Miskatonic 4
Status: Active (closed to new players)

Atlantis Engine: v4.2.127
Rulesset: Miskatonic v1.0.35

Current Turn: #147 (March, Year 13)
Current Players: 2
Players Submitted: 0
Players Remaining: 2

Turn Frequency: All players submitted only
Time Elapsed: 1 year, 8 months, 1 week, 5 days, 20.870000000001 hours
Next Turn: n/a

First Player Submitted Reward: 50 unclaimed silver
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Atlantis Skills for Miskatonic 4
Table of Contents
Skill Reports

Armorer [ARMO] 1: This skill deals with all aspects of armor construction and production. A unit with this skill may PRODUCE padded armor and leather armor. This skill costs 10 silver per month of study.
Armorer [ARMO] 2: A unit with this skill may PRODUCE scale armor and mail armor.
Armorer [ARMO] 3: A unit with this skill may PRODUCE plate mail armor and plate armor.
Armorer [ARMO] 4: A unit with this skill may PRODUCE mithril scale armor, mithril mail armor, mithril plate mail armor, and mithril plate armor.
Armorer [ARMO] 5: A unit with this skill may PRODUCE admantium scale armor, admantium mail armor, admantium plate mail armor, and admantium plate armor.

Artifact Lore [ARTI] 1: Artifact Lore is one of the most advanced forms of magic; in general, creation of an artifact requires both Artifact Lore, and the appropriate skill for the item being created. A mage with knowledge of the Artifact Lore skill will detect the use of Artifact Lore by any other mage in the region. This skill requires force [FORC] 1, pattern [PATT] 1, and spirit [SPIR] 1 to begin to study. This skill costs 100 silver per month of study.
Artifact Lore [ARTI] 2: No skill report.
Artifact Lore [ARTI] 3: No skill report.
Artifact Lore [ARTI] 4: No skill report.
Artifact Lore [ARTI] 5: No skill report.

Banish Demons [BDEM] 1: A mage with this skill can cast banish demons in battle. This ability will only target imps [IMP], demons [DEMO], or balrogs [BALR]. This ability does between 2 and 50 times the skill level of the mage non-resistable attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires demon lore [DEMO] 1 to begin to study. This skill costs 100 silver per month of study.
Banish Demons [BDEM] 2: No skill report.
Banish Demons [BDEM] 3: No skill report.
Banish Demons [BDEM] 4: No skill report.
Banish Demons [BDEM] 5: No skill report.

Banish Undead [BUND] 1: A mage with this skill can cast banish undead in battle. This ability will only target skeletons [SKEL], undead [UNDE], or liches [LICH]. This ability does between 2 and 50 times the skill level of the mage non-resistable attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires necromancy [NECR] 1 to begin to study. This skill costs 100 silver per month of study.
Banish Undead [BUND] 2: No skill report.
Banish Undead [BUND] 3: No skill report.
Banish Undead [BUND] 4: No skill report.
Banish Undead [BUND] 5: No skill report.

Bird Lore [BIRD] 1: A mage with Bird Lore may control the birds of the sky. At skill level 1, the mage can control small birds, sending them to an adjacent region to obtain a report on that region. (This skill only works on the surface of the world, as there are no birds elsewhere). To use this skill, CAST Bird_Lore DIRECTION <dir>, where <dir> is the direction the mage wishes the birds to report on. This skill requires earth lore [EART] 1 to begin to study. This skill costs 100 silver per month of study.
Bird Lore [BIRD] 2: No skill report.
Bird Lore [BIRD] 3: A mage with Bird Lore 3 can summon eagles to join him, who will aid him in combat, and provide for flying transportation. A mage may summon a number of eagles equal to his skill level minus 2, squared; the eagles will appear in his inventory. To summon an eagle, issue the order CAST Bird_Lore EAGLE. A unit with this skill may create eagles via magic.
Bird Lore [BIRD] 4: No skill report.
Bird Lore [BIRD] 5: No skill report.

Building [BUIL] 1: This skill deals with the construction of fortifications, roads and other buildings, except for most trade structures. A unit with this skill may BUILD the following structures: Tower. This skill costs 10 silver per month of study.
Building [BUIL] 2: A unit with this skill may BUILD the following structures: Keep, Road N, Road NW, Road NE, Road SW, Road SE, Road S, Stockade.
Building [BUIL] 3: A unit with this skill may BUILD the following structures: Castle, Inn, Temple, Hermits hut.
Building [BUIL] 4: A unit with this skill may BUILD the following structures: Citadel, Magical Tower.
Building [BUIL] 5: A unit with this skill may BUILD the following structures: Magical Castle, Magical Citadel.

Call Lightning [CALL] 1: A mage with this skill can cast a lightning strike in battle. This ability does between 2 and 60 times the skill level of the mage weather attacks. This ability does between 2 and 60 times the skill level of the mage energy attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires weather lore [WEAT] 5 to begin to study. This skill costs 100 silver per month of study.
Call Lightning [CALL] 2: No skill report.
Call Lightning [CALL] 3: No skill report.
Call Lightning [CALL] 4: No skill report.
Call Lightning [CALL] 5: No skill report.

Camel Training [CAME] 1: This skill deals with all aspects of camel production. A unit with this skill may PRODUCE camels. This skill costs 10 silver per month of study.
Camel Training [CAME] 2: No skill report.
Camel Training [CAME] 3: A unit with this skill may BUILD the following structures: Oasis.
Camel Training [CAME] 4: No skill report.
Camel Training [CAME] 5: No skill report.

Carpenter [CARP] 1: This skill deals with all aspects of wood based item production other than for use as weapons. A unit with this skill may PRODUCE spinning wheels. This skill costs 10 silver per month of study.
Carpenter [CARP] 2: A unit with this skill may PRODUCE wagons.
Carpenter [CARP] 3: A unit with this skill may PRODUCE harps.
Carpenter [CARP] 4: No skill report.
Carpenter [CARP] 5: A unit with this skill may PRODUCE gliders.

Clear Skies [CLEA] 1: When cast using the CAST order, it causes the region to have good weather for the entire month; movement is at the normal rate (even if it is winter) and the economic production of the region is improved for a month (this improvement of the economy will actually take effect during the turn after the spell is cast). To use the spell in this fashion, CAST Clear_Skies; no arguments are necessary. A mage with this skill can cast clear skies in battle. This ability provides a shield against all weather attacks against the entire army at a level equal to the skill level of the ability. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires weather lore [WEAT] 1 to begin to study. This skill costs 100 silver per month of study.
Clear Skies [CLEA] 2: No skill report.
Clear Skies [CLEA] 3: No skill report.
Clear Skies [CLEA] 4: No skill report.
Clear Skies [CLEA] 5: No skill report.

Combat [COMB] 1: This skill gives the unit a bonus in hand to hand combat. Also, a unit with this skill may TAX or PILLAGE. This skill costs 10 silver per month of study.
Combat [COMB] 2: No skill report.
Combat [COMB] 3: No skill report.
Combat [COMB] 4: No skill report.
Combat [COMB] 5: No skill report.

Construct Gate [CGAT] 1: A mage with the Construct Gate skill may construct a Gate in a region. The mage has a 20 percent times his skill level chance of success, and the attempt costs 1000 silver. To use this spell, the mage should issue the order CAST Construct_Gate. This skill requires artifact lore [ARTI] 3, and gate lore [GATE] 3 to begin to study. This skill costs 100 silver per month of study.
Construct Gate [CGAT] 2: No skill report.
Construct Gate [CGAT] 3: No skill report.
Construct Gate [CGAT] 4: No skill report.
Construct Gate [CGAT] 5: No skill report.

Construct Portal [CPOR] 1: A mage has a 20 percent times his level chance to create a portal stone. To use this spell, CAST CPOR. A unit with this skill may create portal stones via magic. This skill requires artifact lore [ARTI] 3, and portal lore [PORT] 3 to begin to study. This skill costs 100 silver per month of study.
Construct Portal [CPOR] 2: No skill report.
Construct Portal [CPOR] 3: No skill report.
Construct Portal [CPOR] 4: No skill report.
Construct Portal [CPOR] 5: No skill report.

Create Amulet of Protection [CRPA] 1: A amulet of protection allows the wielder to cast a spirit shield in battle at a skill level of 3. This ability provides a shield against all spirit attacks against the entire army at a level equal to the skill level of the ability. A mage can create 1 amulet of protection per level with each casting. To use this spell, CAST CRPA. A unit with this skill may create amulets of protection via magic. This skill requires artifact lore [ARTI] 1, and spirit shield [SSHI] 3 to begin to study. This skill costs 100 silver per month of study.
Create Amulet of Protection [CRPA] 2: No skill report.
Create Amulet of Protection [CRPA] 3: No skill report.
Create Amulet of Protection [CRPA] 4: No skill report.
Create Amulet of Protection [CRPA] 5: No skill report.

