StolenLands Skill and Spell Information


(Note: If the specialist bonus is not listed, then it is the 'default' bonus of increased effect and, for spells, increased interruption resistance.)
Warrior Class

Combat Techniques (Specialist: Gladiator)
Stun Type: Active, Auto Target Cost: 4 SP Reuse Delay: 8 seconds
Attempts to stun the monster that the user is currently attacking. Success rate improves with skill level. Stunned targets are unable to attack, move, cast spells, dodge, or parry for 4 seconds. However, the Guard and Counter Attack skills will still function while stunned.

Guard Type: Toggled Cost: 1 SP every 2 seconds
While active, there is a chance that incoming physical attacks will be blocked. Chance to block depends on skill level.

Counter Attack Type: Toggled Cost: 1 SP every 2 seconds
While active, there is a chance that a player successfully striking the user will be struck back for the same amount of damage they dealt. Counter attack damage ignores vitality and armor, but is adjusted for elemental strengths or weaknesses. Monsters take double damage from counter attacks. Counter attacks cannot be dodged, parried, or otherwise avoided.


Weapon Proficiencies (Specialist: Soldier)
Repair Type: Active or Toggled Cost: 1 SP Reuse Delay: 4 seconds
Restores a small amount of durability to one piece of equipment. It will take several repetitions to fully repair heavily damaged items. Success rate improves with every skill level, amount repaired improves every 5 levels (at 5, 10, etc.). Gold will be used up for repairs, but the cost starts at half that of the NPC and decreases as skill level goes up.

Characters with this skill may use the autorepair command to automatically attempt to fix any damaged equipment in their inventory without having to manually use the skill every few seconds. This may be set to work either on one's entire inventory or only on currently equipped items. (Autorepair will only activate on equipment below 95% durability to prevent wasting SP on 1% repairs as one's equipment is damaged in battle.)

Edged Proficiency Type: Passive
When using edged weapons (swords and axes), increases damage by 2% per level and chance to parry by 1% per level. (e.g. with skill level 10, a weapon with a base parry of 20% will parry 22% of attacks.)

Blunt Proficiency Type: Passive
When using blunt weapons (hammers, maces, staves and rods), increases damage by 2% per level and chance to parry by 1% per level. (e.g. with skill level 10, a weapon with a base parry of 20% will parry 22% of attacks.)

Piercing Proficiency Type: Passive
When using piercing weapons (spears, partisans, estocs and daggers), increases damage by 2% per level and chance to parry by 1% per level. (e.g. with skill level 10, a weapon with a base parry of 20% will parry 22% of attacks.)

Unarmed Proficiency Type: Passive
When fighting without a weapon, increases damage by 15% plus 2% per level and provides a chance to parry based on skill level.

Additionally, these bonuses are granted if the user equips neither weapon nor armor:
- A bonus to critical rate on attacks, increasing with skill level.
- At skill 30, a bonus to movement speed.


Survival (Specialist: Ranger)
Marksmanship Type: Passive
When using bows, increases damage by 2% per level and accuracy by 1% per level.

Forage Type: Active, Auto Target Reuse Delay: 15 minutes
Attempts to find food nearby. The higher the skill level is, more likely you will find something and the healthier your foraged food will be. Foraged food will disappear when either the forager or holder logs out.

Camping Type: Active, Auto Target Cost: 10 SP Reuse Delay: 15 seconds
Attempts to start a campfire. When a player is standing next to a campfire, normal monsters will not initiate combat with that player. The success rate and duration are both increased by skill level and decreased by poor conditions such as rain.

Tracking Type: Toggled Cost: 1 SP every 5 seconds
Allows you to pick a monster, player, or NPC from the surrounding area and learn what direction it is relative to your position. The higher your skill level, the greater distance you will be able to track targets from.

If your target is hidden, this skill will increase the chance that it will be revealed when you are nearby.

Toughness Type: Passive
Provides significant resistance to negative status effects and food poisoning, and minor resistance to elemental magic.


