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Skills

  • Age
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Spells

  • Armor
  • Bless
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Songs

Credit: https://www.pinterest.com/pin/99008891793343859/

Crusader

Primary Attribute: Wisdom

Secondary Attribute: Constitution

Boost / Gimps

  • Arboren (Damage::-10)
  • Ariel (Damage::20)
  • Deep Gnome (Damage::-10)
  • Giant Ogre (Damage::-20)
  • Goblin (Damage::-10)
  • Half Elf (Damage::10)
  • Human (Damage::20)
  • Kender (Damage::-10)
  • Orc (Damage::10)
  • Wemic (Damage::-20)
  • Yinn (Damage::10)

Armor: Chain

Is CSR? False

Race Restrictions: Hobgoblin, Bugbear, Gully Dwarf, Pixie

Creation Skill / Spell / Song Groups

Spells

  • Creation
  • Healing
  • Transportation
  • Benedictions
  • Curative
  • Maladictions
  • Weather
  • Worship
  • Detection
  • Protective

Basics

  • Crusader Basics

Default

  • Crusader Default

Click to show help file

Help File: 
help crusader
CRUSADERS 'CRUSADER BASICS' 'CRUSADER DEFAULT'
Crusaders are fanatics of their religions.  They believe in purifying the
world through combat.  They believe that they are the righteous and all
others are the wicked.  Crusaders are a cleric-only reclass, available to
all.  Crusaders are combat-oriented, receiving a number of warrior skills,
such as dual wield, as well as better hit point gains, and slightly worse
mana gains.  Crusaders lose access to a few cleric groups, such as Attack
and Elemental.  
 
Who can be a Crusader?
 
CLASS:  CLERIC only
 
RACE:  Any EXCEPT Leonine
 
ALIGNMENT:  ANY
 
CLAN:  ANY
 
see also: 'RECLASS'

Level 1

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Age

  • Skill Page
  • Description:

    help age
    AGE
    AGE
    Age on DSL is for roleplaying purposes only and has no visable game
    affect.  Different Races have different life spans so ages vary.  To
    increase your age, go to the trainer and type "Practice age".  You can
    increase your age but you can NEVER decrease it.  Practicing your age
    DOES NOT cost ANY practices.
    TABLE OF AGES:
    Race      Teen      Young Adult   Adult     Middle Aged   Old
    Human     17-19     20-29         30-45     46-60         61-85
    Goblin    17-19     20-29         30-45     46-60         61-85
    Dwarf     40-60     61-120        121-250   251-350       350+
    Elf       40-90     91-175        176-300   301-500       501+
    Ogre      30-80     81-110        111-180   181-210       211-250
    Minotaur  30-60     61-80         81-115    116-145       146-175
    Gnome     35-85     86-110        111-190   191-220       221-240
    Dragon    107-300   300-700       700-1.5k  1.5k-3k       3k-5k
    Kender    20-29     30-55         56-88     89-131        131-160
    Yinn      20-30     31-50         51-70     71-90         91-110

  • Amended Description:

    Retraining and reclassing resets age

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.

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)

Dig

  • Skill Page
  • Description:

    help dig
    DIG BURY
    Syntax: Dig
    Syntax: Dig <direction>
    Syntax: Bury <object name>
    Dig is a skill which allows you to dig up
    items that are buried OR dig out exits
    which may exist. Please note that a shovel
    will GREATLY improve your chances of finding
    buried items.
    Bury is a command which allows you to bury an
    object.  Be careful, You might not be able to
    dig up the object later on.

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.

Polearm

  • Skill Page
  • Description:

    help Polearm
    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.

Spear

  • Skill Page
  • Description:

    help spear
    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.

Staff

  • 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.

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.

===========================================

Level 3

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Create Water

  • Skill Page
  • Description:

    help 'Create Water'
    'CREATE WATER'
    'CREATE WATER'
    
    Syntax: cast 'create water' <drink-container>
    
    This spell replenishes a drink container with water.  
    
    See also - CREATION

Faerie Fire

  • Skill Page
  • Description:

    help 'Faerie Fire'
    'FAERIE FIRE'
    'FAERIE FIRE'
    
    Syntax: cast 'faerie fire' <victim>
    
    This spell increases (makes worse) the armor class of its victim.  For each
    level of the caster, the victim's armor class is increased by one point.  
    
