Levels

Avenger

Primary Attribute: Strength

Secondary Attribute: Wisdom

Casting: curses, brands and supporting magic

HP/level: 8-12

Mana/level (game logs): no data

Level 51, reclass at 51

HP: ...

Mana: ...

Simulator: target level, reclass level

Boost / Gimps

Armor: Chain

Is CSR? True

Required Allegiances: Justice

Required Classes: Mage, Cleric, Thief, Warrior, Bard

Who can play: Good members of Justice; any eligible base class

Creation Skill / Spell / Song Groups

Spells

Basics

Default

Notes: Justice only: a good-aligned member of Justice, in standing and not exiled, who is a base class at level 51 and not yet reclassed; only Justice's Executor can grant the reclass. The Avenger arts stop working if you leave Justice, are exiled or lose good alignment. Reckoning holds at most six points.

Click to show help file

Help File: 
AVENGER

Avengers are Justice's fighters and curse-casters. A brand binds one enemy.
Weapon techniques and retaliation build up to six Reckoning, which can
be spent on attacks, wards and curses. Use AFFECTS or %A in your prompt.
See HELP AVENGER RECKONING for the resource rules.

Level  Ability                   Command
  1    Brand of Reckoning        cast 'brand of reckoning' <enemy>
  5    Press the Wound            presswound
  8    Reprisal                   reprisal
 10    Remembered Pain            passive
 12    Scar the Veil              scarveil
 15    Witness                    witness <companion>
 16    Grudge                     cast 'grudge'
 18    Burden of Violence         cast 'burden of violence' <enemy>
 20    Expose Weakness            cast 'expose weakness' <enemy>
 22    Refuse the Grave           cast 'refuse the grave'
 25    Answering Steel            answersteel
 28    Strip the False            cast 'strip the false' <enemy>
 30    Unbroken Purpose           passive
 35    Return the Hurt            cast 'return the hurt' <enemy>
 38    No Absolution              cast 'no absolution' <enemy>
 45    Collect the Debt           collectdebt
 50    Unsettled Account          passive

A damaging Press the Wound earns one point per round. Remembered Pain
earns at most one more from direct weapon hits or actively cast spells
by the branded foe. Witness shares that reactive limit. Damage over time
does not earn points. The cap is six.

Reprisal spends two points for a stronger weapon strike. Refuse the Grave
spends two to absorb part of incoming damage for up to three rounds.
Collect the Debt spends all four to six points on a heavier strike.
Collections that are delivered spend their points even if defended.
A failed technique check before delivery preserves Reckoning.
Normal casting costs can apply even when a spell cannot take effect.

Changing brands clears Reckoning and prepared openings. Two idle rounds
are allowed before points decay. Eight idle rounds expire the brand.
Death or extraction of either participant clears the connection.
Justice membership, good alignment and freedom from exile are required.

To become an Avenger, you must be level 51, still a base class and not
already reclassed. Only Justice's Executor may grant this reclass. Other
officers, kingdom leaders and immortals have no override for this rule.
Normal reclass requirements still apply.
Marshal Edric teaches Avengers in the Hall of Reckoning, east of the
Hall of War inside the Justice clanhall. Use TRAIN, PRACTICE and GAIN
there as at other guildmasters. The entrance admits Avengers only.

Avengers can wear cloth, leather, studded leather and chain, with a
shield; they cannot wear plate. Avenger arts cease to work if you leave
Justice, become exiled or lose your good alignment.

The default package costs 50 creation points and includes all 17 arts,
basic combat training and six restricted support spellgroups. Third
Attack, Enhanced Damage, Dodge, Fast Healing, Meditation and Disarm
are optional purchases. See HELP AVENGER SPELLGROUPS for the details.

SEE ALSO: JUSTICE, RECLASS, and the individual abilities above.

'AVENGER RECKONING'
AVENGER RECKONING

Brand of Reckoning binds one enemy. A damaging Press the Wound can earn
one Reckoning per round; Remembered Pain or Witness can earn one more
from the branded foe's direct attacks. These reactive sources share a
single limit. Damage over time grants no Reckoning. The maximum is six.

