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	<id>https://icesus.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Unknown+user</id>
	<title>Icesus Wiki - User contributions [en]</title>
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	<updated>2026-04-24T16:48:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://icesus.org/wiki/index.php?title=Blessings&amp;diff=6959</id>
		<title>Blessings</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Blessings&amp;diff=6959"/>
		<updated>2026-04-23T03:50:58Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The elemental gods bestow blessings on worshippers in good standing. Blessings raise stats, strengthen skills, harden resistances, speed regeneration, and a few do stranger things besides. They cost [[Divine favor|Divine Favours]] (DF) to gain and to keep.&lt;br /&gt;
&lt;br /&gt;
You manage blessings at the [[Temple of Elements]] in the southwestern part of [[Vaerlon]]. The sign in the temple spells out the exact commands. Type &amp;lt;code&amp;gt;blessings&amp;lt;/code&amp;gt; at any time to see what you currently have.&lt;br /&gt;
&lt;br /&gt;
= Becoming a worshipper =&lt;br /&gt;
&lt;br /&gt;
Before any blessing, you must worship an elemental god. Find an altar of the element you want and worship there. After that, the Temple of Elements will accept you. See [[Elements]] for the worship process and [[Divine favor]] for how to earn DF.&lt;br /&gt;
&lt;br /&gt;
= Power tiers =&lt;br /&gt;
&lt;br /&gt;
Blessings come in three regular tiers, plus a special tier for constants:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;minor&#039;&#039;&#039; — modest effect, lowest cost&lt;br /&gt;
* &#039;&#039;&#039;normal&#039;&#039;&#039; — stronger, requires the matching minor first&lt;br /&gt;
* &#039;&#039;&#039;major&#039;&#039;&#039; — strongest, requires the matching normal first&lt;br /&gt;
* &#039;&#039;&#039;constant&#039;&#039;&#039; — paid in [[permanent divine favor|Permanent Divine Favours]] (PDF), no upkeep&lt;br /&gt;
&lt;br /&gt;
You can&#039;t skip tiers — to take a major blessing, you need the normal first; to take normal, you need the minor.&lt;br /&gt;
&lt;br /&gt;
= What blessings can do =&lt;br /&gt;
&lt;br /&gt;
* Improve one stat (strength, constitution, dexterity, intelligence, wisdom, charisma)&lt;br /&gt;
* Boost a skill or spell you have already studied&lt;br /&gt;
* Raise resistance to one damage type&lt;br /&gt;
* Speed hp, sp, or ep regen&lt;br /&gt;
* Special things — these vary; ask in the temple&lt;br /&gt;
&lt;br /&gt;
Skill and spell blessings can lift you up to about a third beyond the maximum your guild teaches, but &#039;&#039;&#039;never past 100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Costs =&lt;br /&gt;
&lt;br /&gt;
Base DF costs to &#039;&#039;&#039;gain&#039;&#039;&#039; a blessing:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! DF cost (base)&lt;br /&gt;
|-&lt;br /&gt;
| minor      || 200&lt;br /&gt;
|-&lt;br /&gt;
| normal     || 3,200&lt;br /&gt;
|-&lt;br /&gt;
| major      || 16,200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your element modifies these costs — some elements pay more, some pay less.&lt;br /&gt;
&lt;br /&gt;
If you already have a blessing of a given tier, the next blessing of that tier costs the base price multiplied by how many you already have. Major blessings stack the same way at the major rate.&lt;br /&gt;
&lt;br /&gt;
== Constant and special blessings ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Constant&#039;&#039;&#039; blessings are paid in PDF, not regular DF. They are bought a quarter at a time:&lt;br /&gt;
&lt;br /&gt;
* one quarter — &#039;&#039;&#039;50, 75 or 100 PDF&#039;&#039;&#039;, depending on element&lt;br /&gt;
* full constant — &#039;&#039;&#039;300 PDF total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Constant DF blessings and regular normal-tier blessings of the same kind do not stack — you have one or the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; blessings have varying PDF prices; the temple sign lists them.&lt;br /&gt;
&lt;br /&gt;
Once you take a blessing, it does not kick in at full power immediately. It strengthens with time. You will feel it cross the quarter, half, three-quarter, and full marks.&lt;br /&gt;
&lt;br /&gt;
= Upkeep =&lt;br /&gt;
&lt;br /&gt;
Active blessings drain DF whenever you regen hp, sp or ep. When all three are full and you are idle, the upkeep stops and your blessings are safe.&lt;br /&gt;
&lt;br /&gt;
Per-tick upkeep:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! DF per tick&lt;br /&gt;
|-&lt;br /&gt;
| minor   || 4&lt;br /&gt;
|-&lt;br /&gt;
| normal  || 7&lt;br /&gt;
|-&lt;br /&gt;
| major   || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your element modifies these too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special and constant blessings have no upkeep.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you run out of DF and an upkeep is due, the blessing starts to &#039;&#039;&#039;wane&#039;&#039;&#039; — its power drops fast and it eventually goes dark. A waned blessing can be reactivated at the Temple at half its original gain cost.&lt;br /&gt;
&lt;br /&gt;
= Relinquishing =&lt;br /&gt;
&lt;br /&gt;
Tired of a blessing? Relinquish it at the Temple. You can&#039;t relinquish a minor while you hold the matching normal, or a normal while you hold the matching major — you must drop higher tiers first.&lt;br /&gt;
&lt;br /&gt;
The gods do not enjoy having their gifts thrown back. There is no mechanical penalty today, but the wizards say there will be.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Divine favor]] — earning DF and PDF&lt;br /&gt;
* [[Permanent divine favor]]&lt;br /&gt;
* [[Elements]] — elemental phases and worship&lt;br /&gt;
* [[Element costs]] — element trade-offs&lt;br /&gt;
* [[Worship]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Element_costs&amp;diff=6958</id>
		<title>Element costs</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Element_costs&amp;diff=6958"/>
		<updated>2026-04-23T03:50:58Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worshipping an element changes how expensive it is to train your stats and regens. Each element favours certain attributes and makes others harder to raise. The numbers below are &#039;&#039;&#039;cost modifiers&#039;&#039;&#039; on the EXP it takes to train — &#039;&#039;&#039;lower is cheaper&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100%&#039;&#039;&#039; means standard cost.&lt;br /&gt;
* &#039;&#039;&#039;70%&#039;&#039;&#039; means it costs you only 70% as much EXP as a non-worshipper to train that thing.&lt;br /&gt;
* &#039;&#039;&#039;200%&#039;&#039;&#039; means it costs you twice as much.&lt;br /&gt;
&lt;br /&gt;
Magic has no living church and is not a worship option. See [[Elements]] for the lore.&lt;br /&gt;
&lt;br /&gt;
= Earth =&lt;br /&gt;
&lt;br /&gt;
The strongest element in physical form. Big, powerful, reasonably wise — but slow-witted and inflexible. Earth worshippers make natural warriors and front-line tanks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat / Regen !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| strength      || 80%&lt;br /&gt;
|-&lt;br /&gt;
| constitution  || 70%&lt;br /&gt;
|-&lt;br /&gt;
| wisdom        || 90%&lt;br /&gt;
|-&lt;br /&gt;
| charisma      || 100%&lt;br /&gt;
|-&lt;br /&gt;
| intelligence  || 150%&lt;br /&gt;
|-&lt;br /&gt;
| dexterity     || 200%&lt;br /&gt;
|-&lt;br /&gt;
| hp regen      || 70%&lt;br /&gt;
|-&lt;br /&gt;
| ep regen      || 90%&lt;br /&gt;
|-&lt;br /&gt;
| sp regen      || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Air =&lt;br /&gt;
&lt;br /&gt;
The most common element in [[Vaerlon]] — most city priests follow Air, so a new worshipper is in good company. Air is old and wise, strongly magical and dexterous. It lacks brute strength and toughness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat / Regen !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| wisdom        || 70%&lt;br /&gt;
|-&lt;br /&gt;
| dexterity     || 80%&lt;br /&gt;
|-&lt;br /&gt;
| charisma      || 90%&lt;br /&gt;
|-&lt;br /&gt;
| intelligence  || 100%&lt;br /&gt;
|-&lt;br /&gt;
| strength      || 150%&lt;br /&gt;
|-&lt;br /&gt;
| constitution  || 200%&lt;br /&gt;
|-&lt;br /&gt;
| sp regen      || 70%&lt;br /&gt;
|-&lt;br /&gt;
| ep regen      || 90%&lt;br /&gt;
|-&lt;br /&gt;
| hp regen      || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Fire =&lt;br /&gt;
&lt;br /&gt;
Common among Icesus folk. Fire kept the valley alive when the Ice came, and people remember it. Volcanoes are believed to be the work of the Fire god himself. Fire is flexible, fast, strong, and intelligent — but lacking in toughness and patience.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat / Regen !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| dexterity     || 70%&lt;br /&gt;
|-&lt;br /&gt;
| strength      || 80%&lt;br /&gt;
|-&lt;br /&gt;
| intelligence  || 90%&lt;br /&gt;
|-&lt;br /&gt;
| charisma      || 150%&lt;br /&gt;
|-&lt;br /&gt;
| constitution  || 150%&lt;br /&gt;
|-&lt;br /&gt;
| wisdom        || 200%&lt;br /&gt;
|-&lt;br /&gt;
| ep regen      || 70%&lt;br /&gt;
|-&lt;br /&gt;
| hp regen      || 90%&lt;br /&gt;
|-&lt;br /&gt;
| sp regen      || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Water =&lt;br /&gt;
&lt;br /&gt;
Water rules everyday life in Icesus. The glaciers ring the valley like a prison wall and feed every plant inside it. Water worshippers tend toward learning and healing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat / Regen !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| intelligence  || 70%&lt;br /&gt;
|-&lt;br /&gt;
| strength      || 80%&lt;br /&gt;
|-&lt;br /&gt;
| dexterity     || 90%&lt;br /&gt;
|-&lt;br /&gt;
| charisma      || 100%&lt;br /&gt;
|-&lt;br /&gt;
| wisdom        || 150%&lt;br /&gt;
|-&lt;br /&gt;
| constitution  || 200%&lt;br /&gt;
|-&lt;br /&gt;
| sp regen      || 70%&lt;br /&gt;
|-&lt;br /&gt;
| hp regen      || 90%&lt;br /&gt;
|-&lt;br /&gt;
| ep regen      || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Elements]] — the elements overview&lt;br /&gt;
* [[Divine favor]] — earning DF&lt;br /&gt;
