Credit: https://www.deviantart.com/shinwolf/art/com-knife-juggler-95241665

Jongleur

Primary Attribute: Dexterity

Secondary Attribute: Wisdom

Casting: casts at level

HP/level: 9-12

Mana/level (game logs): no data

Level 51, reclass at 51

HP: ...

Mana: ...

Simulator: target level, reclass level

Boost / Gimps

Armor: Leather

Is CSR? False

Who can play: Any race that can be a bard

Creation Skill / Spell / Song Groups

Spells

Songs

Basics

Default

Click to show help file

Help File: 
help jongleur
jongleur
Jongleurs are loosely based upon the French entertainers of the same
name.  They are masters at manipulating small items with their hands.  They
can catch and juggle almost anything.  On top of this, they are skilled
acrobats, able to traverse tightropes, turn flips, polevault, and perform a
number of acrobatic feats.  Their agility provides them with great defensive
resources.  
 
Any Bard class may reclass to a Jongleur.

Level 1

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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.

Danger Sense

  • Skill Page
  • Description:

    help danger sense
    DANGER SENSE
    Danger Sense Allows you to sense what your opponent is going to do before
    they do it so you can dodge or deflect their blow.  
     
    Available to bards and bard reclasses.

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.

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.

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.

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.

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.

Whip

  • Skill Page
  • Description:

    help whip
    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.

Level 3

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Cause Light

  • Skill Page
  • Description:

    help 'cause light'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

Dirt Kicking

  • Skill Page
  • Description:

    help 'dirt kicking'
    'DIRT KICKING'
    Considered by some to be a cowardly skill, dirt kicking gives the clever 
    combatant a chance to blind his opponent by casting dirt into his eyes.  The
    blindness does not last long, but can provide an edge in combat.  Dexterity
    helps in hitting or avoiding a dirt kick.  Only warriors and thieves may
    learn this skill.

  • Duration:

    under one tick (a few pulses)

    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.

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.

The Torch Burns

  • Skill Page
  • Description:

    The Torch Burns - Singing this simple song will allow those who are 
    musically inclined to make a temporary flaming torch out of midair and 
    place it in their inventory.

  • Amended Description:

    Places a torch in your inventory

Level 4

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Trip

  • Skill Page
  • Description:

    help trip
    TRIP
    Back by popular demand.  Trip is a somewhat dastardly attack, and involves
    using any one of a number of methods to bring your opponent down to the ground.
    Tripping large monsters is generally not a good idea, and agile ones will
    find the attack easy to avoid.  Thieves and warriors may learn trip.

  • Amended Description:

    Trip does not work on flying opponents.

Level 7

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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.

Song of War

  • Skill Page
  • Description:

    Song of War - With this song, the singer's melodious voice will inspire 
    those who are close to the singer so they can find their own strength and  
    in doing so, will find themselves able to strike harder and more accurately 
    than before.

  • Duration:

    21 ticks (about 14 min 21 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 9

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Pick Lock

  • Skill Page
  • Description:

    PICK 'PICK LOCK'
    Syntax: pick <object>
    Syntax: pick <door>
    Lock picking is one of the prime skills of thieves, allowing them to gain
    access to many secured areas.  Lock picking chances are improved by
    intelligence, and hindered by the difficulty of the lock. Other classes may
    learn to pick locks, but they will never find it easy.

Travel Tune

  • Skill Page
  • Description:

    Travel Tune - By singing this upbeat and catchy tune, the Skald will 
    motivate their group to get their second wind and refresh them in order to 
    continue on their journey.

Level 10

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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.

Cause Serious

  • Skill Page
  • Description:

    help 'cause serious'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

Infravision

  • Skill Page
  • Description:

    help 'Infravision'
    INFRAVISION
    INFRAVISION
    
    Syntax: cast infravision <character>
    
    This spell enables the target character to see warm-blooded creatures even
    while in the dark, and exits of a room as well.  
    
    See also - ENHANCEMENT

  • Duration:

    114 ticks (about 1 h 17 min)

    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.

Roundhouse

  • Skill Page
  • Description:

    help roundhouse
    ROUNDHOUSE
    This skill is learned by those who are well acquainted to bar room
    brawls.  It is a wild, looping punch designed to stun and daze the opponent.
    Due to the wild nature of the swing, it is somewhat unreliable.