Thief Class

Stealth (Specialist: Spy)
Sneak Type: Toggled Cost: 3 SP plus upkeep Reuse Delay: 6 seconds
While active, the user cannot be seen by normal monsters and players. There is a chance to be unable to hide, or to be detected while hidden when within 5 tiles of a monster or player. Higher skill level, greater distance from monsters/players, and less crowded areas will decrease the chance to be revealed. Attacking or casting a spell will automatically reveal someone in hiding.

While hidden, there will be a periodic SP cost which is reduced as skill level increases. Sneaking players do not regenerate SP.

Surprise Attack Type: Active, Manual Target Cost: 5 SP Reuse Delay: 15 seconds
In order to use this skill, your target must not be able to see you. This can be accomplished either with the Sneak skill, the Invisibility spell, or using Clairvoyance to target a monster whose view of you is obstructed. When activated, Sneak or Invisibility will be cancelled and the user will automatically attack the target.

For a very short period after using the skill, the user will have a bonus to damage based on skill level, and a flat bonus to movement and attack speed. Since the bonus period is short, it is very beneficial to be as close to your target as possible before activating the skill.

Disguise Type: Toggled Cost: 1 SP per 14 seconds Reuse Delay: 2 minutes
Allows the user to temporarily change his or her name and class appearance. If skill level is 5 or above, the disguised player will be able to use skills from the class he or she is disguised as. The skill level of these temporary skills is equal to one-fifth the Disguise skill level. Disguise will not grant skills already on the user's skill list, even if these skills are at level 0.

The periodic cost will be reduced as skill level increases. Disguised characters do not regenerate SP.


Burglary (Specialist: Burglar)
Steal Type: Active, Manual Target Cost: 4 SP Reuse Delay: 6 seconds
Attempts to steal an item or gold from a monster. Success rate is based on skill level. A player may only steal from a given monster once, and stealing does not affect what a monster will drop when killed.

Lockpicking Type: Active, Manual Target Cost: 3 SP Reuse Delay: 20 seconds
Attempts to open a locked door or chest. Success chance is based on skill level and the difficulty of the lock. Doors will relock after five minutes or when closed manually by a player.

Traps Type: Active, Manual Target Cost: 3 SP Reuse Delay: 20 seconds
There are two uses for this skill.

Disarm: Click on a trap to attempt to disable it. Success chance is based on skill level and the difficulty of the trap. Traps will reactivate after five minutes.

Set Trap: Click on yourself to set a trap at your feet. The trap will do physical damage based on the user's intelligence, experience level, and skill level. Player traps will disappear if disarmed by another player or after (6 * skill) seconds. Traps set by Burglars will last 50% longer.


Social Skill (Specialist: Bard)
Haggle Type: Passive
Automatically lowers NPC prices for items and services by 5% plus 1% per level. Increases prices offered by pawnbrokers by 1% per level.

Bards do not have to spend as many skill points as usual to increase this skill.

Truce Type: Active, Manual Target Cost: 5 SP Reuse Delay: 15 seconds
Attempts to make peace with a monster. If successful, the target will end combat with the user and not initiate it again unless the user attacks first. Success chance is based on skill level. Only one attempt may be made per monster.

Taunt Type: Active, Manual Target Cost: 2 SP Reuse Delay: 4 seconds
Taunts a monster, making it more likely to focus its attacks on the user. This is useful for characters with high defense to use in a party to prevent weaker characters from being attacked.

Rally Type: Toggled Cost: 2 SP every 4 seconds
While active, the user and any other players within 3 tiles will gain various benefits. Each skill level adds a new benefit.
  • Level 1: HP Maximum +10%
  • Level 2: Neutralize +100% (Causes negative effects to wear off twice as fast.)
  • Level 3: Add 5% chance to block incoming attacks
  • Level 4: Increase attack damage by 5%
  • Level 5: MP Maximum +10%
  • Level 6: Increase attack speed by 5%
  • Level 7: Increase movement speed by 1
  • Level 8: SP Maximum +10%
For Bards, the effect radius is increased to 5 tiles. This skill does not follow the normal progression of levels and skill point costs, but reaching maximum level in Rally has the same total cost as reaching maximum in a regular skill.


Priest Class

Healing (Specialist: Healer)
Cure
Slow Single Target Cost: 3 MP Cast Time: 3 seconds Power: 100%
Fast Single Target Cost: 2 MP Cast Time: 1 seconds Power: 50%
Area 3 cell radius Cost: 6 MP Cast Time: 3 seconds Power: 75%
Restores HP to the target. Restoration amount is based on caster's Willpower, skill, and experience level.