* [[Blessings]] — DF blessings&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Elements&amp;diff=6957</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Elements&amp;diff=6957"/>
		<updated>2026-04-23T03:50:57Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History =&lt;br /&gt;
The [[aegic|planet Aegic]], on which Icesus is situated, was born from five elemental forces: &#039;&#039;&#039;Fire&#039;&#039;&#039;, &#039;&#039;&#039;Water&#039;&#039;&#039;, &#039;&#039;&#039;Earth&#039;&#039;&#039;, &#039;&#039;&#039;Air&#039;&#039;&#039; and &#039;&#039;&#039;Magic&#039;&#039;&#039;. During a cataclysmic event the god of Magic was annihilated by the [[zrammas|goddess of Fire, Zrammas]], sundering the elemental energies of Magic across the valley of Icesus. Without a god to hear their prayers, the followers of Magic dwindled through the ages and the worship of Magic died.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, these elements still comprise the essence of everything. Most creatures are attuned to a single element and gain additional benefits when that element is in power.&lt;br /&gt;
&lt;br /&gt;
= Worshippers =&lt;br /&gt;
&lt;br /&gt;
The four remaining elements still have living gods and active worshippers. Followers travel to the altars of their god to sacrifice worthy items in exchange for [[divine favor|Divine Favours]] — a sign of the god&#039;s benevolence. Some zealous followers make pilgrimages to the main shrine of their deity, where time spent in the altar room blesses them with increased healing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Sacrifice items for [[divine favor|Divine Favours]]. You can use them to gain blessings from your god.&lt;br /&gt;
&lt;br /&gt;
Over the years, devout followers organised priesthoods to spread their beliefs. The priesthoods are bound to a patron city where they have established a main guild:&lt;br /&gt;
&lt;br /&gt;
* [[priests of air|Priests of Air]], followers of the [[pthuule|Goddess Pthuule]] — [[vaerlon|Vaerlon]]&lt;br /&gt;
* [[priests of fire|Priests of Fire]], followers of the [[zrammas|Goddess Zrammas]] — [[atherton|Atherton]]&lt;br /&gt;
* [[priests of earth|Priests of Earth]], followers of the [[dhubr|God Dhubr]] — [[graemor|Graemor]]&lt;br /&gt;
* [[priests of water|Priests of Water]], followers of the [[albila|God Albila]] — [[cenedoiss|Cenedoiss]]&lt;br /&gt;
&lt;br /&gt;
Magic has no priesthood today. Read [[Aegic]] and [[Legends]] for the full lore.&lt;br /&gt;
&lt;br /&gt;
= Altars and shrines =&lt;br /&gt;
&lt;br /&gt;
To become a follower, travel to the altar dedicated to the desired element and type &amp;lt;code&amp;gt;worship&amp;lt;/code&amp;gt;. The choice is binding until reincarnation — see [[Reincarnation]].&lt;br /&gt;
&lt;br /&gt;
The shared altar in the [[Monument of Stonement]] in [[Vaerlon]] accepts sacrifices from any worshipper, but gives less DF than a dedicated altar. Dedicated altars stand in shrines scattered through the outworld — some close to Vaerlon, some far. Each element has its own &#039;&#039;&#039;temple&#039;&#039;&#039;, usually in rough terrain far from any city; only worshippers of the matching element can sacrifice on the main temple altar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; To worship an elemental god, find the appropriate altar and type &amp;lt;code&amp;gt;worship&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Shrine-map.png|frame|right|Map of shrines around Vaerlon]]&lt;br /&gt;
&lt;br /&gt;
The elemental shrines around [[vaerlon|Vaerlon]]:&lt;br /&gt;
&lt;br /&gt;
# Vaerlon&lt;br /&gt;
# Water Shrine&lt;br /&gt;
# Earth Shrine&lt;br /&gt;
# Fire Shrine&lt;br /&gt;
# Air Shrine&lt;br /&gt;
&lt;br /&gt;
= Province shrines =&lt;br /&gt;
&lt;br /&gt;
After the [[Unraveling]], the new barrier around the valley runs on shrines tended by player-claimed [[Provinces (game feature)|provinces]]. Each province built around a shrine can be consecrated to one element. Sacrifices and consecration there earn DF, harden the barrier in that territory, and matter to everyone who passes through. A neglected shrine weakens — the barrier thins, the cold creeps back, and creatures find their way in.&lt;br /&gt;
&lt;br /&gt;
Tending a shrine of your own element is the closest thing Icesus has to becoming a steward of the god you worship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacrifice bonus by remoteness.&#039;&#039;&#039; Sacrificing at a province shrine is worth more than at a city altar. The further out the province sits, the bigger the bonus:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Remoteness !! DF bonus per sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| Settled    || +0%&lt;br /&gt;
|-&lt;br /&gt;
| Borderland || +3%&lt;br /&gt;
|-&lt;br /&gt;
| Distant    || +6%&lt;br /&gt;
|-&lt;br /&gt;
| Frontier   || +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The shrine &#039;&#039;&#039;blessings&#039;&#039;&#039; you can receive at a province shrine scale the same way: more remote shrines give stronger blessings with longer durations than city altars do. Sacrificing at a province shrine also builds your standing in that province, which unlocks its other services.&lt;br /&gt;
&lt;br /&gt;
See [[Provinces (game feature)]] for the claim process.&lt;br /&gt;
&lt;br /&gt;
= Blessings =&lt;br /&gt;
&lt;br /&gt;
Certain blessings may be gained by spending Divine Favours, granting body and skill bonuses beyond your trained ability. There are four types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor&#039;&#039;&#039; — modest effect, lowest cost&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039; — stronger, requires the matching minor first&lt;br /&gt;
* &#039;&#039;&#039;Major&#039;&#039;&#039; — strongest, requires the matching normal first&lt;br /&gt;
* &#039;&#039;&#039;Constant&#039;&#039;&#039; — paid in [[permanent divine favor|Permanent Divine Favours]] only, no upkeep&lt;br /&gt;
&lt;br /&gt;
Blessings are gained at the [[Temple of Elements]] in [[Vaerlon]]; the sign there spells out the commands. Full breakdown at [[Blessings]].&lt;br /&gt;
&lt;br /&gt;
= Phases =&lt;br /&gt;
&lt;br /&gt;
The strength of each element waxes and wanes in a cycle of five phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;magic » fire » earth » water » air »&#039;&#039;&#039; (back to magic)&lt;br /&gt;
&lt;br /&gt;
The length of each phase is identical to the orbit of [[Aythzilla]], one of the Icesusian moons — &#039;&#039;&#039;23 game days&#039;&#039;&#039;. An element is strongest during its own phase and weakest during the phase of its opposite.&lt;br /&gt;
&lt;br /&gt;
Opposites:&lt;br /&gt;
&lt;br /&gt;
* Fire ↔ Water&lt;br /&gt;
* Earth ↔ Air&lt;br /&gt;
* Magic has no opposite&lt;br /&gt;
&lt;br /&gt;
During an element&#039;s phase, followers of that element gain additional Divine Favour from sacrifices, random beneficial effects, and improvements to abilities sensitive to elemental fluctuations. Strange things are said to happen during the phase of Magic — people speak of them in low voices.&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt; to see the current phase.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Element costs]] — stat cost modifiers per element&lt;br /&gt;
* [[Divine favor]] — earning and spending DF&lt;br /&gt;
* [[Permanent divine favor]]&lt;br /&gt;
* [[Blessings]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Provinces (game feature)]] — claiming and tending a shrine&lt;br /&gt;
* [[Aegic]], [[Legends]]&lt;br /&gt;
&lt;br /&gt;
In-game help:&lt;br /&gt;
 help blessing&lt;br /&gt;
 help divine favor&lt;br /&gt;
 help elements&lt;br /&gt;
 help element costs&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]][[category:Newbie tome]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Cantrips&amp;diff=6956</id>
		<title>Cantrips</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Cantrips&amp;diff=6956"/>
		<updated>2026-04-23T03:50:57Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cantrips are minor spells that live outside any guild&#039;s curriculum. Most are small, useful, or charming things — floating letters, return home, parlour tricks. A few are surprisingly powerful, but those are rare and well kept.&lt;br /&gt;
&lt;br /&gt;
= How they differ from regular spells =&lt;br /&gt;
&lt;br /&gt;
Regular spells are taught in guild rooms by guild trainers. Cantrips are taught by individual people. The cantrip teacher might be a hermit in the woods, an old woman in a village, a half-mad scholar in some forgotten library — or anyone in between. There is no central list. You find them by talking to people and asking what they know.&lt;br /&gt;
&lt;br /&gt;
The simple cantrips have many teachers. The dangerous and useful ones have few, and those few don&#039;t always advertise.&lt;br /&gt;
&lt;br /&gt;
= Studying a cantrip =&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve found a teacher and a cantrip you want:&lt;br /&gt;
&lt;br /&gt;
 study &amp;lt;cantrip&amp;gt; from &amp;lt;teacher&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost anyone can learn cantrips, but the cost and the chance of success depend on your background and your intelligence. A scholar with a magical upbringing learns faster than a peasant who never opened a book.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t read a cantrip&#039;s full help text until you&#039;ve learned at least a little of it. Before that, ask the teacher about it — most will give a hint about what the cantrip does, so you can decide if it&#039;s worth your time and money.&lt;br /&gt;
&lt;br /&gt;
= Finding teachers =&lt;br /&gt;
&lt;br /&gt;
Try talking to NPCs you encounter, especially the unusual ones. &amp;lt;code&amp;gt;ask &amp;lt;person&amp;gt; about cantrip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ask &amp;lt;person&amp;gt; about teaching&amp;lt;/code&amp;gt; is a good opening. Players who have learned rare cantrips sometimes share where they found their teachers, but don&#039;t expect the secret ones to be handed out.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[Magic]] — regular spellcasting&lt;br /&gt;
* [[Talents]] — other learnable abilities&lt;br /&gt;