Reprisal, Burden of Violence, Refuse the Grave and No Absolution cost two.
Strip the False and Return the Hurt cost three. Collect the Debt spends
all your points and requires at least four. Reckoning belongs to one foe
and cannot be collected against another.

Changing brands clears points and prepared openings but does not reset
that round's earning limits. After two idle rounds, one point decays each
round. The brand expires after eight idle rounds. Death or extraction of
either participant clears it. Reckoning is not saved across logins.

Use AFFECTS to inspect it, or add %A to your prompt. This is the Avenger
resource; the Balanx command named RECKONING is a separate ability.

SEE ALSO: AVENGER, BRAND OF RECKONING, REMEMBERED PAIN, WITNESS

Level 1

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Axe

  • Skill Page
  • Description:

    help axe
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Brand of Reckoning

  • Skill Page
  • Description:

    BRAND OF RECKONING
    Syntax:  cast 'brand of reckoning' <enemy>
    Cost:    12 mana
    Bind one enemy to your Reckoning and Avenger arts.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Cure Light

  • Skill Page
  • Description:

    help 'Cure Light'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

Dagger

  • Skill Page
  • Description:

    help dagger
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Flail

  • Skill Page
  • Description:

    help flail
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Mace

  • Skill Page
  • Description:

    help Mace
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Recall

  • Skill Page
  • Description:

    help recall
    RECALL /
    RECALL /
    Syntax: RECALL
    RECALL prays to the Gods for miraculous transportation from where you are
    back to the Temple of your home kingdom.  '/' is a synonym for RECALL.
    If you RECALL during combat, you will lose experience (more than for fleeing),
    and you will have a chance of failing (again, more than for fleeing).  This
    chance is based on your recall skill, although a 100% recall does not 
    insure success.
    RECALL costs half of your movement points.
    RECALL doesn't work in certain god-forsaken rooms.  Characters afflicted by a
    curse may not recall at all.

Scroll

  • Skill Page
  • Description:

    help scroll
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.
    
    SCROLL 'SCROLL COMMAND'
    SCROLL 'SCROLL COMMAND'
    Syntax: scroll
    Syntax: scroll <number>
    This command changes the number of lines the mud sends you in a page (the 
    default is 24 lines).  Change this to a higher number for larger screen
    sizes, or to 0 to disabling paging.

  • Amended Description:

    Allows you to recite scrolls to cast the spell inscribed on them.

Shield Block

  • Skill Page
  • Description:

    help 'Shield Block'
    'SHIELD BLOCK'
    Shield block is a rather fancy name for the art of parrying with a shield.
    Characters with no shield block skill will not be able to defend themselves
    well with a shield.  All classes may learn shield block, but only warriors and
    clerics are good at it.  Beware, flails ignore shield blocking attempts, and
    whips have an easier time getting around them.  Axes may split shields in two.
    Shield block now works against charges from other rooms.

Staves

  • Skill Page
  • Amended Description:

    Allows you to brandish staffs and invoke the spells contained within.

Swim

  • Skill Page
  • Description:

    help swim
    swim
    SWIM
    
    The swim skill determines your ability to swim underwater or in the ocean. 
    Being unable to swim will result in you attempting to breathe water, which
    will hurt you.  Everyone can swim, though some have more trouble with it
    than others.  This skill is passive, and does not need to be invoked in
    order to function.

Sword

  • Skill Page
  • Description:

    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Wands

  • Skill Page
  • Description:

    help wand
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.

Level 2

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Armor

  • Skill Page
  • Description:

    ARMOR
    ARMOR
    Syntax: cast armor <character>
    This spell decreases (improves) the armor class of the target character
    by 20 points.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 5

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Press the Wound

  • Skill Page
  • Description:

    PRESS THE WOUND
    Syntax:  presswound
    Cost:    8 movement
    A damaging weapon technique earns one Reckoning per round.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Rescue

  • Skill Page
  • Description:

    help rescue
    FLEE RESCUE
    FLEE RESCUE
    Syntax: flee
    Syntax: rescue   <character>
    Once you start a fight, you can't just walk away from it.  If the fight
    is not going well, you can attempt to FLEE, or another character can
    RESCUE you.  (You can also RECALL, but this is less likely to work,
    and costs more experience points, then fleeing).
    If you lose your link during a fight, then your character will keep
    fighting, and will attempt to RECALL from time to time.  Your chances
    of making the recall are reduced, and you will lose much more experience.
    