    See also - WEATHER

Riding

  • Skill Page
  • Description:

    help Riding
    RIDING RIDE MOUNT DISMOUNT
    Syntax:  ride <mob>
             ride <player>
             dismount
             mount
    RIDE is the command used to ride a mob or player (dragon) who are able and
    willing to transport you.  DISMOUNT will allow you to stop riding.  When you dismount, you resume a standing position.  You must have the riding skill to 
    be able to ride.
    MOUNT is a dragon/beastformed shaman only command and toggles between allowing
    other players to ride you or not. At the moment there is no way to remove someone
    who is riding you.

===========================================

Level 4

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Continual Light

  • Skill Page
  • Description:

    help Continual Light
    'CONTINUAL LIGHT'
    CONTINUAL LIGHT
    
    Syntax: cast 'continual light'
            cast 'continual light' <object>
    
    This spell creates a ball of light, which you can hold as a light source. 
    The ball of light will last indefinitely.  It may also be used on an object
    to give it an enchanted glow.  
    
    See also - CREATION

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.

Detect Good

  • Skill Page
  • Description:

    help 'Detect Good'
    'DETECT GOOD'
    Syntax: cast 'detect good'
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

===========================================

Level 5

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Create Food

  • Skill Page
  • Description:

    help 'Create Food'
    CREATE FOOD
    Syntax: cast 'create food'
    
    This spell creates a Magic Mushroom, which you or anyone else can eat.  
    
    See also - CREATION

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

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)

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 6

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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.

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.

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.

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)

Detect Poison

  • Skill Page
  • Description:

    help 'Detect Poison'
    'DETECT POISON'
    'DETECT POISON'
    Syntax: cast 'detect poison' <object>
    This spell detects the presence of poison in food or drink.

Illumination

  • Skill Page
  • Description:

    help Illumination
    illumination
    Syntax cast 'illumination'
     
    Illumination is a spell of creation that allows the caster to illuminate the
    room they are in for a period of time.  Additional, the light will although
    weaker illuminate the surrounding rooms as well.

===========================================

Level 8

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Blindness

  • Skill Page
  • Description:

    help Blindness
    BLINDNESS
    BLINDNESS
    Syntax: cast blindness <victim>
    This spell renders the target character blind.

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.

===========================================

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.

Know Alignment

  • Skill Page
  • Description:

    help 'Know Alignment'
    'KNOW ALIGNMENT'
    'KNOW ALIGNMENT'
    Syntax: cast 'know alignment' <character>
    This spell reveals the alignment of the target character.

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.

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.

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.

===========================================

Level 10

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Create Tree

  • Skill Page
  • Amended Description:

    Creates a tree

Floating Disc

  • Skill Page
  • Description:

    'FLOATING DISC'
    
    Syntax: cast 'floating disc'
    
    This useful spell creates a floating field of force which follows the caster
    around, allowing him or her to pile treasure high with no fear of weight
    penalties.  
    
    It lasts no more than twice the casters level in hours, and usually less. 
    It can hold 10 pounds per level of the caster, with a maximum of five pounds
    per item.  
    
    The spell requires an open float location on the character, and the only way
    to remove the disc is to die or allow it to run out of energy.  
    
    See also - CREATION

Hand to Hand

  • Skill Page
  • Description:

    help 'Hand to Hand'
    'HAND TO HAND'
    Hand to hand combat is a rare skill in the lands of Algoron.  Learning
    this style of fighting gives the player a weapon even when disarmed --
    bare hands. Trained hand to hand experts are far more effective than many
    swordsmen. Clerics and warriors are the best at this skill, although
    thieves and mages may also learn it.

Holy Steed

  • Skill Page
  • Description:

    HOLY STEED 'HOLY STEED'
    HOLY STEED
    
    Crusaders are granted a special blessing by the gods that allows them to
    call upon a steed of holy faith as their mount.  The steeds themselves are
    noticeably different than normal mounts, as they should be, because of the
    blessings which provided them.  
    
    Steeds of the followers of good faiths tend to be white.
    Those of the neutral faiths tend to be grey.
    And those of the darker worship tend to be black.
     
    See also - WORSHIP

===========================================

Level 11

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Create Rose

  • Skill Page
  • Description:

    help 'Create Rose'
    'CREATE ROSE'
    'CREATE ROSE'
    
    Syntax: cast 'create rose'
    
    A romantic spell that creates a fragrant red rose, with utterly no game use
    whatsoever.  
    