* [[Skills and spells]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Magic&amp;diff=6955</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Magic&amp;diff=6955"/>
		<updated>2026-04-23T03:50:56Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic in Icesus comes in two flavours. Most spells are whole units you cast as-is — &amp;lt;code&amp;gt;cast mirror image&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cast erosion at troll&amp;lt;/code&amp;gt;. Mages also have &#039;&#039;&#039;combination spells&#039;&#039;&#039;, where you stitch a base shape together with a damage type at the moment of casting. Both kinds pick targets the same way.&lt;br /&gt;
&lt;br /&gt;
= Picking a target =&lt;br /&gt;
&lt;br /&gt;
The target word can follow the spell directly, with or without &#039;&#039;at&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 cast erosion at troll&lt;br /&gt;
 cast erosion troll&lt;br /&gt;
&lt;br /&gt;
If you cast a damaging spell with no target, it lands on whatever you are currently fighting. If you cast a non-damaging spell with no target (a self-buff, for instance), it lands on you.&lt;br /&gt;
&lt;br /&gt;
= Combination spells (mages only) =&lt;br /&gt;
&lt;br /&gt;
A combination spell is built as:&lt;br /&gt;
&lt;br /&gt;
 cast &amp;lt;base&amp;gt; of &amp;lt;damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; is the shape: arrow, ball, storm, rain, and others. Different bases trade damage against difficulty.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;damage&#039;&#039;&#039; is the kind of energy: fire, cold, acid, lightning, steam, ice. Monsters resist some types and are weak to others, so picking the right damage type matters. Most mages specialize in one or two damage types rather than spreading thin.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
 cast arrow of steam at monster&lt;br /&gt;
 cast ball of ice at monster&lt;br /&gt;
 cast rain of acid&lt;br /&gt;
&lt;br /&gt;
You can put a modifier in front of the base for a smaller, easier-to-cast version:&lt;br /&gt;
&lt;br /&gt;
 cast small arrow of steam at monster&lt;br /&gt;
&lt;br /&gt;
Combination order is fixed: &#039;&#039;base&#039;&#039;, then &#039;&#039;of&#039;&#039;, then &#039;&#039;damage&#039;&#039;. These do &#039;&#039;&#039;not&#039;&#039;&#039; work:&lt;br /&gt;
&lt;br /&gt;
 cast steam arrow         (wrong order)&lt;br /&gt;
 cast arrow steam         (&#039;of&#039; missing)&lt;br /&gt;
&lt;br /&gt;
How well a combination casts depends on your skill in each part — and the weakest of the parts pulls the average down more sharply than the others, so a poorly-trained damage type drags an otherwise solid caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; a few non-combination spells just happen to contain the word &#039;&#039;of&#039;&#039;. &amp;lt;code&amp;gt;cast orb of light&amp;lt;/code&amp;gt; is one whole spell, not a combination. Knowing &#039;&#039;arrow&#039;&#039;, &#039;&#039;steam&#039;&#039; and &#039;&#039;orb of light&#039;&#039; does &#039;&#039;&#039;not&#039;&#039;&#039; let you cast &#039;&#039;orb of steam&#039;&#039; or &#039;&#039;arrow of light&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Casting in combat =&lt;br /&gt;
&lt;br /&gt;
Combat is run on [[Combat points|combat points]]. Spellcasters need points in casting:&lt;br /&gt;
&lt;br /&gt;
 battle -a casting&lt;br /&gt;
&lt;br /&gt;
No casting points means no spells go off, no matter how well you&#039;ve trained. The skill &#039;&#039;concentrated casting&#039;&#039; expands the casting budget.&lt;br /&gt;
&lt;br /&gt;
Pure casters fight better unarmed and unarmoured: most weapons can&#039;t be used while casting, and heavy armour hinders the work. A few special weapons let a caster swing and cast both — uncommon, but they exist. If you plan to mix melee and magic, talk to a hybrid guild.&lt;br /&gt;
&lt;br /&gt;
= Spell points and weakness =&lt;br /&gt;
&lt;br /&gt;
Casting drains &#039;&#039;&#039;spell points&#039;&#039;&#039; (SP, the middle number on your prompt). Run SP very low and your body weakens — this is &#039;&#039;&#039;magical weakness&#039;&#039;&#039;, which lowers your stat maximums and is genuinely dangerous. Two things help:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;magical endurance&#039;&#039;&#039; [[Blessings|blessing]] reduces the effects.&lt;br /&gt;
* The [[Spell weaver|spell weaver]] race is immune to magical weakness entirely (its &#039;&#039;&#039;major magical endurance&#039;&#039;&#039; racial ability).&lt;br /&gt;
&lt;br /&gt;
= Skills that matter =&lt;br /&gt;
&lt;br /&gt;
== Mages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;magic lore&#039;&#039;&#039; — helps with every spell&lt;br /&gt;
* &#039;&#039;&#039;cast fire&#039;&#039;&#039;, &#039;&#039;&#039;cast cold&#039;&#039;&#039;, &#039;&#039;&#039;cast acid&#039;&#039;&#039;, &#039;&#039;&#039;cast lightning&#039;&#039;&#039; — per damage type&lt;br /&gt;
* &#039;&#039;&#039;fire focusing&#039;&#039;&#039;, &#039;&#039;&#039;cold focusing&#039;&#039;&#039;, etc. — per damage type&lt;br /&gt;
* &#039;&#039;&#039;concentrated casting&#039;&#039;&#039; — bigger casting budget&lt;br /&gt;
* &#039;&#039;&#039;extract magic&#039;&#039;&#039; — pulls magic jelly from hearts (used for rites)&lt;br /&gt;
&lt;br /&gt;
== Priests ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;element&amp;gt; lore&#039;&#039;&#039; — air lore, earth lore, fire lore, water lore&lt;br /&gt;
* Doctrine and ritual skills — vary by guild&lt;br /&gt;
* &#039;&#039;&#039;rite of success&#039;&#039;&#039; — see below&lt;br /&gt;
&lt;br /&gt;
Train what your guild teaches first; specialise after.&lt;br /&gt;
&lt;br /&gt;
= Rites =&lt;br /&gt;
&lt;br /&gt;
Both priests and mages can perform the &#039;&#039;&#039;rite of success&#039;&#039;&#039;, which raises the chance the next spell completes cleanly:&lt;br /&gt;
&lt;br /&gt;
 perform rite of success&lt;br /&gt;
&lt;br /&gt;
Priests pay for it in [[Divine favor|Divine Favours]]. Mages need &#039;&#039;&#039;magic jelly&#039;&#039;&#039;, extracted from hearts with the spell &amp;lt;code&amp;gt;extract magic&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Mages also have the &#039;&#039;&#039;rite of power&#039;&#039;&#039;, which boosts the damage of their next offensive spell:&lt;br /&gt;
&lt;br /&gt;
 perform rite of power&lt;br /&gt;
&lt;br /&gt;
Same magic-jelly cost. Many mages keep a few jelly on hand specifically for opening big fights with a powered shot.&lt;br /&gt;
&lt;br /&gt;
= Elemental phase =&lt;br /&gt;
&lt;br /&gt;
The world cycles through five elemental phases. Casting is easier when the current phase is the [[Elements|Magic]] phase. Type &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt; to see what phase it is.&lt;br /&gt;
&lt;br /&gt;
The cycle order is always: &#039;&#039;&#039;magic → fire → earth → water → air → magic&#039;&#039;&#039;. Each phase lasts 23 game days (the orbit of the moon Aythzilla). Read [[Elements]] for the full picture.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Combat]] — combat overview&lt;br /&gt;
* [[Combat points]] — attack/defence/casting split&lt;br /&gt;
* [[Spells]] — list of spell categories&lt;br /&gt;
* [[Cantrips]] — minor spells learned outside guilds&lt;br /&gt;
* [[Elements]] — elemental phases&lt;br /&gt;
* [[Blessings]] — divine blessings, including magical endurance&lt;br /&gt;
* [[Divine favor]] — earning DF&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Ranged_weapons&amp;diff=6954</id>
		<title>Ranged weapons</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Ranged_weapons&amp;diff=6954"/>
		<updated>2026-04-23T03:50:56Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bows, crossbows, slings, blowguns and thrown weapons let you hit something before it can hit you back. Done well, ranged combat can soften an opponent badly before melee even starts. Done badly, you spend the fight reloading while you get clubbed in the face.&lt;br /&gt;
&lt;br /&gt;
This page covers the basics of ranged weapons. For thrown weapons (axes, daggers, javelins as projectiles), see [[Throw|throw]].&lt;br /&gt;
&lt;br /&gt;
= The basic loop =&lt;br /&gt;
&lt;br /&gt;
You need three things: a ranged weapon, ammunition, and a target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reload &amp;lt;weapon&amp;gt;&amp;lt;/code&amp;gt; — load ammunition&lt;br /&gt;
* &amp;lt;code&amp;gt;aim &amp;lt;target&amp;gt;&amp;lt;/code&amp;gt; — line up the shot&lt;br /&gt;
* &amp;lt;code&amp;gt;shoot&amp;lt;/code&amp;gt; — fire&lt;br /&gt;
&lt;br /&gt;
Aiming lets you choose between an easy general shot and a difficult shot at a weak point. The difficult shot is slower but hits much harder. The &#039;&#039;&#039;critical areas&#039;&#039;&#039; aim is especially powerful when combined with a damaging combat style like [[Combat styles|savage]].&lt;br /&gt;
&lt;br /&gt;
= Reloading and being attacked =&lt;br /&gt;
&lt;br /&gt;
You cannot reload while something is hitting you. The classic ranged loop assumes someone — or something — is keeping the enemy off your back:&lt;br /&gt;
&lt;br /&gt;
* A frontline party member tanks while you fire from behind. Most parties expect this from their archers.&lt;br /&gt;
* A controlled minion (charmed pet, summoned creature, raised undead, golem) holds the line for you.&lt;br /&gt;
* You sneak in unseen, fire once, and disappear. Rangers who train &#039;&#039;move silently&#039;&#039; and &#039;&#039;hide in shadows&#039;&#039; can pull this off solo.&lt;br /&gt;
&lt;br /&gt;
Solo archery against tough opponents is hard. Plan around it.&lt;br /&gt;
&lt;br /&gt;
= Skills that matter =&lt;br /&gt;
&lt;br /&gt;
The weapon-family skills:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;archery&#039;&#039;&#039; — bows&lt;br /&gt;
* &#039;&#039;&#039;blowguns&#039;&#039;&#039; — blowguns&lt;br /&gt;
* &#039;&#039;&#039;slinging&#039;&#039;&#039; — slings&lt;br /&gt;
* &#039;&#039;&#039;crossbows&#039;&#039;&#039; — crossbows&lt;br /&gt;
&lt;br /&gt;
And the universal ones — these affect every ranged weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;sharpshooting&#039;&#039;&#039; — accuracy and effect overall&lt;br /&gt;