    RESCUE
    A friend in need is a friend indeed.  And when in combat, a warrior with
    the rescue skill is just the friend you need.  Rescue allows you to intercede
    in combat, protecting weaker characters from bodily harm. Hopefully the
    favor will be returned.  Success in rescuing depends on the skill rating, as
    well as a comparison of level, dexterity, and speed between the character and
    the target. (note: you rescue a friend, not the monster)

Level 6

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Detect Evil

  • Skill Page
  • Description:

    help 'Detect Evil'
    'DETECT EVIL'
    'DETECT EVIL'
    Syntax: cast 'detect evil'
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Detect Magic

  • Skill Page
  • Description:

    help 'Detect Magic'
    'DETECT MAGIC'
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.  Additional, if cast
    in a room where magic resides it will allow the caster to know what that magic
    is and whom it originated from.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Meditation

  • Skill Page
  • Description:

    help Meditation
    MEDITATION
    This skill is similar to fast healing, but relies on the concentration and
    mantras to increase mana recovery when the character is sleeping or resting.
    Thieves and warriors, with their troubled minds and violent attitudes, have
    much trouble learning to meditate.

Level 7

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Bless

  • Skill Page
  • Description:

    help Bless
    BLESS
    BLESS
    
    Syntax: cast bless <character>
            cast bless <object>
    
    This spell improves the to-hit roll and saving throw versus spell of the
    target character by 1 for every 8 levels of the caster.  It may also be cast
    on an object to temporarily bless it (blessed weapons, for example, are more
    effective against demonic beings).  
    
    See also - BENEDICTIONS

  • Amended Description:

    Blessing objects also improves character saves, making it more difficult to land maladictions on you.

  • Duration:

    61 ticks (about 41 min 41 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 8

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Detect Invis

  • Skill Page
  • Description:

    help 'Detect Invis'
    'DETECT INVIS'
    'DETECT INVIS'
    Syntax: cast 'detect invis'
    This spell enables the caster to detect invisible objects and characters.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Refresh

  • Skill Page
  • Description:

    help 'Refresh'
    REFRESH
    REFRESH
    
    Syntax: cast refresh <character>
    
    This spell refreshes the movement points of a character who is out of
    movement points.  
    
    See also - ENHANCEMENT

Reprisal

  • Skill Page
  • Description:

    REPRISAL
    Syntax:  reprisal
    Cost:    12 movement; 2 Reckoning
    Spend Reckoning on a stronger weapon strike.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 9

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Fast Healing

  • Skill Page
  • Description:

    help 'fast healing'
    'FAST HEALING'
    The fast healing skill improves wound healing rates, whether walking, resting,
    or sleeping. It represents knowledge of healing herbs or just general
    toughness and stamina.  Fast healing is checked every tick, and it is
    possible for it to fail.  All class may learn this skill, but mages find it
    very difficult to master, due to their bookish lifestyle.  The skill occurs 
    automatically, so there is no command syntax.

Level 10

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Cure Serious

  • Skill Page
  • Description:

    help 'Cure Serious'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

Kick

  • Skill Page
  • Description:

    help Kick
    KICK
    Kicking allows the adventurer to receive an extra attack in combat, a powerful
    kick. However, a failed kick may throw an unwary fighter off balance.  Fighters
    and clerics are the most skilled at kicking, although thieves may also learn
    it.

Remembered Pain

  • Skill Page
  • Description:

    REMEMBERED PAIN
    Earn a reactive point from direct damage by your branded foe.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 12

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Cure Blindness

  • Skill Page
  • Description:

    help 'Cure Blindness'
    'CURE BLINDNESS'
    'CURE BLINDNESS'
    Syntax: cast 'cure blindness' <character>
    This spell cures blindness in one so unfortunate.