Create Amulet of True Seeing [CRTA] 1: An amulet of true seeing grants a bonus of 2 to a unit's effective Observation skill. Also, a unit with an amulet cannot be assassinated by, or have items stolen by, a unit with a Ring of Invisibility (Note that the protection is degraded if not every man has an amulet). A mage has a 20 percent times his level chance to create a amulet of true seeing. To use this spell, CAST CRTA. A unit with this skill may create amulets of true seeing via magic. This skill requires artifact lore [ARTI] 3, and true seeing [TRUE] 3 to begin to study. This skill costs 100 silver per month of study.
Create Amulet of True Seeing [CRTA] 2: No skill report.
Create Amulet of True Seeing [CRTA] 3: No skill report.
Create Amulet of True Seeing [CRTA] 4: No skill report.
Create Amulet of True Seeing [CRTA] 5: No skill report.

Create Aura of Fear [FEAR] 1: A mage with this skill can cast cause fear in battle. This ability will not target creatures which are currently affected by fear. This ability cannot target monsters. This ability does between 2 and 20 times the skill level of the mage spirit attacks. Each attack causes the target to be effected by fear (-2 to attack, -2 versus melee attacks, -2 versus riding attacks) for the rest of the battle. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires necromancy [NECR] 1 to begin to study. This skill costs 100 silver per month of study.
Create Aura of Fear [FEAR] 2: No skill report.
Create Aura of Fear [FEAR] 3: No skill report.
Create Aura of Fear [FEAR] 4: No skill report.
Create Aura of Fear [FEAR] 5: No skill report.

Create Cloak of Invulnerability [CRCL] 1: A mage has a 20 percent times his level chance to create a cloak of invulnerability. To use this spell, CAST CRCL. A unit with this skill may create cloaks of invulnerability via magic. This skill requires artifact lore [ARTI] 4, and force shield [FSHI] 3 to begin to study. This skill costs 100 silver per month of study.
Create Cloak of Invulnerability [CRCL] 2: No skill report.
Create Cloak of Invulnerability [CRCL] 3: No skill report.
Create Cloak of Invulnerability [CRCL] 4: No skill report.
Create Cloak of Invulnerability [CRCL] 5: No skill report.

Create Magic Carpet [CRMA] 1: A Magic Carpet provides flying transportation. A mage can create 1 magic carpet per level with each casting. To use this spell, CAST CRMA. A unit with this skill may create magic carpets via magic. This skill requires artifact lore [ARTI] 2, and weather lore [WEAT] 3 to begin to study. This skill costs 100 silver per month of study.
Create Magic Carpet [CRMA] 2: No skill report.
Create Magic Carpet [CRMA] 3: No skill report.
Create Magic Carpet [CRMA] 4: No skill report.
Create Magic Carpet [CRMA] 5: No skill report.

Create Phantasmal Beasts [PHBE] 1: A mage with Create Phantasmal Beasts may summon illusionary beasts that appear in the mage's inventory. These beasts will fight in combat, but do not attack, and are killed whenever they are attacked. Create Phantasmal Beasts at level 1 allows the mage to summon illusionary wolves; the number the mage can summon, or have in his inventory at one time is equal to the mage's skill squared times 4. To use this spell, the mage should CAST Create_Phantasmal_Beasts WOLF <number>, where <number> is the number of wolves that the mage wishes to have appear in his inventory. Note: illusionary beasts will appear on reports as if they were normal items, except on the owner's report, where they are marked as illusionary. To reference these items in orders, you must prepend an 'i' to the normal string. (For example: to reference an illusionary wolf, you would use 'iwolf'). A unit with this skill may create illusory wolves via magic. This skill requires illusion [ILLU] 1 to begin to study. This skill costs 100 silver per month of study.
Create Phantasmal Beasts [PHBE] 2: No skill report.
Create Phantasmal Beasts [PHBE] 3: Create Phantasmal Beasts at level 3 allows the mage to summon illusionary eagles into his inventory. To summon illusionary eagles, the mage should CAST Create_Phantasmal_Beasts EAGLE <number>, where <number> is the number of eagles that the mage wishes to have appear in his inventory. The number of eagles that a mage may have in his inventory is equal to his skill level, minus 2, squared. A unit with this skill may create illusory eagles via magic.
Create Phantasmal Beasts [PHBE] 4: No skill report.
Create Phantasmal Beasts [PHBE] 5: Create Phantasmal Beasts at level 5 allows the mage to summon an illusionary dragon into his inventory. To summon an illusionary dragon, the mage should CAST Create_Phantasmal_Beasts DRAGON; the mage can only have one illusionary dragon in his inventory at one time. A unit with this skill may create illusory dragons via magic.

Create Phantasmal Demons [PHDE] 1: A mage with Create Phantasmal Demons may summon illusionary demons that appear in the mage's inventory. These demons will fight in combat, but do not attack, and are killed whenever they are attacked. Create Phantasmal Demons at level 1 allows the mage to summon illusionary imps; the number the mage can summon, or have in his inventory at one time is equal to the mage's skill squared times 4. To use this spell, the mage should CAST Create_Phantasmal_Demons IMP <number>, where <number> is the number of imps that the mage wishes to have appear in his inventory. Note: illusionary demons will appear on reports as if they were normal items, except on the owner's report, where they are marked as illusionary. To reference these items in orders, you must prepend an 'i' to the normal string. (Example: to reference an illusionary imp, you would use 'iimp'). A unit with this skill may create illusory imps via magic. This skill requires illusion [ILLU] 1 to begin to study. This skill costs 100 silver per month of study.
Create Phantasmal Demons [PHDE] 2: No skill report.
Create Phantasmal Demons [PHDE] 3: Create Phantasmal Demons at level 3 allows the mage to summon illusionary demons into his inventory. To summon illusionary demons, the mage should CAST Create_Phantasmal_Demons DEMON <number>, where <number> is the number of demons that the mage wishes to have appear in his inventory. The number of demons that a mage may have in his inventory is equal to his skill level, minus 2, squared. A unit with this skill may create illusory demons via magic.
Create Phantasmal Demons [PHDE] 4: No skill report.
Create Phantasmal Demons [PHDE] 5: Create Phantasmal Demons at level 5 allows the mage to summon an illusionary balrog into his inventory. To summon an illusionary balrog, the mage should CAST Create_Phantasmal_Demons BALROG; the mage can only have one illusionary balrog in his inventory at one time. A unit with this skill may create illusory balrogs via magic.

Create Phantasmal Undead [PHUN] 1: A mage with Create Phantasmal Undead may summon illusionary undead that appear in the mage's inventory. These undead will fight in combat, but do not attack, and are killed whenever they are attacked. Create Phantasmal Undead at level 1 allows the mage to summon illusionary skeletons; the number the mage can summon, or have in his inventory at one time is equal to the mage's skill squared times 4. To use this spell, the mage should CAST Create_Phantasmal_Undead SKELETON <number>, where <number> is the number of skeletons that the mage wishes to have appear in his inventory. Note: illusionary undead will appear on reports as if they were normal items, except on the owner's report, where they are marked as illusionary. To reference these items in orders, you must prepend an 'i' to the normal string. (Example: to reference an illusionary skeleton, you would use 'iskeleton'). This skill requires illusion [ILLU] 1 to begin to study. This skill costs 100 silver per month of study.
Create Phantasmal Undead [PHUN] 2: No skill report.
Create Phantasmal Undead [PHUN] 3: Create Phantasmal Undead at level 3 allows the mage to summon illusionary undead into his inventory. To summon illusionary undead, the mage should CAST Create_Phantasmal_Undead UNDEAD <number>, where <number> is the number of undead that the mage wishes to have appear in his inventory. The number of undead that a mage may have in his inventory is equal to his skill level, minus 2, squared. A unit with this skill may create illusory undead via magic.
Create Phantasmal Undead [PHUN] 4: No skill report.
Create Phantasmal Undead [PHUN] 5: Create Phantasmal Undead at level 5 allows the mage to summon an illusionary lich into his inventory. To summon an illusionary lich, the mage should CAST Create_Phantasmal_Undead LICH; the mage can only have one illusionary lich in his inventory at one time. A unit with this skill may create illusory skeletons and illusory liches via magic.