* &#039;&#039;&#039;timing&#039;&#039;&#039; — rate of fire&lt;br /&gt;
* &#039;&#039;&#039;find weakness&#039;&#039;&#039; — critical hits&lt;br /&gt;
* &#039;&#039;&#039;enhance criticals&#039;&#039;&#039; — critical hits&lt;br /&gt;
* &#039;&#039;&#039;marksmanship&#039;&#039;&#039; — high-level shooting mastery&lt;br /&gt;
* &#039;&#039;&#039;focus of a marksman&#039;&#039;&#039; — passively grows with practice, eventually speeds up the loop&lt;br /&gt;
&lt;br /&gt;
Most are taught by guilds with a ranged tradition (rangers, some warrior guilds). &#039;&#039;&#039;Animal lore&#039;&#039;&#039; helps when you&#039;re shooting at animals.&lt;br /&gt;
&lt;br /&gt;
Your dexterity helps a lot. Strength matters for bows — some bows have a draw weight you must meet to use them properly.&lt;br /&gt;
&lt;br /&gt;
= Combat style and combat points =&lt;br /&gt;
&lt;br /&gt;
Your combat style affects ranged weapons too: faster styles shoot faster, hard-hitting styles hit harder, defensive styles are slow. The savage style combined with the critical-areas aim is a classic high-damage opener.&lt;br /&gt;
&lt;br /&gt;
Assign most of your [[Combat points|combat points]] to attack to shoot and reload quickly. Without attack points you fire rarely if at all.&lt;br /&gt;
&lt;br /&gt;
= Ammunition =&lt;br /&gt;
&lt;br /&gt;
Bows take arrows, crossbows take bolts, slings take stones or bullets, blowguns take darts. Ammunition comes in many variants: regular, flame, poisoned, magical, divinely made, and more. Magical and well-crafted ammunition hits more reliably and harder.&lt;br /&gt;
&lt;br /&gt;
You can sort and reload using descriptive words — anything visible in the arrow&#039;s description, you can filter on. For example:&lt;br /&gt;
&lt;br /&gt;
 get all flame arrow to quiver&lt;br /&gt;
 reload bow with poisoned sheaf arrow from quiver&lt;br /&gt;
 drop all not poisoned arrow from quiver&lt;br /&gt;
 get all made by misrobo from corpse to quiver&lt;br /&gt;
&lt;br /&gt;
= Wear and breakage =&lt;br /&gt;
&lt;br /&gt;
Bows lose stiffness with use and may eventually break. This is normal. Only the most powerful magical bows are immune. Treat ranged weapons like any other gear: repair them before they fail. See [[Equipment damage]].&lt;br /&gt;
&lt;br /&gt;
= Where ranged combat shines =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Opening a fight before the enemy reaches you.&#039;&#039;&#039; A flame arrow can take a chunk off a tough monster while it&#039;s still charging.&lt;br /&gt;
* &#039;&#039;&#039;Hunting from cover.&#039;&#039;&#039; Some prey is easier to drop at range than to wrestle.&lt;br /&gt;
* &#039;&#039;&#039;Supporting a melee party from the back row.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pure archery as a sole strategy works, but takes more investment than melee. Most ranged characters carry a melee weapon for the moment the enemy closes.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Bows]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Combat styles]]&lt;br /&gt;
* [[Combat points]]&lt;br /&gt;
* [[Equipment damage]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Throw]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Equipment_damage&amp;diff=6953</id>
		<title>Equipment damage</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Equipment_damage&amp;diff=6953"/>
		<updated>2026-04-23T03:50:56Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons and armour wear down in combat. A piece in good condition performs as it should; a battered one starts to let you down. This page covers what damages your gear and how to keep it in shape.&lt;br /&gt;
&lt;br /&gt;
= What causes damage =&lt;br /&gt;
&lt;br /&gt;
Damage to gear is &#039;&#039;&#039;uncommon&#039;&#039;&#039;. Most hits leave it untouched. When something does land hard enough to hurt your equipment, three things matter:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Damage type&#039;&#039;&#039; — Acid eats most things. Fire melts some metals. Physical wears slowly. Different materials react differently to different attacks. For example, fire is rough on tin but mostly bounces off mithril.&lt;br /&gt;
* &#039;&#039;&#039;Material&#039;&#039;&#039; — Titanium and mithril shrug off most hits. Wood and leather lose quality fast. Materials have specific weaknesses too.&lt;br /&gt;
* &#039;&#039;&#039;The hit itself&#039;&#039;&#039; — Light blows do not damage gear at all. Damage starts mattering when the opponent can hit hard. Low-level adventurers rarely lose gear because the monsters they fight do not hit hard enough.&lt;br /&gt;
&lt;br /&gt;
= What damage does =&lt;br /&gt;
&lt;br /&gt;
Damage lowers an item&#039;s quality slowly. Small scratches do nothing you can feel; sustained wear makes the item perform worse — armour that protects less, weapons that swing slower or hit lighter. Keep your gear in good shape.&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;eq check&amp;lt;/code&amp;gt; to see how worn your equipment is.&lt;br /&gt;
&lt;br /&gt;
= Where to get repairs =&lt;br /&gt;
&lt;br /&gt;
The artisan rework split the smith trades into three layers. Each one handles a different part of the spectrum.&lt;br /&gt;
&lt;br /&gt;
== City smiths (NPCs) ==&lt;br /&gt;
&lt;br /&gt;
In every major settlement. They handle straightforward repair on common metals and leathers for a small fee. Always there, always open, and enough for most everyday gear. Find them in any market street.&lt;br /&gt;
&lt;br /&gt;
== Player smiths (Artisan Pro Smiths) ==&lt;br /&gt;
&lt;br /&gt;
Players from the [[Artisans|Artisan]] guild offer a wider range of services than NPC smiths:&lt;br /&gt;
&lt;br /&gt;
* repair&lt;br /&gt;
* reforge&lt;br /&gt;
* refit&lt;br /&gt;
* sharpen&lt;br /&gt;
* finalize&lt;br /&gt;
* engrave&lt;br /&gt;
&lt;br /&gt;
…and often at better quality. Their guild halls are training hearths — the serious work happens at province workshops (see below). Ask on the [[Channels|wanted]] channel if you need a smith, or watch [[Sales|sales]] for advertised rates.&lt;br /&gt;
&lt;br /&gt;
== Province workshops ==&lt;br /&gt;
&lt;br /&gt;
Player-claimed [[Provinces (game feature)|provinces]] can build smithy buildings that scale by tier. The bigger and better-developed the province workshop, the heavier the work it can take on. &#039;&#039;&#039;Rare-material repair&#039;&#039;&#039; (mithril, adamantium, iceron, titanium and their peers) is a province-workshop trade — it needs both a strong forge and a smith trained for it, and usually a piece of the original material to mend.&lt;br /&gt;
&lt;br /&gt;
A province with a high-tier smithy and an active player smith is the best repair option in the valley.&lt;br /&gt;
&lt;br /&gt;
= What is safe from damage =&lt;br /&gt;
&lt;br /&gt;
Some pieces never wear:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guild items&#039;&#039;&#039; — always indestructible&lt;br /&gt;
* &#039;&#039;&#039;Specially enchanted gear&#039;&#039;&#039; — sometimes protected&lt;br /&gt;
* &#039;&#039;&#039;Worn jewelry, rings&#039;&#039;&#039; — usually safe from melee, but area spells (acid storm, firestorm, etc.) can still hit them&lt;br /&gt;
&lt;br /&gt;
Worn slots and wielded weapons are the usual victims.&lt;br /&gt;
&lt;br /&gt;
= Habits that protect your gear =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mark your favourite pieces&#039;&#039;&#039; — marked items take damage less often. See [[Marking|mark]].&lt;br /&gt;
* &#039;&#039;&#039;Carry a backup weapon&#039;&#039;&#039; — if your primary breaks mid-fight, you don&#039;t want to be empty-handed.&lt;br /&gt;
* &#039;&#039;&#039;Repair before pieces get badly worn&#039;&#039;&#039; — smith fees climb sharply at low quality. The longer you wait, the more it costs.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Weapons]], [[Armour]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[Glowing equipment]]&lt;br /&gt;
* [[Provinces (game feature)]]&lt;br /&gt;
* [[Channels]], [[Sales]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Armour&amp;diff=6952</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Armour&amp;diff=6952"/>
		<updated>2026-04-23T03:50:55Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armour is your basic life insurance. Even a leather jerkin has saved more adventurers than every spell of healing put together. This page covers the essentials; for the full type and material lists, see [[Armour types]] and [[Materials]].&lt;br /&gt;
&lt;br /&gt;
= Slots: what you can cover =&lt;br /&gt;
&lt;br /&gt;
Different parts of your body wear different pieces. Type &amp;lt;code&amp;gt;slots&amp;lt;/code&amp;gt; to see what you have, what is currently covered, and how well. Most humanoids have head, neck, torso, arms, hands, legs, and feet. Beasts and stranger races vary.&lt;br /&gt;
&lt;br /&gt;
Manage your armour with:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;eq&amp;lt;/code&amp;gt; — list what you&#039;re wearing and wielding&lt;br /&gt;
* &amp;lt;code&amp;gt;wear &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt; — put on&lt;br /&gt;
* &amp;lt;code&amp;gt;remove &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt; — take off&lt;br /&gt;
* &amp;lt;code&amp;gt;wear all&amp;lt;/code&amp;gt; — wear everything in your inventory you can&lt;br /&gt;
&lt;br /&gt;
Cover the vulnerable spots first: head, neck, torso, legs. Hits in combat fall on specific body parts. A bare head takes the full force of every blow that lands on it, no matter how good your breastplate is. Read [[Adjectives]] for the order of protection adjectives the game uses.&lt;br /&gt;
&lt;br /&gt;
= Sizing =&lt;br /&gt;
&lt;br /&gt;
Armour is sized for the wearer. You can squeeze into pieces that are within roughly a third of your own size — bigger or smaller. For an exact fit, find a smith who can resize it. Resizing usually costs a small fee. Larger races generally pay more.&lt;br /&gt;
&lt;br /&gt;
= Armour Classes =&lt;br /&gt;
&lt;br /&gt;
Armour comes in three weight classes. Each one trades protection against mobility and combat speed.&lt;br /&gt;
&lt;br /&gt;
== Light Armour ==&lt;br /&gt;