    See also - CREATION

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.

===========================================

Level 12

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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.

Lore

  • Skill Page
  • Description:

    help lore
    LORE
    Lore is a general skill, consisting of knowledge of myths and legends. Use
    of the lore skill gives a chance of obtaining information on an object,
    concerning its power and uses.  It also may occasionally increase the value
    of an object, because more will be known about its worth.  All classes may
    learn lore, although thieves are best at it, and warriors find it very hard
    to use.
    Lore works automatically, each time you look at or examine an object.

Poison

  • Skill Page
  • Description:

    help poison
    POISON
    POISON
    Syntax: cast poison <victim>
    Syntax: cast poison <object>
    This spell reduces the strength of the victim by two, as well as reducing the
    victim's regeneration rate. It may also be used to poison food, drink, or
    a weapon in a fashion similar to envenom ('help envenom'), but with 
    drastically reduced effectiveness.

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 13

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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)

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

Unhorse

  • Skill Page
  • Description:

  • Amended Description:

    While riding, the crusader uses a polearm to attempt to unseat their opponent.

===========================================

Level 14

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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

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.

Weaken

  • Skill Page
  • Description:

    help Weaken
    WEAKEN
    WEAKEN
    Syntax: cast weaken <victim>
    The weaken spell reduces the physical power of the caster's target by
    reducing his strength.  The amount of the strength reduced by a caster
    depends on the level of the caster.

===========================================

Level 15

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Locate Object

  • Skill Page
  • Description:

    help 'Locate Object'
    'LOCATE OBJECT'
    'LOCATE OBJECT'
    Syntax: cast 'locate object' <name>
    This spell reveals the location of all objects with the given name.

===========================================

Level 16

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Calm

  • Skill Page
  • Description:

    help Calm
    CALM
    
    Syntax: cast 'calm'
    
    One of the most useful and often overlooked abilities of the master cleric
    is the calm spell, which can put an end to all violence in a room.  Calmed
    creatures will not attack of their own volition, and are at a disadvantage
    in combat as long as the spell soothes their minds.  
    
    The more violent activity there is in a room, the harder the spell, and it
    is all or nothing -- either all combat in the room is ended (with the
    exception of those who are immune to magic) or none is.  
    
    See also - BEGUILING

Charge

  • Skill Page
  • Description:

    help charge
    CHARGE
    Syntax:  charge <direction> <target>
             charge <target>
             charge
    Charge is an attack skill used when riding a mount and wielding a
    polearm.  It therefore requires that you know both the riding and polearm
    skills before you can use it.  Only Warriors, Paladins, Barbarians and 
    Crusaders have what it takes to learn this skill.  You may charge a target 
    to initiate combat.  You may charge without a target if combat is already
    underway.  You can also charge from a adjacent room.  
     
    See also:  RIDING, POLEARM

Farsight

  • Skill Page
  • Description:

    help 'Farsight'
    FARSIGHT Syntax: cast 'farsight'
    
    Farsight allows a caster to see the presence of other mortals within the
    surrounding area's of the one that individual is in.

Identify

  • Skill Page
  • Description:

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

===========================================

Level 17

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Create Spring

  • Skill Page
  • Description:

    help 'Create Spring'
    'CREATE SPRING'
    'CREATE SPRING'
    
    Syntax: cast 'create spring'
    
    This spell brings forth a magical spring from the ground, which has the same
    properties as a fountain.  
    
    See also - CREATION

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.

Plague

  • Skill Page
  • Description:

    help 'Plague'
    PLAGUE
    PLAGUE
    Syntax: cast 'plague' <target>
    The plague spell infests the target with a magical disease of great virulence,
    sapping its strength and causing horrific suffering, possibly leading to
    death.  It is a risky spell to use, as the contagion can spread like
    wildfire if the victim makes it to a populated area.

===========================================

Level 18

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Call Lightning

  • Skill Page
  • Description:

    help 'Call Lightning'
    'CALL LIGHTNING'
    CALL LIGHTNING
     
    Syntax: cast 'call lightning'
     
    This spell works only out of doors, and only when the weather is bad.
     
    It calls down lightning bolts from the Gods.
     
