Special Ability FAQ

General

Purchasing Abilities:

In order to “purchase” special abilities, you will need experience points.  There is an ability trainer in each of the four/five main cities. To see what abilities are available to you, walk up to the NPC trainer and say “vendor train”.  He will check your  Race, Class and other such things and then will present you with a list of abilities that you are able to purchase.  There is a button to the right of each ability listed.  Pressing that button will bring up the details on that particular ability.  It will display its cost, the ability type, and a short description of the ability.  Clicking ok at the bottom will purchase the ability, clicking cancel will take you back to the ability menu.

Using Abilities:

Currently, the only way to use abilities is via the dot command .ability.  Invoking the command with nothing after it will pop up a list of the abilities that you currently have and that are manually usable.  Just click the button next to the ability and it will use it.  You can also launch of an ability with .ability abilityname.  Where abilityname is the short internal name of the ability ( see the ability below for each abilities command name ).  This will allow you to setup macros for them if you wish.  I will shortly begin work on my QuickBar idea to put in an alternate and easier way of firing off abilities.
 
Combat abilities are handled slightly differently.  Combat abilities are auto.  They will “fire off” automatically during combat so long as the abilities requirements are met and so long as you have the Stamina or Mana required to use it.  Please Note:  Soon there will be a .combatoptions command that will allow you to setup whether or not you want them to fire off automatically or manually.

Ability List

Updated 9/17/04
As of 06/20/02

Name: Backstab I, II, III
Ability Type: SpecialCombat
Range: 1
Uses: Stamina
Classes: Assassin
Races: All
Command Name: backstab1, backstab2, backstab3
Requirements: Must have a weapon in hand, must be hidden or stealthed and must be immediately behind the target.
Description:  This ability will allow the Assassin to inflict a large amount of damage on a successful strike.  This ability has a set base damage.  Any weapons in the Assassins hands get added to the damage inflicted, including any magical bonuses on the weapons.  Performing this ability will reveal the hidden/stealthed player. ( Currently does not work against players ).

Name: Shield Bash I, II, III
Ability Type: Combat
Range: 1
Uses: Stamina
Classes: Warrior, Paladin (to lvl II), Cleric (to lvl II)
Races: All
Command Name: shieldbash1, shieldbash2, shieldbash3
Requirements: Must have a shield equipped.
Description:  This ability provides the player with an extra attack.  It has no effect on the players normal weapon attacks.  It has its own attack timer that operates in tandem with the players normal weapon attacks.  It will bash your opponent doing a small amount of damage. ( Later upgrades to this ability may including a stun effect or some other such ability ).  This ability has no effect on the users Parry capability.

Name: Shoulder Bash I, II, III
Ability Type: Combat
Range: 1
Uses: Stamina
Classes: Knight, Warrior
Races: All
Command Name: shoulderbash1, shoulderbash2, shoulderbash3
Requirements: Must have a two-handed weapon equipped.
Description: Like the Shield Bash ability, this provides the user with an additional attack.  This ability can only be used when wielding two-handed weapons.

Name: Off-Hand Dagger I, II, III
Ability Type: Combat
Range: 1
Uses: Stamina
Classes: Assassin, Rogue
Races: All
Command Name: offhanddagger1, offhanddagger2, offhanddagger3
Requirements: Must have an off-hand dagger equipped in the left hand.
Description:  This ability, like the Shield Bash, provides an additional attack to the user.  This ability, as opposed to Shield Bash and Shoulder Bash, is much more effective.  It is a true combat style, and therefore provides better damage and speed.