For those who prefer mobility over protection. The protection is modest, but even the lightest armour beats none at all. The best NPC-available light material is chitinium silk — expensive, but excellent. Suitable for monks, dexterous fighters, and anyone whose role is dodging rather than soaking.&lt;br /&gt;
&lt;br /&gt;
== Medium Armour ==&lt;br /&gt;
The most common protection in Icesus. Heavier than light, but with much better defence. Cheaper than heavy and far lighter — a solid compromise. Most fighters wear medium until they outgrow it.&lt;br /&gt;
&lt;br /&gt;
== Heavy Armour ==&lt;br /&gt;
Plate and the like. The strongest protection, but very heavy, hot, and cumbersome — combat penalties for the unfit, expensive, and uncommon. Only stronger and more experienced fighters wear it well. A monk in plate fights badly; a frontline warrior in robes dies quickly. Match the armour to the role.&lt;br /&gt;
&lt;br /&gt;
= Material and Quality =&lt;br /&gt;
&lt;br /&gt;
Materials run from cloth and leather up through chitinium silk, steel, mithril, and rarer things. The smith&#039;s craft (its quality) matters almost as much as what it&#039;s made of. The better the material and quality, the better the protection.&lt;br /&gt;
&lt;br /&gt;
For the full list of armour types and which materials work for each, see [[Armour types]] and [[Materials]].&lt;br /&gt;
&lt;br /&gt;
= Wear and Repair =&lt;br /&gt;
&lt;br /&gt;
Armour takes damage in combat. A worn-out helmet protects worse than a new one — sometimes much worse. Repairs are handled by city smiths, player Pro Smiths, and province workshops, each handling different parts of the spectrum. Type &amp;lt;code&amp;gt;eq check&amp;lt;/code&amp;gt; to look over what you&#039;re wearing for wear.&lt;br /&gt;
&lt;br /&gt;
Some pieces are protected from damage entirely:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guild items&#039;&#039;&#039; — always indestructible&lt;br /&gt;
* &#039;&#039;&#039;Specially enchanted gear&#039;&#039;&#039; — sometimes protected&lt;br /&gt;
* &#039;&#039;&#039;Worn jewelry, rings&#039;&#039;&#039; — usually safe from melee, but area spells (acid storm, firestorm, etc.) can still hit them&lt;br /&gt;
&lt;br /&gt;
Full breakdown at [[Equipment damage]].&lt;br /&gt;
&lt;br /&gt;
= Glow =&lt;br /&gt;
&lt;br /&gt;
Magical armour glows. The glow tells you something is enchanted, but doesn&#039;t reveal what without identification. See [[Glowing equipment]].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Armour types]] — full list of armour types&lt;br /&gt;
* [[Materials]] — what armour is made from&lt;br /&gt;
* [[Equipment damage]] — wear, breakage, repair&lt;br /&gt;
* [[Combat]] — combat overview&lt;br /&gt;
* [[Glowing equipment]]&lt;br /&gt;
* [[Adjectives]] — order of protection adjectives&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Weapons&amp;diff=6951</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Weapons&amp;diff=6951"/>
		<updated>2026-04-23T03:50:55Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Icesus do more than swing. The kind of weapon, what it&#039;s made from, and how well it&#039;s made all change how it feels in combat. This page is the overview; deeper topics have their own pages.&lt;br /&gt;
&lt;br /&gt;
Lighter and smaller weapons are faster, but heavier and larger weapons hit harder. Larger races tend to use larger weapons — the biggest can swing greatswords one-handed. Balance is usually the key. A common pattern is one weapon for offense and a [[Shields|shield]] for defense, or two offensive weapons if you can take the hits.&lt;br /&gt;
&lt;br /&gt;
= Weapon families =&lt;br /&gt;
&lt;br /&gt;
Every weapon belongs to one of three families.&lt;br /&gt;
&lt;br /&gt;
== Bludgeoning ==&lt;br /&gt;
&lt;br /&gt;
Easiest to learn, dependable damage. Forgiving for new fighters and crushing in the hands of one who&#039;s trained the family.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hammers&#039;&#039;&#039; — the easiest of all to use, especially mauls. Common, cheap, and good for low-level players as well as veterans.&lt;br /&gt;
* &#039;&#039;&#039;Maces&#039;&#039;&#039; — solid one-handed weapon for a beginner. Few magical maces exist, so many fighters move to mauls later.&lt;br /&gt;
* &#039;&#039;&#039;Flails&#039;&#039;&#039; — hard to use and harder to find a good one. Bad at defence.&lt;br /&gt;
* &#039;&#039;&#039;Staves&#039;&#039;&#039; — great for parrying. Defensive, low damage, fairly common.&lt;br /&gt;
* &#039;&#039;&#039;Shields&#039;&#039;&#039; — mainly defensive but can bash. Low damage; works with the [[Shield rush|shield rush]] maneuver.&lt;br /&gt;
&lt;br /&gt;
== Slashing ==&lt;br /&gt;
&lt;br /&gt;
Harder to wield well, devastating once mastered. The favourite of trained warriors.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — excellent for both offence and defence. Easy to find, easy to use, and very strong in skilled hands.&lt;br /&gt;
* &#039;&#039;&#039;Axes&#039;&#039;&#039; — harder to use than swords, less suitable for parrying, but they hit hard. Not many great ones exist; the best ones are very good.&lt;br /&gt;
* &#039;&#039;&#039;Whips&#039;&#039;&#039; — a slashing weapon with its own niche. Specialised use.&lt;br /&gt;
&lt;br /&gt;
== Piercing ==&lt;br /&gt;
&lt;br /&gt;
Middle ground. Good for setting up bleeds and reaching through gaps in armour.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039; — the most common and worthwhile piercing weapon. Cheap to start; the best ones are expensive and rare. Excellent for centaurs.&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039; — heavy reach weapons.&lt;br /&gt;
* &#039;&#039;&#039;Daggers and shortswords&#039;&#039;&#039; — small, fast, low damage. Nice for a weakling, beginner, or assassin. Very common.&lt;br /&gt;
&lt;br /&gt;
The weapon family also decides which &#039;&#039;&#039;hit styles&#039;&#039;&#039; your combat style produces — the actual swings (slash, thrust, pound, etc.) that drive the combat messages. See [[Combat styles]] for the full mapping.&lt;br /&gt;
&lt;br /&gt;
= Weapon Skills =&lt;br /&gt;
&lt;br /&gt;
Use a weapon well, and you need three layers of skill:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;melee&#039;&#039;&#039; — the basics of swinging at things&lt;br /&gt;
* The family skill — &#039;&#039;&#039;slashing weapons&#039;&#039;&#039;, &#039;&#039;&#039;piercing weapons&#039;&#039;&#039;, or &#039;&#039;&#039;bludgeoning weapons&#039;&#039;&#039;&lt;br /&gt;
* The specific weapon skill — &#039;&#039;&#039;swords&#039;&#039;&#039;, &#039;&#039;&#039;axes&#039;&#039;&#039;, &#039;&#039;&#039;maces&#039;&#039;&#039;, &#039;&#039;&#039;spears&#039;&#039;&#039;, etc.&lt;br /&gt;
&lt;br /&gt;
All three matter. A character with no melee and no family skill will struggle even with a fine weapon. Most combat guilds teach the relevant skills as you level — see [[Guilds]] and your guild&#039;s training rooms.&lt;br /&gt;
&lt;br /&gt;
= Materials and Quality =&lt;br /&gt;
&lt;br /&gt;
Weapons are made of materials ranging from wood and bone up through bronze, steel, and rare alloys. The material plus the smith&#039;s craft (its quality) decides how well the weapon cuts and how reliably it does so. A well-made steel sword beats a sloppy mithril one most days. Rare-material weapons (mithril, adamantium, titanium and their peers) drop in the world rather than being forged from raw stock by player smiths.&lt;br /&gt;
&lt;br /&gt;
Heavier materials hit harder but cost more combat points to swing. Lighter materials swing fast.&lt;br /&gt;
&lt;br /&gt;
See [[Materials]] and [[Weapon types]] for the full list.&lt;br /&gt;
&lt;br /&gt;
= Hands and wielding =&lt;br /&gt;
&lt;br /&gt;
When you wield a weapon it goes into your primary hand by default. A second weapon goes to the secondary hand and swings less often. Some races have more than two arms; some have none. Type &amp;lt;code&amp;gt;eq&amp;lt;/code&amp;gt; to see what you&#039;re wearing and wielding.&lt;br /&gt;
&lt;br /&gt;
Empty primary hand = bare-fisted strikes. Fine for [[Monks|monks]], weak for everyone else.&lt;br /&gt;
&lt;br /&gt;
Two-handed grip is stronger (fewer fumbles), and lets smaller characters manage larger weapons more cleanly. Wield in two hands explicitly with &amp;lt;code&amp;gt;wield &amp;lt;item&amp;gt; in right hand,left hand&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= Wear and Repair =&lt;br /&gt;
&lt;br /&gt;
Weapons take damage from hard hits and certain spells, and lose quality over time. A worn weapon performs worse than a fresh one. Repairs are handled by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;City smiths&#039;&#039;&#039; (NPCs) — common materials, small fee, always open. Enough for most everyday gear.&lt;br /&gt;
* &#039;&#039;&#039;Player smiths&#039;&#039;&#039; — Pro Smiths from the Artisan guild offer repair, reforge, refit, sharpen, finalize, and engrave. Often at better quality than NPCs. Ask on the [[Channels|wanted]] channel.&lt;br /&gt;
* &#039;&#039;&#039;Province workshops&#039;&#039;&#039; — heavy work and rare-material repair. The bigger the province workshop, the more it can take on. Mithril, adamantium and other rare materials usually need a piece of the original to mend.&lt;br /&gt;
&lt;br /&gt;
Full details at [[Equipment damage]]. See also [[Markets]] and [[Sales]].&lt;br /&gt;
&lt;br /&gt;
= Glow =&lt;br /&gt;
&lt;br /&gt;
Magical weapons glow. The glow tells you a weapon is enchanted, but doesn&#039;t reveal what without identification. See [[Glowing equipment]].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Weapon types]] — full list of weapon subtypes&lt;br /&gt;
* [[Materials]] — what weapons are made from&lt;br /&gt;
* [[Combat]] — combat overview&lt;br /&gt;
* [[Combat styles]] — how style picks the hit&lt;br /&gt;
* [[Combat points]] — attack/defence/casting split&lt;br /&gt;
* [[Glowing equipment]]&lt;br /&gt;
* [[Ranged weapons]] — bows, slings, crossbows&lt;br /&gt;
* [[Equipment damage]] — wear and repair&lt;br /&gt;
* [[Bows]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Combat_styles&amp;diff=6950</id>
		<title>Combat styles</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Combat_styles&amp;diff=6950"/>