This spell can be used with "chain casting." Hold Ctrl while clicking the target, and the spell will be cast repeatedly until you press the stop button, select a different spell, or try to move.

Regen
Single Single Target Cost: 3 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Increases the target's HP regeneration speed. Effectiveness is based on the caster's Willpower and skill level.

Neutralize
Short Single Target Cost: 3 MP Cast Time: 1 seconds
Instantly reduces the duration of all negative status effects except Dispel by 18 seconds per skill level.
Long Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Adds a status effect that causes negative status effects to wear off much more quickly. Effectiveness is based on skill level.

Resurrection Single Target Cost: Varies Cast Time: Varies
When cast on a player's gravestone, that player will have the option to respawn at the location where he or she died. The percentage of HP/SP/MP that the target returns with is based on the caster's skill level and Willpower.

Cast time is (6 - (skill * 0.1)) seconds.
Cost is 25 MP minus 1 for every 2 skill levels.


Protection (Specialist: Templar)
Barrier
Long Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Reduces the damage taken from physical attacks directed at the recipient. The barrier's effectiveness is based on the caster's Willpower and skill level.
Short Single Target Cost: 3 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a much shorter time.

Reflect
Long Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Any magic except Dispel cast at the recipient of this spell will have a chance to be reflected back at the caster. Chance to reflect is based on the caster's Willpower and skill level. If cast by a Templar, only negative magic will be reflected. Spells cast on oneself will be reflected onto a random nearby target. Area spells can be reflected only by whoever is the center of the effect, which will move the center to the new target.
Short Single Target Cost: 3 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a much shorter time.

Aggression Shield
Single Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Decreases the chance that a monster will attack the recipient of this spell unprovoked. If a monster is engaging multiple players, this spell also reduces the likelihood that the monster will choose to focus on the recipient. Effectiveness increases with skill level.


Augmentation (Specialist: Shaman)
Empower
Long Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Increases the target's Strength. Effectiveness is determined by the caster's willpower and skill level.
Short Single Target Cost: 3 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a much shorter time.

Hasten
Long Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Increases the target's attack and movement speed. Effectiveness is determined by the caster's willpower and skill level.
Short Single Target Cost: 3 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a much shorter time.

Amplify
Long Single Target Cost: 4 MP Cast Time: 3 seconds Duration: (Skill + 1) * 30 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: (Skill + 1) * 20 seconds
Increases the target's Intelligence, SP, and MP. Effectiveness is determined by the caster's willpower and skill level.
Short Single Target Cost: 3 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a much shorter time.


Mage Class

Elemental Magic (Specialist: Warlock)
Fire
Slow Single Target Cost: 3 MP Cast Time: 3 seconds Power: 100%
Fast Single Target Cost: 2 MP Cast Time: 1 seconds Power: 50%
Area 3 cell radius Cost: 6 MP Cast Time: 3 seconds Power: 75%
Causes fire-elemental damage, reduced by the target's Willpower and armor. Damage is based on caster's Intelligence, skill, and experience level. Fire receives a bonus during warm weather.

This spell can be used with "chain casting." Hold Ctrl while clicking the target, and the spell will be cast repeatedly until you press the stop button, select a different spell, or try to move.

The area variant of this spell can be targetted on a ground tile by holding the Shift key while clicking.

Lightning
Slow Single Target Cost: 3 MP Cast Time: 3 seconds Power: 100%
Fast Single Target Cost: 2 MP Cast Time: 1 seconds Power: 50%
Area 3 cell radius Cost: 6 MP Cast Time: 3 seconds Power: 75%
Causes lightning-elemental damage, reduced by the target's Willpower and armor. Damage is based on caster's Intelligence, skill, and experience level. Lightning receives a bonus during cloudy or rainy weather.

This spell can be used with "chain casting." Hold Ctrl while clicking the target, and the spell will be cast repeatedly until you press the stop button, select a different spell, or try to move.

The area variant of this spell can be targetted on a ground tile by holding the Shift key while clicking.