Create Ring of Invisibility [CRRI] 1: A ring of invisibility grants a bonus of 3 to a unit's effective Stealth (note that a unit must possess one ring for each man to gain this bonus). There is one limitation; a unit possessing a ring cannot assassinate, or steal from, a unit with an Amulet of True Seeing. A mage has a 20 percent times his level chance to create a ring of invisibility. To use this spell, CAST CRRI. A unit with this skill may create rings of invisibility via magic. This skill requires artifact lore [ARTI] 3, and invisibility [INVI] 3 to begin to study. This skill costs 100 silver per month of study.
Create Ring of Invisibility [CRRI] 2: No skill report.
Create Ring of Invisibility [CRRI] 3: No skill report.
Create Ring of Invisibility [CRRI] 4: No skill report.
Create Ring of Invisibility [CRRI] 5: No skill report.

Create Runesword [CRRU] 1: A runesword allows the wielder to cast cause fear in battle at a skill level of 3. This ability will not target creatures which are currently affected by fear. This ability cannot target monsters. This ability does between 2 and 60 spirit attacks. Each attack causes the target to be effected by fear (-2 to attack, -2 versus melee attacks, -2 versus riding attacks) for the rest of the battle. A mage has a 20 percent times his level chance to create a runesword. To use this spell, CAST CRRU. A unit with this skill may create runeswords via magic. This skill requires artifact lore [ARTI] 4, and create aura of fear [FEAR] 3 to begin to study. This skill costs 100 silver per month of study.
Create Runesword [CRRU] 2: No skill report.
Create Runesword [CRRU] 3: No skill report.
Create Runesword [CRRU] 4: No skill report.
Create Runesword [CRRU] 5: No skill report.

Create Shieldstone [CRSH] 1: A shieldstone allows the wielder to cast an energy shield in battle at a skill level of 3. This ability provides a shield against all energy attacks against the entire army at a level equal to the skill level of the ability. A mage can create 1 shieldstone per level with each casting. To use this spell, CAST CRSH. A unit with this skill may create shieldstones via magic. This skill requires artifact lore [ARTI] 3, and energy shield [ESHI] 3 to begin to study. This skill costs 100 silver per month of study.
Create Shieldstone [CRSH] 2: No skill report.
Create Shieldstone [CRSH] 3: No skill report.
Create Shieldstone [CRSH] 4: No skill report.
Create Shieldstone [CRSH] 5: No skill report.

Create Staff of Fire [CRSF] 1: A staff of fire allows the wielder to cast a fireball in battle at a skill level of 3. This ability does between 2 and 30 energy attacks. A mage has a 20 percent times his level chance to create a staff of fire. To use this spell, CAST CRSF. A unit with this skill may create staves of fire via magic. This skill requires artifact lore [ARTI] 3, and fire [FIRE] 3 to begin to study. This skill costs 100 silver per month of study.
Create Staff of Fire [CRSF] 2: No skill report.
Create Staff of Fire [CRSF] 3: No skill report.
Create Staff of Fire [CRSF] 4: No skill report.
Create Staff of Fire [CRSF] 5: No skill report.

Create Staff of Lightning [CRSL] 1: A staff of lightning allows the wielder to cast a lightning strike in battle at a skill level of 3. This ability does between 2 and 180 weather attacks. This ability does between 2 and 180 energy attacks. A mage has a 20 percent times his level chance to create a staff of lightning. To use this spell, CAST CRSL. A unit with this skill may create staves of lightning via magic. This skill requires artifact lore [ARTI] 5, and call lightning [CALL] 3 to begin to study. This skill costs 100 silver per month of study.
Create Staff of Lightning [CRSL] 2: No skill report.
Create Staff of Lightning [CRSL] 3: No skill report.
Create Staff of Lightning [CRSL] 4: No skill report.
Create Staff of Lightning [CRSL] 5: No skill report.

Crossbow [XBOW] 1: A unit with this skill may use a crossbow or other bow derived from one, either in battle, or to TAX or PILLAGE a region. This skill costs 10 silver per month of study.
Crossbow [XBOW] 2: No skill report.
Crossbow [XBOW] 3: No skill report.
Crossbow [XBOW] 4: No skill report.
Crossbow [XBOW] 5: No skill report.

Demon Lore [DEMO] 1: Demon Lore is the art of summoning and controlling demons. The Demon Lore skill does not give the mage any direct skills, but is required to study further into the Demonic arts. A mage with knowledge of Demon Lore will detect the use of Demon Lore by any other mage in the same region. This skill requires force [FORC] 1, and spirit [SPIR] 1 to begin to study. This skill costs 100 silver per month of study.
Demon Lore [DEMO] 2: No skill report.
Demon Lore [DEMO] 3: No skill report.
Demon Lore [DEMO] 4: No skill report.
Demon Lore [DEMO] 5: No skill report.

Dispel Illusions [DISP] 1: A mage with this skill can cast dispel illusion in battle. This ability will only target illusions. This ability does between 2 and 100 times the skill level of the mage non-resistable attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires illusion [ILLU] 1 to begin to study. This skill costs 100 silver per month of study.
Dispel Illusions [DISP] 2: No skill report.
Dispel Illusions [DISP] 3: No skill report.
Dispel Illusions [DISP] 4: No skill report.
Dispel Illusions [DISP] 5: No skill report.

Dragon Lore [DRAG] 1: A mage with Dragon Lore skill can summon a single dragon to join him, to aid in battle, and provide flying transportation. A mage's chance to summon a dragon is 4 times the caster's skill level squared. To attempt to summon a dragon, CAST Dragon_Lore. A unit with this skill may create dragons via magic. This skill requires bird lore [BIRD] 3 to begin to study. This skill costs 100 silver per month of study.
Dragon Lore [DRAG] 2: No skill report.
Dragon Lore [DRAG] 3: A unit with this skill may BUILD the following structures: Dragon Cliffs.
Dragon Lore [DRAG] 4: No skill report.
Dragon Lore [DRAG] 5: No skill report.

Earth Lore [EART] 1: Earth Lore is the study of nature, plants, and animals. A mage with knowledge of Earth Lore can use his knowledge of nature to aid local farmers, raising money for himself, and aiding the production of grain or livestock in the region. To use the spell, CAST Earth_Lore; the mage will receive an amount of money based on his level, and the economy of the region. Also, a mage with knowledge of Earth Lore will detect the use of Earth Lore by any other mage in the same region. This skill requires pattern [PATT] 1 to begin to study. This skill costs 100 silver per month of study.
Earth Lore [EART] 2: No skill report.
Earth Lore [EART] 3: No skill report.
Earth Lore [EART] 4: No skill report.
Earth Lore [EART] 5: No skill report.

Earthquake [EQUA] 1: A mage with this skill can cast an earthquake in battle. This ability will not target units which are inside the following structures: Magical Castle, or Magical Tower. The bonus given to units inside buildings is not effective against this ability. This ability does between 2 and 100 times the skill level of the mage melee attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires force [FORC] 1, and pattern [PATT] 1 to begin to study. This skill costs 100 silver per month of study.
Earthquake [EQUA] 2: No skill report.
Earthquake [EQUA] 3: No skill report.
Earthquake [EQUA] 4: No skill report.
Earthquake [EQUA] 5: No skill report.

Enchant Armor [EARM] 1: A mage with the Enchant Armor skill may magically create enchanted armors. A mage may create 5 times his skill level enchanted padded armor per turn. Each output requires: 1 padded armor. The mage should issue the order CAST Enchant_Armor EPDA to cast this spell. A mage may create 5 times his skill level enchanted leather armor per turn. Each output requires: 1 leather armor. The mage should issue the order CAST Enchant_Armor ELEA to cast this spell. This skill requires artifact lore [ARTI] 1 to begin to study. This skill costs 100 silver per month of study.
Enchant Armor [EARM] 2: A mage may create 4 times his skill level enchanted scale armor per turn. Each output requires: 1 scale armor. The mage should issue the order CAST Enchant_Armor ESCA to cast this spell. A mage may create 4 times his skill level enchanted mail armor per turn. Each output requires: 1 mail armor. The mage should issue the order CAST Enchant_Armor EMAA to cast this spell.
Enchant Armor [EARM] 3: A mage may create 3 times his skill level enchanted plate mail armor per turn. Each output requires: 1 plate mail armor. The mage should issue the order CAST Enchant_Armor EPMA to cast this spell. A mage may create 3 times his skill level enchanted plate armor per turn. Each output requires: 1 plate armor. The mage should issue the order CAST Enchant_Armor EPLA to cast this spell.
Enchant Armor [EARM] 4: A mage may create 2 times his skill level enchanted mithril scale armor per turn. Each output requires: 1 mithril scale armor. The mage should issue the order CAST Enchant_Armor EMSA to cast this spell. A mage may create 2 times his skill level enchanted mithril mail armor per turn. Each output requires: 1 mithril mail armor. The mage should issue the order CAST Enchant_Armor EMMA to cast this spell. A mage may create 2 times his skill level enchanted mithril plate mail armor per turn. Each output requires: 1 mithril plate mail armor. The mage should issue the order CAST Enchant_Armor EMPMA to cast this spell. A mage may create 2 times his skill level enchanted mithril plate armor per turn. Each output requires: 1 mithril plate armor. The mage should issue the order CAST Enchant_Armor EMPLA to cast this spell.
Enchant Armor [EARM] 5: A mage may create 1 times his skill level enchanted admantium scale armor per turn. Each output requires: 1 admantium scale armor. The mage should issue the order CAST Enchant_Armor EASA to cast this spell. A mage may create 1 times his skill level enchanted admantium mail armor per turn. Each output requires: 1 admantium mail armor. The mage should issue the order CAST Enchant_Armor EAMA to cast this spell. A mage may create 1 times his skill level enchanted admantium plate mail armor per turn. Each output requires: 1 admantium plate mail armor. The mage should issue the order CAST Enchant_Armor EAPMA to cast this spell. A mage may create 1 times his skill level enchanted admantium plate armor per turn. Each output requires: 1 admantium plate armor. The mage should issue the order CAST Enchant_Armor EAPLA to cast this spell.