		<updated>2026-04-23T03:50:55Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;combat style&#039;&#039;&#039; decides &#039;&#039;how&#039;&#039; your character fights. Set yours with &amp;lt;code&amp;gt;combatstyle &amp;lt;name&amp;gt;&amp;lt;/code&amp;gt;, or use &amp;lt;code&amp;gt;battle -c &amp;lt;name&amp;gt;&amp;lt;/code&amp;gt;. The style stays in effect until you change it.&lt;br /&gt;
&lt;br /&gt;
There are twelve styles plus the default &#039;&#039;normal&#039;&#039;. Each one trades some things off for others — fast styles swing more often but defend less; defensive styles survive longer but kill slower. The right style depends on the fight, your guild, and your party role.&lt;br /&gt;
&lt;br /&gt;
= Battle strategies =&lt;br /&gt;
&lt;br /&gt;
The bonuses each style gives at full mastery are not just the style&#039;s own contribution. They include the contribution of a &#039;&#039;&#039;battle strategy&#039;&#039;&#039; — a separate skill you train. Without the matching strategy you still get the style, but only the base portion. With it you get the full bonus shown below.&lt;br /&gt;
&lt;br /&gt;
Each style is bound to one of three strategies:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive battle strategy&#039;&#039;&#039; — used by Berserk, Assailing, Savage, Accurate, Forceful, Aiming and Offensive. Adds +5% speed, +5% hit chance, +10% damage and -10% defence on top of the style&#039;s own numbers.&lt;br /&gt;
* &#039;&#039;&#039;Defensive battle strategy&#039;&#039;&#039; — used by Warding, Defensive and Deft. Adds -5% speed, -15% hit chance, -5% damage and +15% defence on top.&lt;br /&gt;
* &#039;&#039;&#039;Martial arts&#039;&#039;&#039; — used by Offensive flow and Unbending defence. Adds +5% speed, +5% hit chance, +3% damage and +5% defence on top.&lt;br /&gt;
&lt;br /&gt;
Most warrior guilds teach offensive and defensive battle strategy at higher levels. Monks gain martial arts the same way. If you switch to a style without its strategy trained, the bonus you actually get on the field is weaker than the table promises.&lt;br /&gt;
&lt;br /&gt;
= Hit styles by weapon family =&lt;br /&gt;
&lt;br /&gt;
Each combat style maps to a specific &#039;&#039;&#039;hit style&#039;&#039;&#039; for each weapon family. Hit styles produce the actual combat messages you see — the slashes, thrusts, pounds and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type             !! Slashing       !! Piercing       !! Bludgeoning&lt;br /&gt;
|-&lt;br /&gt;
| Accurate         || cleave         || pierce         || pound&lt;br /&gt;
|-&lt;br /&gt;
| Aiming           || slash          || impale         || crush&lt;br /&gt;
|-&lt;br /&gt;
| Assailing        || cleave         || pierce         || flail&lt;br /&gt;
|-&lt;br /&gt;
| Berserk          || chop           || thrust         || crush&lt;br /&gt;
|-&lt;br /&gt;
| Defensive        || swing          || pierce         || flail&lt;br /&gt;
|-&lt;br /&gt;
| Deft             || swing          || pierce         || flail&lt;br /&gt;
|-&lt;br /&gt;
| Forceful         || slash          || impale         || crush&lt;br /&gt;
|-&lt;br /&gt;
| Offensive        || swing, cleave  || thrust, pierce || swing, flail&lt;br /&gt;
|-&lt;br /&gt;
| Savage           || chop           || impale         || crush&lt;br /&gt;
|-&lt;br /&gt;
| Warding          || swing          || thrust         || pound&lt;br /&gt;
|-&lt;br /&gt;
| Offensive flow   || colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | hand and feet maneuvers (crush) *&lt;br /&gt;
|-&lt;br /&gt;
| Unbending defence|| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | hand and feet maneuvers (crush) *&lt;br /&gt;
|-&lt;br /&gt;
| Normal (default) || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* Martial-arts styles use hand and feet maneuvers, not weapon hit styles.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Combined effect at 100% skill =&lt;br /&gt;
&lt;br /&gt;
These are the values you can expect at full mastery &#039;&#039;&#039;with the matching battle strategy trained&#039;&#039;&#039;. Bonuses scale linearly with skill from about 50% (at minimum trained) to the listed amount (at 100%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type             !! Weapon speed !! Hit chance !! Damage !! Dodge &amp;amp; Parry&lt;br /&gt;
|-&lt;br /&gt;
| Accurate         || 0%      || +20% || +10% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| Aiming           || +10%    || +15% || +15% || -20%&lt;br /&gt;
|-&lt;br /&gt;
| Assailing        || +25%    || -5%  || +10% || -20%&lt;br /&gt;
|-&lt;br /&gt;
| Berserk          || +15%    || -5%  || +30% || -30%&lt;br /&gt;
|-&lt;br /&gt;
| Defensive        || -10%    || -20% || -15% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| Deft             || -8%     || -15% || -8%  || +20%&lt;br /&gt;
|-&lt;br /&gt;
| Forceful         || +10%    || -5%  || +30% || -20%&lt;br /&gt;
|-&lt;br /&gt;
| Offensive        || +5%     || +10% || +15% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| Savage           || +5%     || 0%   || +25% || -10%&lt;br /&gt;
|-&lt;br /&gt;
| Warding          || -10%    || -20% || -10% || +30%&lt;br /&gt;
|-&lt;br /&gt;
| Offensive flow   || +10%    || +10% || +5%  || -10%&lt;br /&gt;
|-&lt;br /&gt;
| Unbending defence|| -10%    || +5%  || 0%   || +30%&lt;br /&gt;
|-&lt;br /&gt;
| Normal (default) || — || — || — || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The per-skill help (&amp;lt;code&amp;gt;help skill berserk&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;help skill aiming&amp;lt;/code&amp;gt;, etc.) shows each style&#039;s own contribution before the strategy bonus is added. The combined number above is what you actually feel on the field.&lt;br /&gt;
&lt;br /&gt;
= Choosing a style =&lt;br /&gt;
&lt;br /&gt;
Faster swings hit more often per round but each hit is a little less reliable. Heavy-damage styles trade defence for punch — fine for parties with a tank, dangerous when soloing an opponent your size. Defensive styles let you stand against bigger foes by surviving rather than killing quickly.&lt;br /&gt;
&lt;br /&gt;
A few common picks:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039; — fast kills against weaker monsters where taking hits is acceptable.&lt;br /&gt;
* &#039;&#039;&#039;Aiming&#039;&#039;&#039; — a balanced offensive option that keeps a reasonable hit chance.&lt;br /&gt;
* &#039;&#039;&#039;Warding&#039;&#039;&#039; — when you need to stay alive and let the party finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Offensive flow&#039;&#039;&#039; / &#039;&#039;&#039;Unbending defence&#039;&#039;&#039; — for monks, depending on whether the monk wants to attack or tank.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Combat points]]&lt;br /&gt;
* [[Weapons]], [[Weapon types]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]][[category:Newbie tome]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Combat_points&amp;diff=6949</id>
		<title>Combat points</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Combat_points&amp;diff=6949"/>
		<updated>2026-04-23T03:50:54Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat points are how your character spends their attention during a fight. Every round you have a budget of points to split between three things:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;attack&#039;&#039;&#039; — how often you swing your weapon&lt;br /&gt;
* &#039;&#039;&#039;defence&#039;&#039;&#039; — how often you dodge or parry&lt;br /&gt;
* &#039;&#039;&#039;casting&#039;&#039;&#039; — how often you finish spells&lt;br /&gt;
&lt;br /&gt;
The split is yours to decide. The right answer depends on what you are and what you&#039;re up against.&lt;br /&gt;
&lt;br /&gt;
= Setting your split =&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;battle&amp;lt;/code&amp;gt; on its own to see your current allocation, your maximum per category, and your active combat style.&lt;br /&gt;
&lt;br /&gt;
Quick presets:&lt;br /&gt;
&lt;br /&gt;
 battle -a attack&lt;br /&gt;
 battle -a defence&lt;br /&gt;
 battle -a casting&lt;br /&gt;
&lt;br /&gt;
For a custom split, use &amp;lt;code&amp;gt;battle -a &amp;lt;attack&amp;gt;,&amp;lt;defence&amp;gt;,&amp;lt;casting&amp;gt;&amp;lt;/code&amp;gt; where the three numbers are how many points go to each category. Each number is capped at your personal maximum for that category — typing &amp;lt;code&amp;gt;battle&amp;lt;/code&amp;gt; shows the cap.&lt;br /&gt;
&lt;br /&gt;
= Choosing a split =&lt;br /&gt;
&lt;br /&gt;
A few common starting points:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pure melee fighter&#039;&#039;&#039;: all in attack until you&#039;re comfortable, then peel a little off into defence as you face tougher opponents.&lt;br /&gt;
* &#039;&#039;&#039;Tank&#039;&#039;&#039;: split between attack and defence, leaning toward defence in dangerous fights.&lt;br /&gt;
* &#039;&#039;&#039;Pure spellcaster&#039;&#039;&#039;: nearly everything in casting, with a sliver of defence so you survive what gets through.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid (battle-mage, paladin, etc.)&#039;&#039;&#039;: split three ways. These builds need more skill investment to make every category pull its weight.&lt;br /&gt;
&lt;br /&gt;
Many players keep an alias or a trigger to switch presets fast — opening a fight aggressive, switching to defensive when low, casting-heavy when supporting a party.&lt;br /&gt;
&lt;br /&gt;
= Why your fighter isn&#039;t doing anything =&lt;br /&gt;
&lt;br /&gt;
If you are not hitting in combat, check &amp;lt;code&amp;gt;battle&amp;lt;/code&amp;gt; — you almost certainly have no points in attack. If you are a caster and your spells never finish, you have no points in casting. This is the single most common newbie problem on Icesus. Always check &amp;lt;code&amp;gt;battle&amp;lt;/code&amp;gt; first before assuming something is broken.&lt;br /&gt;
&lt;br /&gt;
= Growing your budget =&lt;br /&gt;
&lt;br /&gt;
Your statistics and certain skills determine how big your combat-point budget is. Wisdom and intelligence raise the total. Three skills push the per-category caps higher:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;concentrated attack&#039;&#039;&#039; — bigger attack budget&lt;br /&gt;