Ice
Slow Single Target Cost: 3 MP Cast Time: 3 seconds Power: 100%
Fast Single Target Cost: 2 MP Cast Time: 1 seconds Power: 50%
Area 3 cell radius Cost: 6 MP Cast Time: 3 seconds Power: 75%
Causes ice-elemental damage, reduced by the target's Willpower and armor. Damage is based on caster's Intelligence, skill, and experience level. Ice receives a bonus during cold weather.

This spell can be used with "chain casting." Hold Ctrl while clicking the target, and the spell will be cast repeatedly until you press the stop button, select a different spell, or try to move.

The area variant of this spell can be targetted on a ground tile by holding the Shift key while clicking.


Curses (Specialist: Sorcerer)
Poison
Long Single Target Cost: 3 MP Cast Time: 3 seconds Duration: 4 minutes
Causes small periodic poison-elemental damage to the target. Damage is based on caster's Intelligence, skill, and experience level. Damage is resisted by the target's natural Vitality only.
Short Single Target Cost: 3 MP Cast Time: 3 seconds Duration: 15 seconds
Area 3 cell radius Cost: 6 MP Cast Time: 4 seconds Duration: 15 seconds
Causes considerable periodic poison-elemental damage to the target. Damage is based on caster's Intelligence, skill, and experience level. Damage is resisted by the target's natural Vitality only.

Sloth
Long Single Target Cost: 2 MP Cast Time: 3 seconds Duration: (Skill + 1) * 7.5 seconds
Area 3 cell radius Cost: 3 MP Cast Time: 4 seconds Duration: (Skill + 1) * 5 seconds
Decreases the target's attack and movement speed. Effectiveness is based on skill level and Intelligence.
Short Single Target Cost: 2 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a shorter time.

Weakness
Long Single Target Cost: 2 MP Cast Time: 3 seconds Duration: (Skill + 1) * 7.5 seconds
Area 3 cell radius Cost: 3 MP Cast Time: 4 seconds Duration: (Skill + 1) * 5 seconds
Decreases the target's Strength. Effectiveness is based on skill level and Intelligence.
Short Single Target Cost: 2 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a shorter time.

Frailty
Long Single Target Cost: 2 MP Cast Time: 3 seconds Duration: (Skill + 1) * 7.5 seconds
Area 3 cell radius Cost: 3 MP Cast Time: 4 seconds Duration: (Skill + 1) * 5 seconds
Decreases the target's physical damage resistance. Effectiveness is based on skill level and Intelligence.
Short Single Target Cost: 2 MP Cast Time: 1 seconds Duration: (Skill * 1.75) + 5 seconds
Provides a greater effect than the other variants for a shorter time.

Silence Single Target Cost: 2 MP Cast Time: 2.5 seconds Duration: (Skill * 1.75) + 5 seconds
Attempts to silence the target. Success rate is increased by the caster's Intelligence and decreased by the target's Willpower. Silenced targets are unable to cast spells, use social skills, or speak.

Dispel
Short Single Target Cost: 3 MP Cast Time: 1 seconds
Instantly reduces the duration of all positive status effects by 18 seconds per skill level.
Long Single Target Cost: 2 MP Cast Time: 3 seconds Duration: (Skill + 1) * 15 seconds
Area 3 cell radius Cost: 3 MP Cast Time: 4 seconds Duration: (Skill + 1) * 10 seconds
Adds a status effect that causes positive status effects to wear off much more quickly. Effectiveness is based on skill level.


Utility Spells (Specialist: Wizard)
Create Food Self Only Cost: 15 MP Cast Time: 5 seconds
Creates a food item chosen from a list based on skill level. Higher skill will increase the amount and quality of food available. Magically created food will disappear when either the creator or holder logs out.

Teleport
Self Self Only Cost: 20 MP Cast Time: 5 seconds
Moves the caster to chosen warp point (usually a town) within range. Maximum range is based on skill level. Wizards have access to additional warp points.
Portal Auto Target Cost: 30 MP Cast Time: 7 seconds Duration: (10 + Skill) seconds
Creates a portal to a warp point within range that anyone may use.
Shortrange Self Only Cost: Varies Cast Time: Varies Duration: (5 + Skill) seconds
Allows the user to instantly move to any open visible tile by clicking. There is a momentary delay after a shortrange teleport before it can be used again. The user may still walk normally with the arrow keys while this skill is selected. Cost and cast time decrease as skill level increases.