Enchant Swords [ESWO] 1: A mage with the Enchant Swords skill may magically create enchanted weapons. A mage may create 5 times his skill level enchanted picks per turn. Each output requires: 1 picks. The mage should issue the order CAST Enchant_Swords EPCK to cast this spell. A mage may create 5 times his skill level enchanted daggers per turn. Each output requires: 1 daggers. The mage should issue the order CAST Enchant_Swords EDAGG to cast this spell. A mage may create 1 times his skill level enchanted shortbows per turn. Each output requires: 1 shortbows. The mage should issue the order CAST Enchant_Swords ESHBO to cast this spell. A unit with this skill may create enchanted picks, enchanted daggers, and enchanted shortbows via magic. This skill requires artifact lore [ARTI] 1 to begin to study. This skill costs 100 silver per month of study.
Enchant Swords [ESWO] 2: A mage may create 4 times his skill level enchanted spears per turn. Each output requires: 1 spears. The mage should issue the order CAST Enchant_Swords ESPEA to cast this spell. A mage may create 4 times his skill level enchanted axes per turn. Each output requires: 1 axes. The mage should issue the order CAST Enchant_Swords EAXE to cast this spell. A mage may create 4 times his skill level enchanted hammers per turn. Each output requires: 1 hammers. The mage should issue the order CAST Enchant_Swords EHAMM to cast this spell. A mage may create 4 times his skill level enchanted maces per turn. Each output requires: 1 maces. The mage should issue the order CAST Enchant_Swords EMACE to cast this spell. A mage may create 4 times his skill level enchanted swords per turn. Each output requires: 1 swords. The mage should issue the order CAST Enchant_Swords ESWOR to cast this spell. A mage may create 1 times his skill level enchanted bows per turn. Each output requires: 1 bows. The mage should issue the order CAST Enchant_Swords EBOW to cast this spell. A mage may create 1 times his skill level enchanted crossbows per turn. Each output requires: 1 crossbows. The mage should issue the order CAST Enchant_Swords EXBOW to cast this spell. A unit with this skill may create enchanted spears, enchanted axes, enchanted hammers, enchanted maces, enchanted swords, enchanted bows, and enchanted crossbows via magic.
Enchant Swords [ESWO] 3: A mage may create 3 times his skill level enchanted two-handed swords per turn. Each output requires: 1 two-handed swords. The mage should issue the order CAST Enchant_Swords E2HSW to cast this spell. A mage may create 3 times his skill level enchanted halberds per turn. Each output requires: 1 halberds. The mage should issue the order CAST Enchant_Swords EHALB to cast this spell. A mage may create 3 times his skill level enchanted mauls per turn. Each output requires: 1 mauls. The mage should issue the order CAST Enchant_Swords EMAUL to cast this spell. A mage may create 1 times his skill level enchanted longbows per turn. Each output requires: 1 longbows. The mage should issue the order CAST Enchant_Swords ELBOW to cast this spell. A mage may create 1 times his skill level enchanted heavy crossbows per turn. Each output requires: 1 heavy crossbows. The mage should issue the order CAST Enchant_Swords EHXBO to cast this spell. A unit with this skill may create enchanted two-handed swords, enchanted halberds, enchanted mauls, enchanted longbows, and enchanted heavy crossbows via magic.
Enchant Swords [ESWO] 4: A mage may create 2 times his skill level enchanted mithril daggers per turn. Each output requires: 1 mithril daggers. The mage should issue the order CAST Enchant_Swords EMDAGG to cast this spell. A mage may create 2 times his skill level enchanted mithril spears per turn. Each output requires: 1 mithril spears. The mage should issue the order CAST Enchant_Swords EMSPEA to cast this spell. A mage may create 2 times his skill level enchanted mithril axes per turn. Each output requires: 1 mithril axes. The mage should issue the order CAST Enchant_Swords EMAXE to cast this spell. A mage may create 2 times his skill level enchanted mithril hammers per turn. Each output requires: 1 mithril hammers. The mage should issue the order CAST Enchant_Swords EMHAMM to cast this spell. A mage may create 2 times his skill level enchanted mithril maces per turn. Each output requires: 1 mithril maces. The mage should issue the order CAST Enchant_Swords EMMACE to cast this spell. A mage may create 2 times his skill level enchanted mithril swords per turn. Each output requires: 1 mithril swords. The mage should issue the order CAST Enchant_Swords EMSWOR to cast this spell. A mage may create 2 times his skill level enchanted mithril two-handed swords per turn. Each output requires: 1 mithril two-handed swords. The mage should issue the order CAST Enchant_Swords EM2HSW to cast this spell. A mage may create 2 times his skill level enchanted mithril halberds per turn. Each output requires: 1 mithril halberds. The mage should issue the order CAST Enchant_Swords EMHALB to cast this spell. A mage may create 2 times his skill level enchanted mithril mauls per turn. Each output requires: 1 mithril mauls. The mage should issue the order CAST Enchant_Swords EMMAUL to cast this spell. A unit with this skill may create enchanted mithril daggers, enchanted mithril spears, enchanted mithril axes, enchanted mithril hammers, enchanted mithril maces, enchanted mithril swords, enchanted mithril two-handed swords, enchanted mithril halberds, and enchanted mithril mauls via magic.
Enchant Swords [ESWO] 5: A mage may create 1 times his skill level enchanted admantium daggers per turn. Each output requires: 1 admantium daggers. The mage should issue the order CAST Enchant_Swords EADAGG to cast this spell. A mage may create 1 times his skill level enchanted admantium spears per turn. Each output requires: 1 admantium spears. The mage should issue the order CAST Enchant_Swords EASPEA to cast this spell. A mage may create 1 times his skill level enchanted admantium axes per turn. Each output requires: 1 admantium axes. The mage should issue the order CAST Enchant_Swords EAAXE to cast this spell. A mage may create 1 times his skill level enchanted admantium hammers per turn. Each output requires: 1 admantium hammers. The mage should issue the order CAST Enchant_Swords EAHAMM to cast this spell. A mage may create 1 times his skill level enchanted admantium maces per turn. Each output requires: 1 admantium maces. The mage should issue the order CAST Enchant_Swords EAMACE to cast this spell. A mage may create 1 times his skill level enchanted admantium swords per turn. Each output requires: 1 admantium swords. The mage should issue the order CAST Enchant_Swords EASWOR to cast this spell. A mage may create 1 times his skill level enchanted admantium two-handed swords per turn. Each output requires: 1 admantium two-handed swords. The mage should issue the order CAST Enchant_Swords EA2HSW to cast this spell. A mage may create 1 times his skill level enchanted admantium halberds per turn. Each output requires: 1 admantium halberds. The mage should issue the order CAST Enchant_Swords EAHALB to cast this spell. A mage may create 1 times his skill level enchanted admantium mauls per turn. Each output requires: 1 admantium mauls. The mage should issue the order CAST Enchant_Swords EAMAUL to cast this spell. A unit with this skill may create enchanted admantium daggers, enchanted admantium spears, enchanted admantium axes, enchanted admantium hammers, enchanted admantium maces, enchanted admantium swords, enchanted admantium two-handed swords, enchanted admantium halberds, and enchanted admantium mauls via magic.