    See also - WEATHER CONTROL WEATHER

Curse

  • Skill Page
  • Description:

    help curse
    CURSE
    CURSE
    Syntax: cast 'curse' <character>
    This spell reduces the character's to-hit roll and save versus spells.
    It also renders the character unclean in the eyes of the Gods and
    unable to RECALL. Curse may be used to fill equipment with evil power,
    allowing (for example) weapons to do more damage to particularly holy
    opponents.

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'

Haggle

  • Skill Page
  • Description:

    help Haggle
    HAGGLE HAGGLING
    Haggling is an indispensable skill to the trader.  It allows a character to
    match wits with a merchant, seeking to get a better price for merchandise,
    or to buy at the lowest possible cost.  Unfortunately, most merchants are
    already very skilled at haggling, so the untrained adventurer had best 
    guard his treasure closely.  Thieves are natural masters at haggling,
    although other classes may learn it as well.

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 19

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Control Weather

  • Skill Page
  • Description:

    help 'Control Weather'
    'CONTROL WEATHER'
    'CONTROL WEATHER'
    
    Syntax: cast 'control weather' better
            cast 'control weather' worse
    
    This spell makes the weather either better or worse.  Changes in weather,
    being the domain of the goddess Turpa, are difficult to achieve, and tend to
    take a great deal of effort.  
    
    See also - WEATHER

===========================================

Level 20

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Astrology

  • Skill Page
  • Description:

    help astrology
    ASTROLOGY
    ASTROLOGY
    Syntax: automatic use
         Astrology can be used in conjunction with the 'lunar' or 'look moons'
    command to derive more information about the moons.  Those who are very
    proficient with astrology can discern the phase of moons that are not
    visible, predict the rising of a given moon, and even predict solar and
    lunar eclipses.  High level astrologers can also see the specific game
    effects of the moons when using the 'lunar' command.
         Being a purely scholarly discipline, astrology is available only
    to mages and clerics.  Dragons may eventually learn it.
    see also: MOONS PHASES

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.

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.

===========================================

Level 21

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Faerie Fog

  • Skill Page
  • Description:

    help 'Faerie Fog'
    'FAERIE FOG'
    'FAERIE FOG'
    
    Syntax: cast 'faerie fog'
    
    This spell reveals all manner of invisible, hidden, and sneaking creatures
    in the same room as you.  
    
    See also - WEATHER

Peek

  • Skill Page
  • Description:

    help Peek
    PEEK
    Syntax: peek <mob/player>
    The peek skill is useful for seeing what a player or monster is carrying,
    the better to use the steal command with.  More intelligent characters are
    harder to peek at.  All characters may learn peek, but thieves are the most
    common practitioners.

===========================================

Level 22

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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.

Energy Drain

  • Skill Page
  • Description:

    help energy drain
    'ENERGY DRAIN'
    ENERGY DRAIN
    
    Syntax: cast 'energy drain' <target>
    
    This spell saps the mana and movement points of its target.  
    
    Necromancers get a special bonus when casting this spell and it is more
    difficult to save against when cast by necromancers.

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 23

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Lightning Bolt

  • Skill Page
  • Description:

    help 'Lightning Bolt'
    'LIGHTNING BOLT'
    'LIGHTNING BOLT'
    
    Syntax: cast 'lightning bolt' <target>
            cast 'lightning bolt' <direction> <target>
    
    As is evidenced by its name, the casting of this spell calls down a massive
    lightning bolt from the skies.  This bolt of lightning can cause a great
    deal of damage, and much like any other lightning, has potential side
    effects.  
    
    The caster can also direct this spell toward opponents standing in distant
    rooms.  
    
    See also - WEATHER

  • Amended Description:

    At level 15 you will be able to range this spell.

Rear

  • Skill Page
  • Description:

    REAR
     
    The seasoned crusader has learned over time how to pull back on their
    mount's reigns causing their mount to rear and lash out with its front
    hooves at its opponent. If successful, the attack has a chance of
    stunning the target as well as causing mild damage.
     
    syntax: rear <target> or just rear during combat

===========================================

Level 24

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Blind Fighting

  • Skill Page
  • Description:

    help 'blind fighting'
    blind fighting
    BLIND FIGHTING
    Under the tutelage of a master weaponsmaster, the dedicated combatant can
    learn how to utilize his weapons so effectively in combat that he is
    proficient with them even while blinded.  The blind fighting skill negates
    the disadvantages of losing vision in a fight by magic or smoke.  A wide
    variety of classes and reclasses may learn this fighting technique.

