrying capcity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target's inventory.
  • Favour - Lag: 12 - Mana: 10
These spells, not normally obtainable by player classes, are available in a variety of other forms (pills, potions etc). One who is lucky enough to be in the good graces of the named being, whether a demi-godlike magical esper like Shiva and Ifrit, or a true God like Ageatii, is shielded from their like element.
  • Shiva - Resist cold
  • Ifrit - Resist fire
  • Ramuh - Resist electricity
  • Titan - Resist earth
  • Alexander - Resist energy
  • Ageatii - Resist wood
The syntax is 'Cast Shivas Favour target', etc. Each Priest can only get whichever favour spell that matches their innate.
  • Nurse - Lag: 18 - Mana: 36
This spell summons a fairy nurse to magically heal someone who is not in the same room as the caster. If you DO target someone in the same room, it will act like the Vitalize spell. Both Vitalize and Nurse will have their cooldown triggered if you do this.


Wizard

Quest Spells

  • Arcane Lock - Lag: 8 - Mana: 12
The Arcane Lock spell does as its title suggests. When cast on an exit, for the duration, the locked door can neither be lock picked nor passed through. However, it is considered a room affect, so the Tranquility spell can remove it.
  • Brilliance - Lag: 16 - Mana: 24
Brilliance is a stat augmentation spell that increases the intellignece of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Dispel - Lag: 12 - Mana: 100
Casting Dispel on a target will remove all positive spell effects, such as Barrier and Haste. However, this is treated as an aggressive action and will trigger combat.
  • Rainbow - Lag: 12 - Mana: 200
Rainbow will deal damage to the target six times, with each hit corresponding with a different innate. Each hit has the power of a tier-1 offensive Wizard spell. While powerful, it comes with a high mana cost.
  • Tornado - Lag: 12 - Mana: 58
Drawing on the raw power of the wind, a Time Mage can direct its flow into a whirling column of confusion and destruction. This spell's damage increases with the windiness of the area. Additionally, it has a chance to confuse the enemy. With insufficient wind, the spell cannot confuse and will do only marginal damage.
This spell can be charged to cause 1.5x damage. It deals wind-type damage.


Summoner

Quest Spells

  • Barrier - Lag: 8 - Mana: 5
Barrier can be used to grant bonus armor to its target. Barrier bestows some extra points of armor class which expire after a short time. The duration of the spell increases with level.
  • Fluid Magic - Lag: 8 - Mana: 12
Fluid Magic takes some of the caster's mana and donates it to the target. This spell cannot be cast if the caster has very little mana to begin with. At high skill percentages, this spell will actually donate more mana to the target than the caster gives away.
  • Harvest Sprite - Lag: 12 - Mana: 24
Casting this spell summons a small sprite to your aid. The sprite's ability to withstand blows and deal damage is initially pathetic, unless the owner chooses to carry with him a variety of (Humming) musical instruments found throughout the Cleft. The harvest sprite will augment its abilities to aid the owner based on what instrument is played to it.
  • Shell - Lag: 18 - Mana: 24
As you may or may not expect, Summoners who use this spell literally conjure a turtle shell from thin air. It plops down around the victim, freezing them in place. While under the affects of the Shell spell, the victim cannot perform any action, but they are immune to all forms of damage. It can be cast on allies as well as enemies, but enemies will receive a saving throw, and anyone who is immune to Summon will not be affected by this conjuration. This spell can be removed via the 'Dispel' spell.
  • Viscous Servant - Lag: 12 - Mana: 35
This spell conjures up a faithful but weak slime to follow around its master. Although the slime is not very strong, it has a very large inventory capacity - so they may carry anything the summoner does not have room for. Unfortunately, they are also cute and pink, so other monsters have a particular hatred for them, and will occasionally prioritize attacking them instead.
  • Voltorb - Lag: 12 - Mana: 18
The Voltorb spell conjures an animated sphere, which will explode after a few rounds of combat, causing damage to enemies. The amount of damage increases dramatically as the sphere charges, but if it is attacked, it will explode prematurely. This spell can be Charged to kick-start the countdown.


Geomancer

Quest Spells

  • Charge - Lag: 8 - Mana: 30
The channeling of mana, while second nature to most wizards, can be magnified to allow better results. The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target. Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added.

Charge wears off after it has boosted one spell. You can cast this spell on yourself or others.