Energy Shield [ESHI] 1: A mage with this skill can cast an energy shield in battle. This ability provides a shield against all energy attacks against the entire army at a level equal to the skill level of the ability. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires force [FORC] 1 to begin to study. This skill costs 100 silver per month of study.
Energy Shield [ESHI] 2: No skill report.
Energy Shield [ESHI] 3: No skill report.
Energy Shield [ESHI] 4: No skill report.
Energy Shield [ESHI] 5: No skill report.

Engrave Runes of Warding [ENGR] 1: A mage with the Engrave Runes of Warding may engrave runes of warding on a building; these runes will give any occupants of the building a personal Energy Shield and Spirit Shield, both at level 3. A mage has a 20 percent chance per level of succeeding with each attempt to cast this spell. To use this spell, the mage should CAST Engrave_Runes_of_Warding, and be within the building he wishes to engrave runes upon. This spell costs 600 silver to cast. At level 1, the mage may engrave runes of warding upon a Tower. This skill requires artifact lore [ARTI] 3, energy shield [ESHI] 3, and spirit shield [SSHI] 3 to begin to study. This skill costs 100 silver per month of study.
Engrave Runes of Warding [ENGR] 2: At this level, the mage may engrave runes of warding upon a Fort, and a Magic Tower.
Engrave Runes of Warding [ENGR] 3: No skill report.
Engrave Runes of Warding [ENGR] 4: At this level, the mage may engrave runes of warding upon a Citadel.
Engrave Runes of Warding [ENGR] 5: At this level, the mage may engrave runes of warding upon a Magical Fortress, which grants the inhabitants an Energy Shield and Spirit Shield at level 5.

Entertainment [ENTE] 1: A unit with this skill may use the ENTERTAIN order to generate funds. The amount of silver gained will be 20 per man, times the level of the entertainers. This amount is limited by the region that the unit is in. This skill costs 10 silver per month of study.
Entertainment [ENTE] 2: No skill report.
Entertainment [ENTE] 3: No skill report.
Entertainment [ENTE] 4: No skill report.
Entertainment [ENTE] 5: No skill report.

Farming [FARM] 1: This skill deals with all aspects of grain production. A unit with this skill may PRODUCE grain. This skill costs 10 silver per month of study.
Farming [FARM] 2: No skill report.
Farming [FARM] 3: A unit with this skill may BUILD the following structures: Farm.
Farming [FARM] 4: No skill report.
Farming [FARM] 5: No skill report.

Farsight [FARS] 1: A mage with this skill may obtain region reports on distant regions. The report will be as if the mage was in the distant region himself. The target region must be within 4 times the caster's skill level squared regions of the caster. Coordinates of locations not on the surface are scaled to the surface coordinates for this calculation. Attempting to view across different levels increases the distance by 4 per level difference. To use this skill, CAST Farsight REGION <x> <y> <z> where <x>, <y>, and <z> are the coordinates of the region that you wish to view. If you omit the <z> coordinate, the <z> coordinate of the caster's current region will be used. The <z> coordinate for the surface is '1' and the <z>-coordinate for the start of the underworld is '2'. Note that Farsight cannot be used either into or out of the Nexus. Note that Farsight does not work in conjunction with other skills or spells; the mage can only rely on his normal facilities while casting Farsight. This skill requires pattern [PATT] 1, and spirit [SPIR] 1 to begin to study. This skill costs 100 silver per month of study.
Farsight [FARS] 2: No skill report.
Farsight [FARS] 3: No skill report.
Farsight [FARS] 4: No skill report.
Farsight [FARS] 5: No skill report.

Fire [FIRE] 1: A mage with this skill can cast a fireball in battle. This ability does between 2 and 10 times the skill level of the mage energy attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires force [FORC] 1 to begin to study. This skill costs 100 silver per month of study.
Fire [FIRE] 2: No skill report.
Fire [FIRE] 3: No skill report.
Fire [FIRE] 4: No skill report.
Fire [FIRE] 5: No skill report.

Fishing [FISH] 1: This skill deals with all aspects of fish production. A unit with this skill may PRODUCE fish. This skill costs 10 silver per month of study.
Fishing [FISH] 2: A unit with this skill may PRODUCE nets.
Fishing [FISH] 3: No skill report.
Fishing [FISH] 4: No skill report.
Fishing [FISH] 5: No skill report.

Force [FORC] 1: The Force skill is not directly useful to a mage, but is rather one of the Foundation skills on which other magical skills are based. The Force skill determines the power of the magical energy that a mage is able to use. Note that a Force skill level of 0 does not indicate that a mage cannot use magical energy, but rather can only perform magical acts that do not require great amounts of power. This skill costs 100 silver per month of study.
Force [FORC] 2: No skill report.
Force [FORC] 3: No skill report.
Force [FORC] 4: No skill report.
Force [FORC] 5: No skill report.

Force Shield [FSHI] 1: A mage with this skill can cast a force shield in battle. This ability provides a shield against all ranged attacks against the entire army at a level equal to the skill level of the ability. This ability provides a defensive bonus of 1 per skill level versus melee attacks to the casting mage. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires force [FORC] 1 to begin to study. This skill costs 100 silver per month of study.
Force Shield [FSHI] 2: No skill report.
Force Shield [FSHI] 3: No skill report.
Force Shield [FSHI] 4: No skill report.
Force Shield [FSHI] 5: No skill report.

Gate Lore [GATE] 1: Gate Lore is the art of detecting and using magical Gates, which are spread through the world. The Gates are numbered in order, but spread out randomly, so there is no correlation between the Gate number and the Gate's location. A mage with skill 1 in Gate Lore can see a Gate if one exists in the same region as the mage. This detection is automatic; the Gate will appear in the region report. A mage with skill 1 in Gate Lore may also jump through a Gate into another region on the same level containing a gate, selected at random. To use Gate Lore in this manner, use the syntax CAST Gate_Lore RANDOM UNITS <unit> ... UNITS is followed by a list of units to follow the mage through the Gate (the mage always jumps through the Gate). At level 1, the mage may carry 35 weight units through the Gate (including the weight of the mage). This skill requires pattern [PATT] 1, and spirit [SPIR] 1 to begin to study. This skill costs 100 silver per month of study.
Gate Lore [GATE] 2: A mage with Gate Lore skill 2 can detect Gates in adjacent regions. The mage should use the syntax CAST Gate_Lore DETECT in order to detect these nearby Gates. Also, at level 2 Gate Lore, the mage may carry 150 weight units through a Gate when doing a random jump.
Gate Lore [GATE] 3: A mage with Gate Lore skill 3 and higher can step through a Gate into another region containing a specific Gate. To use this spell, use the syntax CAST Gate_Lore GATE <number> UNITS <unit> ... <number> specifies the Gate that the mage will jump to. UNITS is followed by a list of units to follow the mage through the gate (the mage always jumps through the gate). At level 3, the mage may carry 15 weight units through the Gate (including the mage). Also, a level 3 or higher mage doing a random gate jump may carry 1000 weight units through the Gate.
Gate Lore [GATE] 4: A mage with Gate Lore skill 4 may carry 100 weight units through a Gate.
Gate Lore [GATE] 5: A mage with Gate Lore skill 5 may carry 1000 weight units through a Gate.

GemcUtting [GCUT] 1: This skill enables a unit to fashion higher quality gems from lower quality ones. A unit with this skill may PRODUCE gems. This skill costs 50 silver per month of study.
GemcUtting [GCUT] 2: No skill report.
GemcUtting [GCUT] 3: No skill report.
GemcUtting [GCUT] 4: No skill report.
GemcUtting [GCUT] 5: No skill report.

Healing [HEAL] 1: A unit with this skill is able to heal units hurt in battle. This skill costs 10 silver per month of study.
Healing [HEAL] 2: No skill report.
Healing [HEAL] 3: A unit with this skill may PRODUCE healing potions.
Healing [HEAL] 4: No skill report.
Healing [HEAL] 5: No skill report.

Herb Lore [HERB] 1: This skill deals with all aspects of herb production. A unit with this skill may PRODUCE herbs. This skill costs 10 silver per month of study.
Herb Lore [HERB] 2: A unit with this skill may PRODUCE lassoes and bags.
Herb Lore [HERB] 3: A unit with this skill may PRODUCE mushrooms. A unit with this skill is able to determine if a region contains mushrooms.
Herb Lore [HERB] 4: A unit with this skill may BUILD the following structures: Faerie Ring.
Herb Lore [HERB] 5: No skill report.