Dispel Magic

  • Skill Page
  • Description:

    help 'Dispel Magic'
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

Frenzy

  • Skill Page
  • Description:

    help Frenzy
    FRENZY
    
    Syntax: cast 'frenzy' <target>
    
    The frenzy spell fills the target with righteous fury, greatly increasing
    his or her attack skill and damaging capacity.  Unfortunately, this divine
    wrath is coupled with a tendency to ignore threats to personal safety,
    making the character easier to hit.  
    
    Frenzy provides immunity to the calm spell (see 'help calm'), and may only
    be used on those of the caster's alignment.  
    
    See also - BENEDICTIONS

Proximity Dispel

  • Skill Page
  • Description:

    help 'Proximity Dispel'
    proximity dispel
    Syntax: cast 'proximity dispel'
     
    Proximity dispel is a protection spell used to attempt to remove magics that
    are cast on an area instead of a person.

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.

Waypoint

  • Skill Page
  • Description:

    help waypoint
    waypoint
    Syntax: cast 'waypoint'
            cast 'waypoint' recall
     
    Waypoint is a spell of transportation that allows the caster to mark a room
    and gate back to it for a period of time.  The waypoint weakens with each and
    can be dispeled by other magics.  Only one waypoint may ever exist for a caster
    at any one time.
     
    A waypoint in rare circumstances may drift from it's original point of origin.

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Level 25

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Bash

  • Skill Page
  • Description:

    help bash
    BASH
    The bash skill is a warrior talent, a brute-force attack designed to knock
    your foe to his knees.  Its success depends on many factors, including the
    bash rating, your weight, and the size of your opponent.  Bashing a dragon
    is generally not a wise idea.

Crucify

  • Skill Page
  • Description:

    help crucify
    CRUCIFY
    CRUCIFY
    
    Syntax: c 'crucify' <target>
    
    Crucification is the dedication of your enemy's corpse to your god. The
    corpse must be emptied of all its worldly possessions before it can be
    crucified. In return for your offering, energy of your deity flows through the
    crucified corpse to enhance your weapons.
     
    Crucified corpses cannot currently be taken down by any normal means.
     
    See also - WORSHIP

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Level 26

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Cancellation

  • Skill Page
  • Description:

    help Cancellation
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

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Level 29

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Create Holy Symbol

  • Skill Page
  • Description:

    help 'Create Holy Symbol'
    'CREATE HOLY SYMBOL'
    'CREATE HOLY SYMBOL'
    Syntax:  cast 'create holy symbol'
    Clerics may use this spell to forge a symbol of their faith.  When worn, this
    symbol serves to strengthen the clerics abilities. The symbol may not be taken
    from the cleric in any fashion, nor may the cleric willingly give it to another
    character.

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Level 30

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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.

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.

Protection Cold

  • Skill Page
  • Description:

    help 'Protection Cold'
    'PROTECTION COLD' 'PROTECTION FIRE'
    'PROTECTION COLD' 'PROTECTION FIRE'
    
    Syntax: cast 'protection cold'
            cast 'protection fire'
    
    These protection spells call forth powerful defensive magics to shield the
    wielder from attacks of either cold or flame respectively.  The protection
    spells reduce the damage taken from said attacks.  
    
    See also - NATURE

Protection Fire

  • Skill Page
  • Description:

    help 'Protection Fire'
    'PROTECTION COLD' 'PROTECTION FIRE'
    'PROTECTION COLD' 'PROTECTION FIRE'
    
    Syntax: cast 'protection cold'
            cast 'protection fire'
    
    These protection spells call forth powerful defensive magics to shield the
    wielder from attacks of either cold or flame respectively.  The protection
    spells reduce the damage taken from said attacks.  
    
    See also - NATURE

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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.

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Level 33

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Inspire

  • Skill Page
  • Description:

    INSPIRE
    
    Motivated by fanatical loyalty towards one's deity, the crusader is capable
    of inspiring great zeal among grouped allies, empowering them with greater
    protection and combat prowess.  Inspire is part of the Worship spellgroup
    and is only accessible to the Crusader class.  
     
    cast 'inspire'

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.