Cast Time is (3.9 - (skill * 0.125)) seconds.
Cost is 5 MP minus 1 for each 7 skill levels beyond level 1. (At levels 8, 15, 22, and 29.)
Wizards get an additional 1 MP reduction to cost.

Clairvoyance Single Target Cost: 4 MP Cast Time: 2 seconds Duration: (Skill + 1) * 30 seconds
Allows the target to see through obstructions. Also increases view distance beginning at level 8 and increasing at levels 15, 23, and 30. No, it doesn't let you cast through walls.

If cast by a Wizard, the target will have a chance to see invisible monsters and players. This chance improves with skill level.

Invisibility
Single Single Target Cost: 6 MP Cast Time: 5 seconds Duration: 30 + (Skill * 15) seconds
Area 3 cell radius Cost: 12 MP Cast Time: 8 seconds Duration: 20 + (Skill * 10) seconds
While active, the target cannot be seen by normal monsters and players. There is a chance to be detected when within 5 tiles of a monster or player. Higher skill level, greater distance from monsters/players, and less crowded areas will decrease the chance to be revealed. Attacking or casting a spell will automatically reveal someone in hiding.

Invisible players do not regenerate MP.


Quest Skills

Many quests are exclusive to eachother. A single character cannot obtain all of these skills.

Mathemagical Restoration Type: Active, Self Only Cost: 2 SP Reuse Delay: 60 seconds
Instantly restores HP to the user. Restoration is based on maximum HP, Health rating, and skill level.

Packing Type: Passive
Increases maximum encumbrance by 5% per skill level.

Invoke Fire Self Only Cost: 10 MP Cast Time: 4 seconds Duration: (Skill * 20) seconds
Causes the weapon held by the user to temporarily become aligned with the fire element. This is a very stressful process and will damage the weapon. Does not work on bows or unarmed fighters.

Invoke Lightning Self Only Cost: 10 MP Cast Time: 4 seconds Duration: (Skill * 20) seconds
Causes the weapon held by the user to temporarily become aligned with the lightning element. This is a very stressful process and will damage the weapon. Does not work on bows or unarmed fighters.

Invoke Ice Self Only Cost: 10 MP Cast Time: 4 seconds Duration: (Skill * 20) seconds
Causes the weapon held by the user to temporarily become aligned with the ice element. This is a very stressful process and will damage the weapon. Does not work on bows or unarmed fighters.

Envenom Self Only Cost: 10 MP Cast Time: 4 seconds Duration: (Skill * 20) seconds
Causes the weapon held by the user to temporarily become aligned with the poison element. This is a very stressful process and will damage the weapon. Does not work on bows or unarmed fighters.

Seal Element Self Only Cost: 10 MP Cast Time: 4 seconds Duration: (Skill * 20) seconds
Causes the weapon held by the user to temporarily lose any elemental alignment. Does not work on bows or unarmed fighters.

Dark Wave
Slow Single Target Cost: 3 MP Cast Time: 3 seconds Power: 100%
Fast Single Target Cost: 2 MP Cast Time: 1 seconds Power: 50%
Area 3 cell radius Cost: 6 MP Cast Time: 3 seconds Power: 75%
May kill the target instantly. Chance to kill is based on the caster's Intelligence, skill, and experience level, and is reduced by the target's Willpower. Dark Wave is more effective against wounded targets than healthy ones.

This spell can be used with "chain casting." Hold Ctrl while clicking the target, and the spell will be cast repeatedly until you press the stop button, select a different spell, or try to move.

White Force Single Target Cost: 12 MP Cast Time: 6 seconds Power: 200%
Deals great damage to a single target, resisted by Willpower. White Force is not associated with any element. Damage is based on the caster's Willpower (not Intelligence), skill, and experience level.

Benediction Type: Passive
The exact effects of this skill are unknown. This skill cannot be improved and is always at level 1.

Heroic Soul Type: Passive
The exact effects of this skill are unknown. This skill cannot be improved and is always at level 1.