Horse Training [HORS] 1: This skill deals with all aspects of horse production. A unit with this skill may PRODUCE horses and ponies. This skill costs 10 silver per month of study.
Horse Training [HORS] 2: No skill report.
Horse Training [HORS] 3: A unit with this skill may BUILD the following structures: Stables.
Horse Training [HORS] 4: No skill report.
Horse Training [HORS] 5: A unit with this skill may PRODUCE winged horses. A unit with this skill is able to determine if a region contains winged horses. A unit with this skill may BUILD the following structures: Mythic Stables.

Hunting [HUNT] 1: This skill deals with all aspects of animal hide production. A unit with this skill may PRODUCE furs. This skill costs 10 silver per month of study.
Hunting [HUNT] 2: No skill report.
Hunting [HUNT] 3: A unit with this skill may BUILD the following structures: Trapping Hut.
Hunting [HUNT] 4: A unit with this skill may PRODUCE floater hides. A unit with this skill is able to determine if a region contains floater hides.
Hunting [HUNT] 5: A unit with this skill may BUILD the following structures: Trapping Lodge.

Illusion [ILLU] 1: Illusion is the magic of creating images of things that do not actually exist. The Illusion skill does not have any direct applications, but is required for further study of Illusionary magic. A mage with knowledge of the Illusion skill will detect the use of Illusion by any other mage in the same region. This skill requires force [FORC] 1, and pattern [PATT] 1 to begin to study. This skill costs 100 silver per month of study.
Illusion [ILLU] 2: No skill report.
Illusion [ILLU] 3: No skill report.
Illusion [ILLU] 4: No skill report.
Illusion [ILLU] 5: No skill report.

Invisibility [INVI] 1: The Invisibility skill allows a mage to render other units nearly invisible to other factions, giving them a +3 bonus to Stealth. This invisibility will last until the next Magic round. To cast this spell, use the order CAST Invisibility UNITS <unit> ..., where <unit> is a list of the units that the mage wishes to render invisible. A mage may render invisible a number of men or creatures equal to his skill level squared. This skill requires illusion [ILLU] 3 to begin to study. This skill costs 100 silver per month of study.
Invisibility [INVI] 2: No skill report.
Invisibility [INVI] 3: No skill report.
Invisibility [INVI] 4: No skill report.
Invisibility [INVI] 5: No skill report.

Longbow [LBOW] 1: A unit with this skill may use a longbow or other bow derived from one, either in battle, or to TAX or PILLAGE a region. This skill costs 10 silver per month of study.
Longbow [LBOW] 2: No skill report.
Longbow [LBOW] 3: No skill report.
Longbow [LBOW] 4: No skill report.
Longbow [LBOW] 5: No skill report.

Lumberjack [LUMB] 1: This skill deals with all aspects of various wood production. Wood is most often found in forests, but may also be found elsewhere. A unit with this skill may PRODUCE wood. This skill costs 10 silver per month of study.
Lumberjack [LUMB] 2: No skill report.
Lumberjack [LUMB] 3: A unit with this skill may BUILD the following structures: Timber Yard.
Lumberjack [LUMB] 4: A unit with this skill may PRODUCE ironwood. A unit with this skill is able to determine if a region contains ironwood. A unit with this skill may BUILD the following structures: Forest Preserve.
Lumberjack [LUMB] 5: A unit with this skill may PRODUCE yew. A unit with this skill is able to determine if a region contains yew. A unit with this skill may BUILD the following structures: Sacred Grove.

Magical Healing [MHEA] 1: This skill enables the mage to magically heal units after battle. A mage at this level can heal up to 10 casualties, with a 50 percent rate of success. No order is necessary to use this spell, it will be used automatically when the mage is involved in battle. This skill requires pattern [PATT] 1 to begin to study. This skill costs 100 silver per month of study.
Magical Healing [MHEA] 2: No skill report.
Magical Healing [MHEA] 3: A mage at this level of skill can work greater wonders of healing with his new found powers; he may heal up to 25 casualties, with a success rate of 75 percent.
Magical Healing [MHEA] 4: No skill report.
Magical Healing [MHEA] 5: A mage at this skill level can bring soldiers back from near death; he may heal up to 100 casualties, with a 90 percent rate of success.

Manipulation [MANI] 1: A unit with this skill becomes an apprentice mage. While apprentices cannot cast spells directly, they can use magic items normally only usable by mages. Continued study of this skill gives no further advantages. This skill costs 100 silver per month of study.
Manipulation [MANI] 2: No skill report.
Manipulation [MANI] 3: No skill report.
Manipulation [MANI] 4: No skill report.
Manipulation [MANI] 5: No skill report.

Mind Reading [MIND] 1: A mage with Mind Reading skill 1 may cast the spell and determine the faction affiliation of any unit he can see. To use the spell in this manner, CAST Mind_Reading <unit>, where <unit> is the target unit. This skill requires pattern [PATT] 1 to begin to study. This skill costs 100 silver per month of study.
Mind Reading [MIND] 2: No skill report.
Mind Reading [MIND] 3: A mage with Mind Reading skill 3 will automatically determine the faction affiliation of any unit he can see. Usage of this skill is automatic, and no order is needed to use it.
Mind Reading [MIND] 4: No skill report.
Mind Reading [MIND] 5: A mage with Mind Reading skill 5 can get a full unit report on any unit he can see. To use this skill, CAST Mind_Reading <unit> where <unit> is the target unit.

Mining [MINI] 1: This skill deals with all aspects of extracting raw metals and gems from the earth. Metals and gems tend to be found more often in mountainous regions, but may be found elsewhere as well. A unit with this skill may PRODUCE iron. This skill costs 10 silver per month of study.
Mining [MINI] 2: A unit with this skill may PRODUCE rough gems.
Mining [MINI] 3: A unit with this skill may BUILD the following structures: Mine, Gem Appraiser.
Mining [MINI] 4: A unit with this skill may PRODUCE mithril. A unit with this skill is able to determine if a region contains mithril. A unit with this skill may BUILD the following structures: Arcane Mine.
Mining [MINI] 5: A unit with this skill may PRODUCE admantium. A unit with this skill is able to determine if a region contains admantium. A unit with this skill may BUILD the following structures: Alchemist Lab.

Monster Training [MTRA] 1: This skill deals with all aspects of training monster mounts. A unit with this skill may PRODUCE wolves. A unit with this skill is able to determine if a region contains wolves. This skill costs 50 silver per month of study.
Monster Training [MTRA] 2: A unit with this skill may PRODUCE giant boars. A unit with this skill is able to determine if a region contains giant boars.
Monster Training [MTRA] 3: A unit with this skill may PRODUCE giant spiders and giant moles. A unit with this skill is able to determine if a region contains giant spiders and giant moles.
Monster Training [MTRA] 4: No skill report.
Monster Training [MTRA] 5: No skill report.

Necromancy [NECR] 1: Necromancy is the magic of death; a mage versed in Necromancy may raise and control the dead, and turn the powers of death to his own nefarious purposes. The Necromancy skill does not have any direct application, but is required to study the more powerful Necromantic skills. A mage with knowledge of Necromancy will detect the use of Necromancy by any other mage in the same region. This skill requires force [FORC] 1, and spirit [SPIR] 1 to begin to study. This skill costs 100 silver per month of study.
Necromancy [NECR] 2: No skill report.
Necromancy [NECR] 3: No skill report.
Necromancy [NECR] 4: No skill report.
Necromancy [NECR] 5: No skill report.

Observation [OBSE] 1: A unit with this skill can see stealthy units or monsters whose stealth rating is less than or equal to the observing unit's Observation level. The unit can also determine the faction owning a unit, provided its Observation level is higher than the other unit's Stealth level. This skill costs 50 silver per month of study.
Observation [OBSE] 2: No skill report.
Observation [OBSE] 3: No skill report.
Observation [OBSE] 4: No skill report.
Observation [OBSE] 5: No skill report.

Pattern [PATT] 1: The Pattern skill is not directly useful to a mage, but is rather one of the Foundation skills on which other magical skills are based. A mage's Pattern skill indicates the ability to handle complex magical patterns, and is important for complicated tasks such as healing and controlling nature. This skill costs 100 silver per month of study.
Pattern [PATT] 2: No skill report.
Pattern [PATT] 3: No skill report.
Pattern [PATT] 4: No skill report.
Pattern [PATT] 5: No skill report.

Phantasmal Entertainment [PHEN] 1: A mage with the Phantasmal Entertainment skill may use his powers of Illusion to earn money by creating illusionary fireworks, puppet shows, etc. In effect, Phantasmal Entertainment grants the mage Entertainment skill equal to five times his Phantasmal Entertainment level. To use this skill, use the ENTERTAIN order. This skill requires illusion [ILLU] 1 to begin to study. This skill costs 100 silver per month of study.
Phantasmal Entertainment [PHEN] 2: No skill report.
Phantasmal Entertainment [PHEN] 3: No skill report.
Phantasmal Entertainment [PHEN] 4: No skill report.
Phantasmal Entertainment [PHEN] 5: No skill report.