* &#039;&#039;&#039;concentrated defence&#039;&#039;&#039; — bigger defence budget&lt;br /&gt;
* &#039;&#039;&#039;concentrated casting&#039;&#039;&#039; — bigger casting budget&lt;br /&gt;
&lt;br /&gt;
These skills are taught by most combat guilds. The deeper you are in your guild, the more points you have to play with — high-level fighters can comfortably swing fast &#039;&#039;&#039;and&#039;&#039;&#039; defend, where a starting character has to choose.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Combat styles]]&lt;br /&gt;
* [[Wimpy]]&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]][[category:Newbie tome]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
	<entry>
		<id>https://icesus.org/wiki/index.php?title=Combat&amp;diff=6948</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://icesus.org/wiki/index.php?title=Combat&amp;diff=6948"/>
		<updated>2026-04-23T03:50:54Z</updated>

		<summary type="html">&lt;p&gt;Unknown user: Refresh from new in-game help docs (Idles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;RTFM&#039;&#039;&#039; combat system of Icesus has been under development since 1996. RTFM stands for &#039;&#039;Realistic Time Fragment Management&#039;&#039; — every action in a fight costs a slice of your character&#039;s attention, and the trick is spending those slices wisely. The system has been rewritten twice and grown deep enough to keep veterans busy, but the basics fit on one page and that page is this one.&lt;br /&gt;
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Read this once before your first serious fight. Most newbie deaths come from one of three places: not knowing what your hit points actually mean, not setting a wimpy, or never assigning combat points to attack.&lt;br /&gt;
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= Basic Terms =&lt;br /&gt;
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== Hit Points ==&lt;br /&gt;
Hit points represent the vitality and constitution of the character. All hits cause damage and reduce hit points. When hit points drop to zero, the character dies. If they drop very low, the character usually falls unconscious before bleeding to death. Larger races are naturally tougher and have more hit points than smaller ones.&lt;br /&gt;
&lt;br /&gt;
To get constant updates on your health, turn the HP monitor on with &amp;lt;code&amp;gt;mon on&amp;lt;/code&amp;gt;. You can also set the monitor to report your shape to all other party members with &amp;lt;code&amp;gt;mon party&amp;lt;/code&amp;gt;. Adjusting your prompt with the &amp;lt;code&amp;gt;prompt&amp;lt;/code&amp;gt; command also helps. See [[Prompt]].&lt;br /&gt;
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To check the shape of an opponent without spamming &amp;lt;code&amp;gt;look&amp;lt;/code&amp;gt;, use &amp;lt;code&amp;gt;shape&amp;lt;/code&amp;gt;. There&#039;s a global alias &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; for it. To see every fighter in the room, type &amp;lt;code&amp;gt;shape all&amp;lt;/code&amp;gt;; to include non-combatants, &amp;lt;code&amp;gt;shape livings&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Endurance Points ==&lt;br /&gt;
Endurance points represent determination, physical prowess, and resistance to exhaustion. They are spent during combat — especially on combat maneuvers — and chip away under hard hits. If endurance drops to zero, the character is totally exhausted and takes damage from moving. Drop below zero and any tiring activity risks a heart attack and instant death.&lt;br /&gt;
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== Spell Points ==&lt;br /&gt;
Spell points represent magical knowledge and control. They are spent casting spells. If they drop very low, the character is mentally exhausted, and endurance, strength, hit-point and endurance-point maximums all fall — a dangerous spiral.&lt;br /&gt;
&lt;br /&gt;
== Healing and Regenerating Lost Points ==&lt;br /&gt;
Regaining hp, ep and sp is easy: stay in one place and rest. Camp fires and sleeping greatly speed regeneration. The more hurt you are, the slower you heal — flee before your hp drops below a third of your maximum if you can. Building a [[Camp|camp]] enhances sleep recovery. A friendly air-priest is the fastest way to refill hp and ep. The skill &#039;&#039;resist exhaustion&#039;&#039; raises ep regeneration and the endurance maximum.&lt;br /&gt;
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= Combat Points =&lt;br /&gt;
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Each character has a budget of combat points each round, divided between three actions:&lt;br /&gt;
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* &#039;&#039;&#039;attack&#039;&#039;&#039; — how often you swing&lt;br /&gt;
* &#039;&#039;&#039;defence&#039;&#039;&#039; — how often you dodge or parry&lt;br /&gt;
* &#039;&#039;&#039;casting&#039;&#039;&#039; — how often you finish spells&lt;br /&gt;
&lt;br /&gt;
Set the split with &amp;lt;code&amp;gt;battle -a &amp;lt;attack&amp;gt;,&amp;lt;defence&amp;gt;,&amp;lt;casting&amp;gt;&amp;lt;/code&amp;gt; where each number is bounded by your personal maximum for that category. Type &amp;lt;code&amp;gt;battle&amp;lt;/code&amp;gt; to see your current split, your caps, and your active combat style.&lt;br /&gt;
&lt;br /&gt;
Quick presets:&lt;br /&gt;
&lt;br /&gt;
 battle -a attack&lt;br /&gt;
 battle -a defence&lt;br /&gt;
 battle -a casting&lt;br /&gt;
&lt;br /&gt;
The single most common newbie problem is never assigning attack points and then wondering why nothing is dying. Always check &amp;lt;code&amp;gt;battle&amp;lt;/code&amp;gt; first.&lt;br /&gt;
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Stats and skills grow your budget. Wisdom and intelligence raise the total. &#039;&#039;Concentrated attack&#039;&#039;, &#039;&#039;concentrated defence&#039;&#039;, and &#039;&#039;concentrated casting&#039;&#039; raise the per-category caps. Most combat guilds teach these as you level. See [[Combat points]] for the full breakdown.&lt;br /&gt;
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= Combat Styles =&lt;br /&gt;
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A &#039;&#039;&#039;combat style&#039;&#039;&#039; decides &#039;&#039;how&#039;&#039; you fight: cautious and defensive, all-out berserk, careful and accurate, and so on. Set yours with &amp;lt;code&amp;gt;combatstyle &amp;lt;name&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are twelve styles plus normal default. Each trades some things off for others — fast styles swing more but defend less, defensive styles survive longer but kill slower. Most warrior guilds teach a &#039;&#039;&#039;battle strategy&#039;&#039;&#039; on top of your style, which sharpens the same trade-off. Monks have their own &#039;&#039;martial arts&#039;&#039; strategy.&lt;br /&gt;
&lt;br /&gt;
Without the matching strategy, the style still works but at a weaker level than the wiki tables show. See [[Combat styles]] for the full table of styles, hit-style mappings, and what each strategy adds on top.&lt;br /&gt;
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= Combat Maneuvers and Momentums =&lt;br /&gt;
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Many guilds teach &#039;&#039;&#039;combat maneuvers&#039;&#039;&#039; — special moves like &amp;lt;code&amp;gt;use strike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;use trip&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;use cleave&amp;lt;/code&amp;gt;, and dozens more. Type &amp;lt;code&amp;gt;use&amp;lt;/code&amp;gt; to see what you know.&lt;br /&gt;
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During a fight you may notice a &#039;&#039;&#039;combat momentum&#039;&#039;&#039; — a brief opening that lets you fire a maneuver instantly without paying its full cost. When the momentum message appears, type the maneuver name fast: the window closes in a couple of seconds. With a momentum you can&#039;t pick a target or pass options, only fire the basic version of the move.&lt;br /&gt;
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&#039;&#039;&#039;Triggers (auto-firing momentums) are forbidden.&#039;&#039;&#039; See [[Triggers]] and the [[Rules]].&lt;br /&gt;
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= Equipment in Icesus =&lt;br /&gt;
&lt;br /&gt;
Better material and quality means a better item. Heavier materials usually cost more and hit harder; lighter ones are faster. See [[Materials]] for the full list and trade-offs.&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
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Lighter and smaller weapons swing faster. Heavier and larger weapons hit harder. Larger races tend to use larger weapons; the biggest can swing greatswords one-handed. Balance is usually the key.&lt;br /&gt;
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A common pattern is one weapon for offense and a [[Shields|shield]] for defense — or two offensive weapons if you can take the hits. See [[Weapons]] and [[Weapon types]] for the full picture.&lt;br /&gt;
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== Armours ==&lt;br /&gt;
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Armours are divided into three classes by weight and encumbrance:&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
For those who prefer mobility over protection. The protection is modest, but even the lightest armour beats none at all. The best NPC-available light material is chitinium silk — expensive, but excellent.&lt;br /&gt;
&lt;br /&gt;
=== Medium Armour ===&lt;br /&gt;
The most common protection in Icesus. Heavier than light, but with much better defence. Cheaper than heavy and far lighter — a solid compromise.&lt;br /&gt;
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=== Heavy Armour ===&lt;br /&gt;
Plate and the like. The strongest protection, but very heavy, hot, and cumbersome — combat penalties for the unfit, expensive, and uncommon.&lt;br /&gt;
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=== Quality ===&lt;br /&gt;