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Level 35

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Dual Wield

  • Skill Page
  • Description:

    help 'dual wield'
    dual wield
    DUAL WIELD
    syntax: hold <primary weapon>
            secondary <secondary weapon>
    Under the tutelage of a weapons expert, a combatant may learn how to wield a
    weapon in each hand during combat to increase the overall amount of attacks
    each round of attack.  Obviously, with a weapon in each hand, there is no
    possibility of holding a shield.  Since most people favor one hand more than
    the other, the combatant typically finds that he can hold a heavy weapon
    with his proficient hand and a lighter weapon with the other.  Rangers,
    however, have the single ability to dual wield weapons of the same weight.
    Note:  If the primary weapon is somehow removed, the secondary weapon
    automatically switches to the the primary hand.
     
    To dual wield, one must type second <weapon>. The only restriction is
    that the secondary weapon must weigh less than the primary weapon. However,
    there are some known classes out there that might be able to wield two
    weapons of the same weight as well as be able to dual wield two handed
    weapons.

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.

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.

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Level 36

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Holy Word

  • Skill Page
  • Description:

    help 'Holy Word'
    'HOLY WORD'
    'HOLY WORD'
    
    Syntax: cast 'holy word'
    
    Holy word involves the invocation of the full power of a cleric's god, with
    disastrous effects upon enemies, coupled with powerful blessings on allies. 
    All creatures of like alignment in the room are blessed and filled with
    righteous divine wrath, while those of opposite morals (or both good and
    evil in the case of neutrality) are struck down by holy (or unholy might)
    and cursed.  
    
    The cleric suffersgreatly from the strain of this spell, being left unable
    to move and drained of vitality.  Experience loss is no longer associated
    with the spell.  
    
    See also - BENEDICTIONS

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Level 38

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Mass Healing

  • Skill Page
  • Description:

    help 'Mass Healing'
    MASS HEALING
    Syntax: cast 'mass healing'
    The mass healing spell, as its name might suggest, performs a healing spell
    on all players in the room.  It also throws in a refresh spell for good
    measure.

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Level 39

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Tornado

  • Skill Page
  • Description:

    help tornado
    TORNADO
    Syntax:  cast 'tornado' <target>
    This spell summons a deadly tornado.  These powerful weather phenomena
    have been known to carry away objects lying around the room, as well as
    people!

  • Amended Description:

    This spell doesn't actually do any damage.

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Level 40

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Rear

  • Skill Page
  • Description:

    MARTYR
     
    Syntax:  Martyr <target>
     
    Ever fighting for the noble cause, the Crusader can cast themselves as the 
    martyr against an enemy in order to sacrifice themselves to save another.  In 
    doing so, this does leave the Crusader open for the opponent to slay them.
    
    Groups containing this skill: CRUSADER DEFAULT

Slow

  • Skill Page
  • Description:

    help slow
    SLOW
    SLOW
    Syntax: cast 'slow' <target>
    Despite popular mythology, slow is not the opposite of haste, but is a spell
    with its own unique set of effects.  When cast on an unfortunate victim,
    it slows its movements, making it easier to hit and reducing its rate
    of attack.  The effect of slow also double movement costs and halve healing
    rates, due to reduced metabolism.

Stone Skin

  • Skill Page
  • Description:

    help 'Stone Skin'
    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.

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Level 41

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Imbue Mount

  • Skill Page
  • Description:

    IMBUE MOUNT
    
    Through extensive training in the art of mounted combat, the crusader has
    learned how to infuse holy energy into their mount, healing and making it
    tougher.  Imbue Mount is part of the Worship spellgroup and is only
    accessible to the Crusader class.  
     
    cast 'imbue' <mount>

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Level 43

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Dispel Fog

  • Skill Page
  • Description:

    help 'Dispel Fog'
    'DISPEL FOG'
    'DISPEL FOG'
    
    Syntax: cast 'dispel fog'
    
    This spell is used to disperse walls of fog that may be present in any given
    room.  
    
    See also - WEATHER

Fog

  • Skill Page
  • Description:

    help fog
    FOG
    'FOG'
    
    Syntax: cast 'fog'
    
    This spell fills the room you are in with a dense fog, obscuring the view of
    all but the most acute of visions.  
    
    See also - WEATHER

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Level 50

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Devotion

  • Skill Page
  • Description:

    DEVOTION
    
    By showing your devotion to your deity, you vow to fight to the death.  By
    sacrificing your ability to flee from combat, the crusader is granted a
    significant increase to their fighting capabilities.  Devotion is part of
    the Worship spellgroup and is only accessible to the Crusader class.  
     
    cast 'devotion'
     
    Please note this cannot be casted upon others.

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