Portal Lore [PORT] 1: A mage with the Portal Lore skill may, with the aid of another mage, make a temporary Gate between two regions, and send units from one region to another. In order to do this, both mages (the caster, and the target mage) must have Portals, and the caster must be trained in Portal Lore. The caster may teleport units weighing up to 50 weight units times his skill level, to the target mage's region. The target region must be within 2 times the caster's skill level squared regions of the caster. To use this skill, CAST Portal_Lore <target> UNITS <unit> ..., where <target> is the unit number of the target mage, and <unit> is a list of units to be teleported (the casting mage may teleport himself, if he so desires). This skill requires gate lore [GATE] 3, and farsight [FARS] 1 to begin to study. This skill costs 100 silver per month of study.
Portal Lore [PORT] 2: No skill report.
Portal Lore [PORT] 3: No skill report.
Portal Lore [PORT] 4: No skill report.
Portal Lore [PORT] 5: No skill report.

Quarrying [QUAR] 1: This skill deals with all aspects of various stone production. Mountains are the main producers of stone, but it may be found in other regions as well. A unit with this skill may PRODUCE stone. This skill costs 10 silver per month of study.
Quarrying [QUAR] 2: No skill report.
Quarrying [QUAR] 3: A unit with this skill may BUILD the following structures: Quarry.
Quarrying [QUAR] 4: A unit with this skill may PRODUCE rootstone. A unit with this skill is able to determine if a region contains rootstone. A unit with this skill may BUILD the following structures: Mystic Quarry.
Quarrying [QUAR] 5: No skill report.

Raise Undead [RAIS] 1: A mage with the Raise Undead skill may summon undead into his inventory, to aid him in battle. Undead may be given to other units, as they follow instructions mindlessly; however, they have a 10 percent chance of decaying each turn. A mage can summon undead at an average rate of 10 percent times his level squared. To use the spell, use the order CAST Raise_Undead and the mage will summon as many undead as he is able. A unit with this skill may create undead via magic. This skill requires necromancy [NECR] 3 to begin to study. This skill costs 100 silver per month of study.
Raise Undead [RAIS] 2: No skill report.
Raise Undead [RAIS] 3: No skill report.
Raise Undead [RAIS] 4: No skill report.
Raise Undead [RAIS] 5: No skill report.

Ranching [RANC] 1: This skill deals with all aspects of livestock production. A unit with this skill may PRODUCE livestock. This skill costs 10 silver per month of study.
Ranching [RANC] 2: No skill report.
Ranching [RANC] 3: A unit with this skill may BUILD the following structures: Ranch.
Ranching [RANC] 4: No skill report.
Ranching [RANC] 5: No skill report.

Riding [RIDI] 1: A unit with this skill, if possessing a mount, may gain a bonus in combat, if the battle is in a location where that mount may be utilized and if the skill of the rider is sufficient to control that mount. The bonus gained can vary with the mount, the riders skill, and the terrain. This skill costs 10 silver per month of study.
Riding [RIDI] 2: No skill report.
Riding [RIDI] 3: No skill report.
Riding [RIDI] 4: No skill report.
Riding [RIDI] 5: No skill report.

Sailing [SAIL] 1: A unit with this skill may use the SAIL order to sail ships. This skill costs 10 silver per month of study.
Sailing [SAIL] 2: No skill report.
Sailing [SAIL] 3: No skill report.
Sailing [SAIL] 4: No skill report.
Sailing [SAIL] 5: No skill report.

Shipbuilding [SHIP] 1: This skill deals with the constructions of all types of ships. A unit with this skill may BUILD the following structures: Longboat. This skill costs 10 silver per month of study.
Shipbuilding [SHIP] 2: A unit with this skill may BUILD the following structures: Clipper, Galleon.
Shipbuilding [SHIP] 3: A unit with this skill may BUILD the following structures: Armored Galleon.
Shipbuilding [SHIP] 4: No skill report.
Shipbuilding [SHIP] 5: A unit with this skill may BUILD the following structures: Balloon, War Galleon.

Spirit [SPIR] 1: The Spirit skill is not directly useful to a mage, but is rather one of the Foundation skills on which other magical skills are based. Spirit skill indicates the mage's ability to control and affect magic and other powers beyond the material world. This skill costs 100 silver per month of study.
Spirit [SPIR] 2: No skill report.
Spirit [SPIR] 3: No skill report.
Spirit [SPIR] 4: No skill report.
Spirit [SPIR] 5: No skill report.

Spirit Shield [SSHI] 1: A mage with this skill can cast a spirit shield in battle. This ability provides a shield against all spirit attacks against the entire army at a level equal to the skill level of the ability. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires spirit [SPIR] 1, and force [FORC] 1 to begin to study. This skill costs 100 silver per month of study.
Spirit Shield [SSHI] 2: No skill report.
Spirit Shield [SSHI] 3: No skill report.
Spirit Shield [SSHI] 4: No skill report.
Spirit Shield [SSHI] 5: No skill report.

Stealth [STEA] 1: A unit with this skill is concealed from being seen, except by units with an Observation skill greater than or equal to the stealthy unit's Stealth level. This skill costs 50 silver per month of study.
Stealth [STEA] 2: No skill report.
Stealth [STEA] 3: No skill report.
Stealth [STEA] 4: No skill report.
Stealth [STEA] 5: No skill report.

Summon Balrog [SUBA] 1: A mage with the Summon Balrog skill may summon a balrog into his inventory, to aid him in combat. A mage has a 20 percent times his skill level chance of summoning a balrog, but may only summon a balrog if one is not already under his control. As with other demons, the balrog has a chance of breaking free of the mage's control at the end of each turn. This chance is equal to 1 over 4 times the mage's skill level to the fourth power (or, from 1 over 4 at level 1, to 1 over 2500 at level 5). To use this spell, the mage should issue the order CAST Summon_Balrog. A unit with this skill may create balrogs via magic. This skill requires summon demon [SUDE] 3 to begin to study. This skill costs 100 silver per month of study.
Summon Balrog [SUBA] 2: No skill report.
Summon Balrog [SUBA] 3: No skill report.
Summon Balrog [SUBA] 4: No skill report.
Summon Balrog [SUBA] 5: No skill report.

Summon Black Wind [SBLA] 1: A mage with this skill can cast a black wind in battle. This ability will not target skeletons [SKEL], undead [UNDE], liches [LICH], imps [IMP], demons [DEMO], or balrogs [BALR]. This ability does between 2 and 200 times the skill level of the mage spirit attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires necromancy [NECR] 5 to begin to study. This skill costs 100 silver per month of study.
Summon Black Wind [SBLA] 2: No skill report.
Summon Black Wind [SBLA] 3: No skill report.
Summon Black Wind [SBLA] 4: No skill report.
Summon Black Wind [SBLA] 5: No skill report.

Summon Demon [SUDE] 1: A mage with the Summon Demon skill may summon demons into his inventory, to aid him in combat. A mage may summon one demon each turn; however, the demons have a chance of breaking free of the mage's control at the end of each turn. This chance is based on the number of demons in the mage's control; if the mage has a number of demons equal to his skill level squared, the chance is 5 percent; this chance goes up or down quickly if the mage controls more or fewer demons. To use this spell, the mage should issue the order CAST Summon_Demon. A unit with this skill may create demons via magic. This skill requires summon imps [SUIM] 3 to begin to study. This skill costs 100 silver per month of study.
Summon Demon [SUDE] 2: No skill report.
Summon Demon [SUDE] 3: No skill report.
Summon Demon [SUDE] 4: No skill report.
Summon Demon [SUDE] 5: No skill report.

Summon Imps [SUIM] 1: A mage with the Summon Imps skill may summon imps into his inventory, to aid him in combat. A mage may summon one imp per skill level; however, the imps have a chance of breaking free of the mage's control at the end of each turn. This chance is based on the number of imps in the mage's control; if the mage has his skill level squared times 4 imps, the chance is 5 percent; this chance goes up or down quickly if the mage controls more or fewer imps. To use this spell, the mage should issue the order CAST Summon_Imps, and the mage will summon as many imps as he is able. A unit with this skill may create imps via magic. This skill requires demon lore [DEMO] 1 to begin to study. This skill costs 100 silver per month of study.
Summon Imps [SUIM] 2: No skill report.
Summon Imps [SUIM] 3: No skill report.
Summon Imps [SUIM] 4: No skill report.
Summon Imps [SUIM] 5: No skill report.