Parry

  • Skill Page
  • Description:

    help Parry
    PARRY
    If at first you fail to dodge, block it.  Parry is useful for deflecting 
    attacks, and is successful more often than dodge.  Parry requires a weapon for
    full success, the hand-to-hand skill may also be used, but results in reduced
    damage instead of no damage.  The best chance of parrying occurs when the
    defender is skilled in both his and his opponent's weapon type.

Protection Evil

  • Skill Page
  • Description:

    help 'Protection Evil'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Protection Good

  • Skill Page
  • Description:

    help 'Protection Good'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Protection Neutral

  • Skill Page
  • Description:

    help 'Protection Neutral'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Scar the Veil

  • Skill Page
  • Description:

    SCAR THE VEIL
    Syntax:  scarveil
    Cost:    10 movement
    A reduced-damage strike prepares your next offensive Avenger spell resistance check.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Summon

  • Skill Page
  • Description:

    help Summon
    SUMMON
    SUMMON
    Syntax: cast summon <character>
    This spell summons a character from anywhere else in the world into your room.
    Characters who are fighting may not be summoned.

Level 15

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Dodge

  • Skill Page
  • Description:

    help dodge
    DODGE
    In the words of one wise warrior, 'the best way to block a blow is to not
    be where it lands'.  The dodge skill honors this tradition, by improving the
    character's natural agility to the point where many blows will miss the 
    target. The chance of dodging is also affected by the dexterity of the
    attacker and the target.  Any class may learn dodging.

Witness

  • Skill Page
  • Description:

    WITNESS
    Syntax:  witness <companion>
    Cost:    Consent required
    A grouped companion can accept your bond; their wounds can earn your reactive point.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Word of Recall

  • Skill Page
  • Description:

    help 'Word of Recall'
    'WORD OF RECALL'
    'WORD OF RECALL'
    Syntax: cast 'word of recall'
    This spell duplicates the built-in RECALL ability.  It is provided solely for
    Merc-based muds which wish to eliminate the built-in ability while still
    providing the spell. This spell circumvents the pkill no-recall lag.

Level 16

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Cure Poison

  • Skill Page
  • Description:

    help Cure Poison
    'CURE POISON'
    'CURE POISON'
    
    Syntax: cast 'cure poison' <character>
    
    This spell cures general poisons that have afficted a given character.  
    
    See also - CURATIVE

Fireproof

  • Skill Page
  • Description:

    help 'Fireproof'
    FIREPROOF
    Syntax: cast 'fireproof' <object>
    The fireproof spell creates a short-lived protective aura around an object,
    to protect it from the harmful effects of acid and flame.  Items protected
    by this spell are not harmed by acid, fire, or the heat metal spell.
    Although inexpensive to use, the spell's short duration makes it impractical
    for protecting large numbers of objects.

Grudge

  • Skill Page
  • Description:

    GRUDGE
    Syntax:  cast 'grudge'
    Cost:    10 mana
    Read a recent directional trace left by your branded foe.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 17

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Gate

  • Skill Page
  • Description:

    help Gate
    GATE
    GATE
    syntax:  cast gate <target>
    The gate spell is a powerful transportation magic that opens up a portal 
    between your character and another person or creature somewhere else in the
    world.  This portal will transport you and any pet you might have, but not
    other members of your group.  Monsters receive a save against gate, and
    monster or players more than 3 levels higher than you can not be gated to at 
    all.  God rooms, private rooms, and no recall rooms cannot be gated to, and
    no recall rooms cannot be gated out of.  Finally, any god or hero is also 
    immune to gate, as well as any player who has no summon set.  Clan members 
    may not be gated to except by their fellow Clan members. Gate is not powerful
    enough to cross the vast oceans to another continent.

Level 18

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Burden of Violence

  • Skill Page
  • Description:

    BURDEN OF VIOLENCE
    Syntax:  cast 'burden of violence' <enemy>
    Cost:    18 mana; 2 Reckoning
    Temporarily reduce the branded foe's damage by one sixth.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Cure Disease

  • Skill Page
  • Description:

    help 'Cure Disease'
    'CURE DISEASE'
    'CURE DISEASE'
    
    Syntax: cast 'cure disease' <character>
    
    This spell may cure various diseases that have afflicted a character.  
    