The better the material and quality, the better the protection. Cover head and neck and torso first, and legs for taller races. Type &amp;lt;code&amp;gt;slots&amp;lt;/code&amp;gt; to see how well your hit locations are protected. Read [[Adjectives]] for the order of protection adjectives. Full overview at [[Armour]].&lt;br /&gt;
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== Damage to Equipment ==&lt;br /&gt;
&lt;br /&gt;
Equipment can take damage from hard hits. The chance is usually low, and depends on the damage type, the material, and how hard the hit landed. Marking a piece of gear reduces its damage chance. See [[Equipment damage]] for the smith breakdown — city smiths handle common materials, player Pro Smiths offer the wider service set, and province workshops do the heavy and rare-material work.&lt;br /&gt;
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= How to Prepare for Combat =&lt;br /&gt;
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The first thing is to get weapons and armour. Most starting characters begin with cheap equipment and a small purse. To benefit from a piece, wear it (&amp;lt;code&amp;gt;wear &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt;) or wield it (&amp;lt;code&amp;gt;wield &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt;). To wear everything in your inventory at once, &amp;lt;code&amp;gt;wear all&amp;lt;/code&amp;gt;.&lt;br /&gt;
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Weapons can be wielded one-handed or two-handed; two one-handed weapons can be wielded together. Two-handed grip is stronger (fewer fumbles), and lets smaller characters manage larger weapons. To wield in two hands explicitly, &amp;lt;code&amp;gt;wield &amp;lt;item&amp;gt; in right hand,left hand&amp;lt;/code&amp;gt;.&lt;br /&gt;
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= Starting Combat =&lt;br /&gt;
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Combat starts the moment you type &amp;lt;code&amp;gt;kill &amp;lt;monster&amp;gt;&amp;lt;/code&amp;gt;. Some monsters are aggressive and attack you first.&lt;br /&gt;
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Generally it&#039;s a good idea to open with a combat maneuver — unless you lack the endurance points or expect a long fight where you&#039;ll need every point of stamina later.&lt;br /&gt;
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= Fleeing =&lt;br /&gt;
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Fleeing is not easy. Consider getting out of a fight before your shape drops to &#039;&#039;bad&#039;&#039; — earlier still if your opponent uses heavy weapons or casts spells.&lt;br /&gt;
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The speed of fleeing depends on your &#039;&#039;controlled retreat&#039;&#039; skill and on luck. In a party, the leader&#039;s skill replaces yours (if the leader is a humanoid). Rangers know &#039;&#039;wilderness retreat&#039;&#039; for the outworld.&lt;br /&gt;
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While fleeing, your character forgets attacks and combat maneuvers. The enemy keeps fighting normally and usually scores a few hits before you escape. Switch combat points toward defence when running.&lt;br /&gt;
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== Wimpy ==&lt;br /&gt;
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Wimpy is the level of danger you&#039;re willing to face before fleeing automatically. The lower it is set, the longer you stay in combat before bailing out. Set it with &amp;lt;code&amp;gt;wimpy &amp;lt;level&amp;gt;&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* off&lt;br /&gt;
* very very low&lt;br /&gt;
* very low&lt;br /&gt;
* low&lt;br /&gt;
* normal&lt;br /&gt;
* high&lt;br /&gt;
* very high&lt;br /&gt;
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A high wimpy is also good insurance against link issues — if your connection hiccups, your character bolts before something kills it. New characters should set wimpy high until they know what they&#039;re doing.&lt;br /&gt;
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= Effects of Statistics =&lt;br /&gt;
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The higher your stats, the more effective your skills are. Some skills have minimum stat requirements for their higher levels — even at maximum skill, raising the stat helps.&lt;br /&gt;
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Physical stats matter in melee and missile combat:&lt;br /&gt;
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* &#039;&#039;&#039;Constitution&#039;&#039;&#039; — better resistance to stuns, more hit points&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039; — more damage, faster and more accurate hits with big weapons, sets the maximum weapon size you can use effectively&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039; — better dodge and parry, faster and more accurate attacks&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;help stats&amp;lt;/code&amp;gt; in-game and &amp;lt;code&amp;gt;help skill &amp;lt;skill&amp;gt;&amp;lt;/code&amp;gt; to see which stats influence which skills. See [[Stats]].&lt;br /&gt;
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= Effects of Hits and Damage =&lt;br /&gt;
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Normal hits cause damage. Heavier or critical hits can stun and inflict bleeding wounds that drain hp over time. Stunned characters wander randomly — try to stay in one room so you don&#039;t get hopelessly lost. Training &#039;&#039;determination&#039;&#039; helps avoid stuns.&lt;br /&gt;
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Bleeding wounds can be treated with the &#039;&#039;first aid&#039;&#039; talent and a bandage (or cloth armour). Stop the bleed before it costs more hp. Carry a few bandages.&lt;br /&gt;
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If you fall unconscious in combat, you are as good as dead unless your party drags you out. Helping unconscious players is done with the &#039;&#039;revive&#039;&#039; talent (only usable on other players). Don&#039;t hesitate to flee — better to come back later than not at all. Use &amp;lt;code&amp;gt;drag &amp;lt;player&amp;gt;&amp;lt;/code&amp;gt; if needed.&lt;br /&gt;
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= Ranged Combat =&lt;br /&gt;
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== Missile Weapons ==&lt;br /&gt;
Bows, slings, crossbows and blowguns are a system of their own. They take time and skill to use well. See [[Ranged weapons]] for the full guide.&lt;br /&gt;
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== Throwing ==&lt;br /&gt;
You can throw items at opponents with &amp;lt;code&amp;gt;throw &amp;lt;item&amp;gt;&amp;lt;/code&amp;gt;. Real damage requires the &#039;&#039;throwing&#039;&#039; skill.&lt;br /&gt;
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== Spells ==&lt;br /&gt;
Many guilds teach offensive spells. Mages have the deepest destructive powers. See [[Magic]].&lt;br /&gt;
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= Parties =&lt;br /&gt;
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Parties are an enormous part of Icesus. A solo character can survive — but with a party you can take on what would kill you alone. To find a party, ask on the [[Channels|wanted]] channel or &amp;lt;code&amp;gt;tell&amp;lt;/code&amp;gt; a specific player.&lt;br /&gt;
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== Advantages of a Party ==&lt;br /&gt;
A single enemy can&#039;t defend against attacks from two or more opponents at once. Damage gets divided between members, so each takes less than they would solo. The enemy can only attack so many times per round, so defence is easier too. Parties also grant a small experience bonus.&lt;br /&gt;
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The enemy normally attacks only the front row, so spell-casters and healers behind the tank are usually safe from physical hits.&lt;br /&gt;
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== Formation ==&lt;br /&gt;
A party has up to nine members, three per row. Tanks fill the front row. Healers and priests of air go in the second row. Archers and blasters round out the second or third row.&lt;br /&gt;
&lt;br /&gt;
== Party Shares ==&lt;br /&gt;
Experience is not divided evenly. More experienced characters take the larger share, but the inexperienced still gain something even when partied with veterans. Charisma affects share size.&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
The more skilled and charismatic the leader, the better the party runs. Leaders gain extra experience, and a strong leader can grant a small bonus to the rest. The leader&#039;s skills decide when and how the party flees. See [[Partying]].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
* [[Combat points]] — the attack/defence/casting split&lt;br /&gt;
* [[Combat styles]] — twelve styles and three battle strategies&lt;br /&gt;
* [[Weapons]], [[Weapon types]], [[Materials]]&lt;br /&gt;
* [[Armour]], [[Armour types]]&lt;br /&gt;
* [[Equipment damage]] — wear, breakage, and repair&lt;br /&gt;
* [[Ranged weapons]], [[Bows]]&lt;br /&gt;
* [[Magic]] — spellcasting overview&lt;br /&gt;
* [[Wimpy]], [[Death]], [[Death commands]]&lt;br /&gt;
* [[Partying]], [[Channels]]&lt;br /&gt;
&lt;br /&gt;
= Useful Commands =&lt;br /&gt;
&lt;br /&gt;
A short list of the most common combat-related commands:&lt;br /&gt;
&lt;br /&gt;
 kill &amp;lt;monster&amp;gt;&lt;br /&gt;
 wear &amp;lt;armour&amp;gt;          wield &amp;lt;weapon&amp;gt;&lt;br /&gt;
 mon on/off             shape (x)&lt;br /&gt;
 battle                 battle -a   battle -c   battle -m&lt;br /&gt;
 slots&lt;br /&gt;
 wimpy &amp;lt;level&amp;gt;&lt;br /&gt;
 use &amp;lt;maneuver&amp;gt;&lt;br /&gt;
 help newbie            help adjectives&lt;br /&gt;
 help skills            help skill &amp;lt;skillname&amp;gt;&lt;br /&gt;
 help points            help stats   help commands&lt;br /&gt;
&lt;br /&gt;
Many players use [[Aliases|aliases]] to switch between battle settings or fire common maneuvers.&lt;br /&gt;
&lt;br /&gt;
[[category:Player&#039;s_Handbook]][[category:newbie tome]]&lt;/div&gt;</summary>
		<author><name>Unknown user</name></author>
	</entry>
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