Name: Battle Fervor I, II, III
Ability Type: Bard Song – Instrumental
Range:  12
Uses: Stamina
Classes: Bard, Rogue (level I only)
Races: All
Command Name: battlefervor1, battlefervor2, battlefervor3
Requirements: Cannot be in warmode. ( Soon will require an instrument to be equipped )
Description: The first of a series of Bard Songs. This song is free-flowing.  Meaning it continues until the user stops it ( by going into warmode, or by using the ability again to cancel it ) or until the user runs out of stamina.  This Song will increase the attack speed of everyone who is in the same group as the player, and is within range of the song.  This song will only effect members of the same group that the singer is in. ( .group )

Name: Enrapture I, II, III
Ability Type: Bard Song – Vocal
Range: 6
Uses: Stamina
Classes: Bard, Rogue
Races: All
Command Name: enrapture1, enrapture2, enrapture3
Requirements: None
Description: This song is not free-flowing.  It is an immediate use ability.  This song allows the singer to “stun” a monster for a short time with their voice.  The singer may fight, use skills and do anything normally when using this ability.  Failing to stun the targeted mob will impose a small delay before the ability can be invoked again.

Name: Aura of Spirituality I, II, III
Ability Type: Aura
Range: 1
Uses: Mana
Classes: Cleric, Paladin (level I only)
Races: All
Command Name: auraspirituality1, auraspirituality3, auraspirituality3
Requirements: None
Description:  The Paladins and Clerics get Aura abilities.  This one will damage anything undead that is immediately near the Cleric/Paladin. The Mana usage is over time.  The Aura can be canceled by using the ability again, or it will stop once the player has run out of Mana.  As with all future Auras as well, the activation of a new Aura will cancel any previous Auras.  You can only have one Aura active at one time.

Name: Aura of Water I, II, III
Ability Type: Aura
Range: 5
Uses: Stamina
Classes: Mage, Priest
Races: All
Command Name: aurawater1, aurawater2, aurawater3
Requirements: None
Description: This aura provides Mana regeneration for any friendlies within the range of the Mage/Priest when active.

(Temporarily Disabled)
Name: Druidic ShapeChange: Bear
AbilityType: SpecialShapeChange
Range: N/A
Uses: Can be used once every 60 minutes.  Lasts for 3 minutes.
Classes: Druid, Tamer
Races: All
Command Name: shapechangebear
Requirements: None
Description:  This ability will turn the user into the form of a powerful bear.  The users wrestling skill will be buffed up to 95 ( unless already higher ), Strength and Dexterity up to 150 ( unless already higher ) and AR up to 40 ( unless already higher ).  Additionally, the user will fight with the Bears natural attack, not with his weapons.  This ability gives the user the ability to perform some decent melee for a short period.  No spells whatsoever can be cast while the effect is active, nor can you use any skills that normally require your full attention.  The effect lasts for 3 minutes.  Once used, you must wait 60 minutes before being able to use this ability again.

(Temporarily Disabled)
Name: Necro ShapeChange: Skeleton Warrior
Ability Type: SpecialShapeChange
Range: N/A
Uses: Can be used once every 60 minutes. Lasts for 3 minutes.
Classes: Necromancer
Races: All
Command Name: shapechangeskelwar
Requirements: None
Description: Functions exactly like Druidic ShapeChange: Bear above.  Transforms the Necromancer into a Skeleton Warrior.

Name: Rapid Shot I, II, III
Ability Type: SpecialCombat
Range: 20
Uses: Stamina
Classes: Ranger
Races: All
Command Name: rapidshot1, rapidshot2, rapidshot3
Requirements: Must have a bow equipped
Description: Causes the Ranger to let loose a flurry of arrows, which do slightly less damage and randomly hit nearby enemy mobs as well as the target.  Stop this effect by using the ability again, or tabbing out of war mode.

Note: at this time rapid shot does not take into consideration special abilities of your bow, including magic and silver.

Please Note:  Rapid shot will hit player pets.

Name: Dual Wield I, II, III
Ability Type: SpecialCombat
Range: 1
Uses: Stamina
Classes: Ranger, Fighter
Races: All
Command Name: dualwield1, dualwield3, dualwield3
Requirements: Must have an off hand sword equipped.
Description: Allows the player to gain additional attacks with the off hand sword.  Provides higher damage then the off hand dagger ability but is some what slower.

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