    See also - CURATIVE

Disarm

  • Skill Page
  • Description:

    help disarm
    DISARM
    Disarm is a somewhat showy and unreliable skill, designed to relieve your
    opponent of his weapon.  The best possible chance of disarming occurs when you
    are skilled with both your own and your opponent's weapon. Only talented thieves 
    and warriors may learn this skill.

Level 20

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Cure Fatigue

  • Skill Page
  • Description:

    help 'Cure Fatigue'
    'CURE FATIGUE'
    'CURE FATIGUE'
    
    Syntax: cast 'cure fatigue' <character>
    
    This spell restores vitality to a character afflicted by the poison of the
    hobgoblin.  
    
    See also - CURATIVE

Expose Weakness

  • Skill Page
  • Description:

    EXPOSE WEAKNESS
    Syntax:  cast 'expose weakness' <enemy>
    Cost:    15 mana
    Prepare a more accurate weapon technique.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Fly

  • Skill Page
  • Description:

    help fly
    FLY
    FLY
    Syntax: cast 'fly' <character>
    This spell enables the target character to fly.  There are some areas where
    passage may not be enabled simply by flying, for example - an underwater
    cave might require the use of swimming to get through.  You cannot rest
    sleep or ride a mount while flying.  
     
    See also 'LAND'

  • Duration:

    58 ticks (about 39 min 38 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Identify

  • Skill Page
  • Description:

    help 'Identify'
    IDENTIFY
    IDENTIFY
    Syntax: cast identify <object>
    This spell reveals information about the object.

Second Attack

  • Skill Page
  • Description:

    help 'Second Attack'
    'SECOND ATTACK'
    Training in second attack allows the character a chance at additional
    strikes in combat -- although a 100% second attack does NOT guarantee 2
    attacks every round.  Any class may learn this skill, although clerics and
    mages have a very hard time with it.

Shield

  • Skill Page
  • Description:

    help 'Shield'
    
    SHIELD 'STONE SKIN'
    SHIELD 'STONE SKIN'
    Syntax: cast shield
    Syntax: cast 'stone skin'
    These spells protect the caster by decreasing (improving) the caster's armor
    class.  SHIELD provides 20 points off armor.  STONE SKIN provides 40 points off
    armor.

  • Duration:

    63 ticks (about 43 min 3 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 22

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Refuse the Grave

  • Skill Page
  • Description:

    REFUSE THE GRAVE
    Syntax:  cast 'refuse the grave'
    Cost:    18 mana; 2 Reckoning
    Raise a limited ward that absorbs part of incoming damage.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Teleport

  • Skill Page
  • Description:

    help teleport
    TELEPORT
    TELEPORT
    Syntax: cast <teleport>
    This spell takes you from your current location to a random location somewhere
    in the world.

Level 24

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Cure Critical

  • Skill Page
  • Description:

    help 'Cure Critical'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

Detect Hidden

  • Skill Page
  • Description:

    help 'Detect Hidden'
    'DETECT HIDDEN'
    'DETECT HIDDEN'
    Syntax: cast 'detect hidden'
    This spell enables the caster to detect hidden creatures.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Remove Curse

  • Skill Page
  • Description:

    help 'Remove Curse'
    'REMOVE CURSE'
    'REMOVE CURSE'
    
    Syntax: cast 'remove curse' <character>
            cast 'remove curse' <object>
    
    This spell removes a curse from a character, and might possibly uncurse a
    cursed object.  It may also be targeted on an object in the caster's
    inventory, in which case it's chance of success is significantly higher.  
    
    See also - BENEDICTIONS

Level 25

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Answering Steel

  • Skill Page
  • Description:

    ANSWERING STEEL
    Syntax:  answersteel
    Cost:    12 movement
    Prepare to reduce a normal melee blow and answer next round with a counterstrike.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 27

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Enhanced Damage

  • Skill Page
  • Description:

    help 'enhanced damage'
    'ENHANCED DAMAGE'
    Warriors and skilled thieves can become skilled enough in combat that they are
    able to inflict more damage than other classes.  Enhanced damage is checked
    for with each hit, although with a low skill, the chance of receiving a bonus
    is very low indeed.