  • Faerie Fog - Lag: 12 - Mana: 40
Faerie Fog is a spell which applies the Faerie Fire affect to everything in the room. The farie fire affect nullifies Hide and Invisibility. It does not remove them, however; If faerie fire wears off before Invis or Hide, you'll continue to be unseen afterwards.
  • Leech Seed - Lag: 8 - Mana: 16
When cast, Leech Seed will attempt to plant energy sapping seeds onto the target. If they successfully sprout, the plant will drain health from the enemy, transfering it to thecaster every round. The amount of health drained away increases with targets that have higher HP totals. No energy will be drained if the donor and recipient aren't in the same room.
  • Miasmic Cloud - Lag: 16 - Mana: 24
A cloud of toxic gas is emitted from the Geomancer, clouding the entire room. Everyone in it will be affected by a penalty to one of their stats which rotates for the duration of the spell (-Int, then -Str, then -Dex).
  • Sakura - Lag: 16 - Mana: 200 (All Evolved Geomancers can learn this.)
Sakura conjures forth a whirlwind of cherry blossoms that prevent everyone in the room from being reduced below 1 HP. The duration of the blossoms increases when it is rainier, windier, and when the room is more overgrown.
  • Bee Storm - Lag: 12 - Mana: 16
Bee Storm conjures a swarm of angry bees to pursue the target. The target will be harrassed by a gradually increasing number of bees that deal poison damage over time. The bee storm may induce panic in the target, compelling him to flee the room.

Time Mage

  • Moon Saber - Lag: 18 - Mana: 32
Moon Saber can be cast on a weapon in the caster's inventory. This spell will imbue the targetted item with the power to drain health from those it strikes. Health drained from a target will be transferred to the wielder of the weapon. Only one of Leaf Saber and Moon Saber can be cast on a weapon at a time.

Dancer

Quest Skills

  • Leap - Lag: 16 - Move: 20
With an olympic leap, the user can jump clear over a room, bypassing any mobs or hazards present. For example, if three rooms A, B, and C are connected in a line west-to-east, 'leap east' will allow moving from A to C while bypassing B. Some mobs and room features are not bypassable.
You cannot leap from a vehicle, and a leapist's followers will not automatically follow after a leap.

Quest Spells

  • Limber - Lag: 16 - Mana: 24
Limber is a stat augmentation spell that increases the dexterity of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.
  • Restore Movement - Lag: 18 - Mana: 25
This spell restores an amount of movement points to the target equal to the level of the caster.

Everyone

Quest Skills

  • Wino Wherewithal - Lag: None
Wino Wherewithal is a passive skill. If you have this, and you are drunk, your regeneration rates are increased 50%. Don't go driving though.
  • Toss - Lag: 12
The Toss skill allows you to use potions on other creatures and players.

Quest Spells

  • Magic Missile = Lag: 12 - Mana: 15
The Magic Missile spell fires a bolt of magical energy at a foe, dealing a moderate amount of energy-type damage. It can occasionally fire multiple missiles at once, but victims with good Saves may only take half damage.

Moogles

Quest Skills

  • Dance - Lag: 24
Dance is a combat skill, similar to the spell 'Geomance'. It does different types of damage depending on what room the user is in. For a list of effects, see Flags_Compendium#SECTOR.


Reserved Skills

Builders!: If you are working on adding a quest skill/spell to the MUD, please add a reserved tag to the item on the list.

List of Quest Skills
Skill Name Description Status
Blam Gush (Geomancer) Deals wind damage and attempts to blow all targets out of the room. Like a better Tsunami Reserved
Darkmatter (Wizard) Does a lot of damage, but causes the caster to lose HP for several rounds afterwards Reserved
Ice Saber (Knight) Gives your weapon extra cold damage for a while. Reserved
Leaf Saber (Terraformer) (Knight) Allows weapon to drain some MP with each hit Reserved
Pearl Hits random targets in the room 3 times; 6 when charged. Reserved
Phlogiston Recharges light sources Reserved
screech Worsens the armor class of all enemies in the room by 30 Reserved
Seraph Form (Priest) Gives the caster greatly increased Saves and HP, but prevents them from casting spells. Reserved
White Wind (Priest) Heals group for amount of HP caster currently has Reserved
karma (Priest) strike back at enemies when you heal status effects Reserved