Summon Lich [SULI] 1: A mage with the Summon Lich skill may summon a lich into his inventory, to aid him in battle. Liches may be given to other units, as they follow instructions mindlessly; however, they have a 10 percent chance of decaying each turn. A mage has a 2 percent times his level squared chance of summoning a lich; to summon a lich, use the order CAST Summon_Lich. A unit with this skill may create liches via magic. This skill requires necromancy [NECR] 5 to begin to study. This skill costs 100 silver per month of study.
Summon Lich [SULI] 2: No skill report.
Summon Lich [SULI] 3: No skill report.
Summon Lich [SULI] 4: No skill report.
Summon Lich [SULI] 5: No skill report.

Summon Skeletons [SUSK] 1: A mage with the Summon Skeletons skill may summon skeletons into his inventory, to aid him in battle. Skeletons may be given to other units, as they follow instructions mindlessly; however, they have a 10 percent chance of decaying each turn. A mage can summon skeletons at an average rate of 40 percent times his level squared. To use the spell, use the order CAST Summon_Skeletons, and the mage will summon as many skeletons as he is able. A unit with this skill may create skeletons via magic. This skill requires necromancy [NECR] 1 to begin to study. This skill costs 100 silver per month of study.
Summon Skeletons [SUSK] 2: No skill report.
Summon Skeletons [SUSK] 3: No skill report.
Summon Skeletons [SUSK] 4: No skill report.
Summon Skeletons [SUSK] 5: No skill report.

Summon Storm [SSTO] 1: A mage with this skill can cast summon storm in battle. This ability will not target creatures which are currently affected by storm. This ability does between 2 and 50 times the skill level of the mage weather attacks. Each attack causes the target to be effected by storm (-2 to attack, -2 versus melee attacks) for the rest of the battle. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires weather lore [WEAT] 1 to begin to study. This skill costs 100 silver per month of study.
Summon Storm [SSTO] 2: No skill report.
Summon Storm [SSTO] 3: No skill report.
Summon Storm [SSTO] 4: No skill report.
Summon Storm [SSTO] 5: No skill report.

Summon Tornado [STOR] 1: A mage with this skill can cast summon tornado in battle. This ability does between 2 and 50 times the skill level of the mage weather attacks. In order to use this spell in combat, the mage should use the COMBAT order to set it as his combat spell. This skill requires weather lore [WEAT] 3 to begin to study. This skill costs 100 silver per month of study.
Summon Tornado [STOR] 2: No skill report.
Summon Tornado [STOR] 3: No skill report.
Summon Tornado [STOR] 4: No skill report.
Summon Tornado [STOR] 5: No skill report.

Summon Wind [SWIN] 1: A mage with knowledge of Summon Wind can summon up the powers of the wind to aid him in sea or air travel. Usage of this spell is automatic. At level 1, if the mage is in a Longboat, that ship will get 2 extra movement points. If the mage is flying, he will receive 2 extra movement points. This skill requires weather lore [WEAT] 1 to begin to study. This skill costs 100 silver per month of study.
Summon Wind [SWIN] 2: With level 2 Summon Wind, any ship of Clipper size or smaller that the mage is inside will receive a 2 movement point bonus.
Summon Wind [SWIN] 3: At level 3 of Summon Wind, any ship the mage is in will receive a 2 movement point bonus. Note that study of Summon Wind beyond level 3 does not yield any further powers.
Summon Wind [SWIN] 4: No skill report.
Summon Wind [SWIN] 5: No skill report.

Tactics [TACT] 1: Tactics allows the unit, and all allies, to gain a free round of attacks during battle. The army with the highest level tactician in a battle will receive this free round; if the highest levels are equal, no free round is awarded. Only one free round total will be awarded for any reason. This skill costs 200 silver per month of study.
Tactics [TACT] 2: No skill report.
Tactics [TACT] 3: No skill report.
Tactics [TACT] 4: No skill report.
Tactics [TACT] 5: No skill report.

Teleportation [TELE] 1: A mage with this skill may teleport himself acrossgreat distances, even without the use of a gate. The mage may teleport up to 15 weight units per skill level. The target region must be within 2 times the caster's skill level squared regions of the caster. Coordinates of locations not on the surface are scaled to the surface coordinates for this calculation. Attempting to view across different levels increases the distance by 4 per level difference. To use this skill, CAST Teleportation REGION <x> <y> <z> where <x>, <y>, and <z> are the coordinates of the region that you wish to teleport to. If you omit the <z> coordinate, the <z> coordinate of the caster's current region will be used. The <z> coordinate for the surface is '1' and the <z>-coordinate for the start of the underworld is '2'. Note that Teleportation cannot be used either into or out of the Nexus. This skill requires gate lore [GATE] 1, and farsight [FARS] 3 to begin to study. This skill costs 100 silver per month of study.
Teleportation [TELE] 2: No skill report.
Teleportation [TELE] 3: No skill report.
Teleportation [TELE] 4: No skill report.
Teleportation [TELE] 5: No skill report.

True Seeing [TRUE] 1: A mage with the True Seeing spell can see illusions for what they really are. Whether or not the mage can see through the illusion depends on his True Seeing skill being higher that the Illusion skill of the mage casting the illusion. This spell does not require any order to use; it is used automatically.In addition, a mage with the True Seeing skill receives a bonus to his Observation skill equal to his True Seeing skill divided by 2, rounded up. This skill requires illusion [ILLU] 3 to begin to study. This skill costs 100 silver per month of study.
True Seeing [TRUE] 2: No skill report.
True Seeing [TRUE] 3: No skill report.
True Seeing [TRUE] 4: No skill report.
True Seeing [TRUE] 5: No skill report.

Weaponsmith [WEAP] 1: This skill deals with all aspects of weapon construction and production. A unit with this skill may PRODUCE picks, daggers, spears, axes, hammers, maces, swords, and shortbows. This skill costs 10 silver per month of study.
Weaponsmith [WEAP] 2: A unit with this skill may PRODUCE two-handed swords, halberds, mauls, bows, and crossbows.
Weaponsmith [WEAP] 3: A unit with this skill may PRODUCE longbows and heavy crossbows.
Weaponsmith [WEAP] 4: A unit with this skill may PRODUCE mithril daggers, mithril spears, mithril axes, mithril hammers, mithril maces, mithril swords, mithril two-handed swords, mithril halberds, and mithril mauls.
Weaponsmith [WEAP] 5: A unit with this skill may PRODUCE admantium daggers, admantium spears, admantium axes, admantium hammers, admantium maces, admantium swords, admantium two-handed swords, admantium halberds, and admantium mauls.

Weather Lore [WEAT] 1: Weather Lore is the magic of the weather; a mage with this skill can predict the weather in nearby regions. Weather Lore also allows further study into more powerful areas of magic. The weather may be predicted for 3 months at level 1, 6 months at level 3 and a full year at level 5. The target region must be within 4 times the caster's skill level squared regions of the caster. Coordinates of locations not on the surface are scaled to the surface coordinates for this calculation. Attempting to view across different levels increases the distance by 4 per level difference. To use this skill, CAST Weather_Lore REGION <x> <y> <z> where <x>, <y>, and <z> are the coordinates of the region where you wish to predict the weather. If you omit the <z> coordinate, the <z> coordinate of the caster's current region will be used. The <z> coordinate for the surface is '1' and the <z>-coordinate for the start of the underworld is '2'. Note that Weather Lore cannot be used either into or out of the Nexus. A mage with Weather Lore skill will perceive the use of Weather Lore by any other mage in the same region. This skill requires force [FORC] 1, and pattern [PATT] 1 to begin to study. This skill costs 100 silver per month of study.
Weather Lore [WEAT] 2: No skill report.
Weather Lore [WEAT] 3: No skill report.
Weather Lore [WEAT] 4: No skill report.
Weather Lore [WEAT] 5: No skill report.

Wolf Lore [WOLF] 1: A mage with Wolf Lore skill may summon wolves, who will fight for him in combat. A mage may summon a number of wolves equal to his skill level, and control a total number of his skill level squared times 4 wolves; the wolves will be placed in the mages inventory. Note, however, that wolves may only be summoned in mountain, hill and forest regions. To summon wolves, the mage should issue the order CAST Wolf_Lore. A unit with this skill may create wolves via magic. This skill requires earth lore [EART] 1 to begin to study. This skill costs 100 silver per month of study.
Wolf Lore [WOLF] 2: No skill report.
Wolf Lore [WOLF] 3: No skill report.
Wolf Lore [WOLF] 4: No skill report.
Wolf Lore [WOLF] 5: No skill report.


Atlantis Tools v1.108 (5/1/2023)