Level 28

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Strip the False

  • Skill Page
  • Description:

    STRIP THE FALSE
    Syntax:  cast 'strip the false' <enemy>
    Cost:    25 mana; 3 Reckoning
    Attempt to remove one magical defense: sanctuary, stone skin, shield or armor.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 30

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Portal

  • Skill Page
  • Description:

    help 'Portal'
    Syntax: cast 'portal' <target>
    The portal spell is similar to gate, but creates a lasting one-way portal to
    the target creature, instead of transporting the caster.  Portals are
    entered using 'enter' command, as in 'enter portal'.  Portals cannot be made
    to certain destinations, nor used to escape from gate-proof rooms.  Portal
    requires a special source of power to be used, unfortunately the secret of
    this material component has been lost...  Portals can traverse the boundries
    of the continents.  Use look in <portal> to see destination.

Sanctuary

  • Skill Page
  • Description:

    help 'Sanctuary'
    SANCTUARY
    SANCTUARY
    Syntax: cast sanctuary  <character>
    The SANCTUARY spell reduces the damage taken by the character from any attack
    by one half.

  • Duration:

    12 ticks (about 8 min 12 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Unbroken Purpose

  • Skill Page
  • Description:

    UNBROKEN PURPOSE
    A successful weapon-spell-weapon sequence restores a little mana.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 32

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Pass Door

  • Skill Page
  • Description:

    help 'Pass Door'
    'PASS DOOR'
    'PASS DOOR'
    Syntax: cast 'pass door'
    This spell enables the caster to pass through closed doors.

  • Duration:

    14 ticks (about 9 min 34 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 33

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Third Attack

  • Skill Page
  • Description:

    help 'Third Attack'
    'THIRD ATTACK'
    'THIRD ATTACK'
    Training in third attack allows the character a chance at an additional strike
    in a combat, and increases the chance of a second attack as well.  Perfect
    third attack does NOT assure three attacks per round.  Only warriors and highly
    skilled thieves may learn this skill.

Level 35

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Nexus

  • Skill Page
  • Description:

    help 'Nexus'
    'NEXUS'
    NEXUS
    Syntax: cast 'nexus' <target>
    This spell is virtually identical to portal (see 'help portal'), with the
    only difference being that while portal creates a one-way gate, a nexus 
    spell makes a two-sided gate.  It also lasts longer than the lower-powered
    portal spell.  Both spells require an additional power source, the secret
    of which has been lost... This spell can traverse the boundries of continents.

Return the Hurt

  • Skill Page
  • Description:

    RETURN THE HURT
    Syntax:  cast 'return the hurt' <enemy>
    Cost:    25 mana; 3 Reckoning
    Inflict mental damage and recover limited health based on damage inflicted.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 38

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No Absolution

  • Skill Page
  • Description:

    NO ABSOLUTION
    Syntax:  cast 'no absolution' <enemy>
    Cost:    20 mana; 2 Reckoning
    Temporarily reduce supported incoming healing by one quarter; natural regeneration is unaffected.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 45

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Collect the Debt

  • Skill Page
  • Description:

    COLLECT THE DEBT
    Syntax:  collectdebt
    Cost:    18 movement; all 4–6 Reckoning
    Spend the debt on a heavy weapon strike; more points strengthen it.
    Reckoning is the Avenger's resource: up to six points, earned by weapon techniques and by the branded foe's attacks, spent on these arts. See the Avenger help for the full rules.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)

Level 50

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Unsettled Account

  • Skill Page
  • Description:

    UNSETTLED ACCOUNT
    Spending Reckoning prepares a more accurate Press the Wound.
    
    (Taken from the Avenger class page on dsl-mud.org (and the in-game HELP AVENGER and HELP AVENGER RECKONING). The in-game help text has not been captured yet.)