  • Amended Description:

    In addition to stunning your opponent, this can also force them into a resting position.

Level 11

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99 Bottles of Beer

  • Skill Page
  • Description:

    99 Bottles of Beer - A fun and lively tune that summons forth a frosty 
    mug of beer for any and all to drink.

  • Amended Description:

    Places a bottle of beer in your inventory

Level 12

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No Eyes

  • Skill Page
  • Description:

    No Eyes - A strong and powerful song that has the ability to blind the 
    bard's opponent for which there is no cure for a short duration of time.

  • Amended Description:

    * Incurable blind for 3 ticks

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

Level 13

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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.

Level 14

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Stone Fountain

  • Skill Page
  • Description:

    Stone Fountain - When the Skald sings this song, they will summon a 
    stone fountain that you may drink from to quench your thirst.

  • Amended Description:

    * create a fountain that lasts until copyover

Level 15

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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.

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.

The Piercing Winds

  • Skill Page
  • Description:

    The Piercing Winds - Another powerful song that when sung, will summon 
    savage winds and slash at all foes within the area.  It can also provoke
    people that are hidden within the room into action.

  • Amended Description:

    * AoE damage to all in room who are not in your group

Level 16

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EntertainCrowd

  • Skill Page
  • Description:

    ENTERTAIN CROWD
     
    Syntax:  Entertain crowd
     
    Jongleurs more than any know that a happy fighter is a good fighter.  By
    performing a short but grand display of athleticism, the jongleur will
    entertain their audience of friend and foe alike, increasing their accuracy 
    in combat as a result.
    
    Groups containing this skill: JONGLEUR DEFAULT

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.

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 17

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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.

Level 18

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Weakness Within

  • Skill Page
  • Description:

    Weakness Within - When this song is sung, it can make the singer's 
    target weary and tired, weakening their strength in battle.

  • Amended Description:

    * Same as weakness

Level 19

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Cause Critical

  • Skill Page
  • Description:

    help 'Cause Critical'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

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.

Pugil

  • Skill Page
  • Description:

    help Pugil
    pugil
    Using a staff, the attempt is made to do a quick combination hit with
    alternate ends of the staff.  The is done with a quick punching movement
    from each hand.

Level 20

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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.

Level 21

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Tumbling

  • Skill Page
  • Description:

    TUMBLING
     
    Quick reactions, high dexterity and a steadiness on ones feet are all 
    traits of the successful jongleur.  As such, when they finds themselves 
    being bashed by their enemies, they knows well enough to duck and roll into 
    it so as to jump straight back on their feet, with no loss in momentum or 
    thought.  This is a passive skill.
     
    Groups containing this skill: JONGLEUR DEFAULT

  • Amended Description:

    At 100% tumbling, a successful counter of a bash now knocks the attacker down 40% of the time instead of 50% (Jongleur change note, 2026-10-29). Flipping out of a bash earns two points of Applause.

Level 22

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Giant Strength

  • Skill Page
  • Description:

    help 'Giant Strength'
    'GIANT STRENGTH'
    'GIANT STRENGTH'
    
    Syntax: cast 'giant strength' <character>
    
    The caster can enhance the physical strength of a target, either himself or
    another, with this spell, giving the recipient the strength of a mighty
    giant.  
    
    See also - ENHANCEMENT

  • Duration:

    56 ticks (about 38 min 16 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.

Light Foot

  • Skill Page
  • Description:

    help 'Light Foot'
    light foot
    Syntax: cast 'light foot'
     
    Light foot is a spell of enhancement that allows the caster to reduce the
    cost it takes to move through a given room.  Any creature, friend or foe benefits
    from this magic if cast.  The spell does not spread to adjacent rooms.

Reveal All

  • Skill Page
  • Description:

    Reveal All - As they are sung, the high pitched notes of this song will 
    force any that hear its tune to twitch, causing any that are hidden nearby 
    to reveal themselves.

  • Amended Description:

    * Similar to faerie fog, but no fail, and -everyone- twitches

Level 23

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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.

We Come, We Come

  • Skill Page
  • Description:

    We Come, We Come - The strong tempo of this song will enrage the 
    group and allow them to strike harder and with more accuracy against the 
    enemy, however, as their focus is clouded by their aggressive actions in 
    battle it leaves their defenses more vulnerable while under this songs 
    influence.

  • Duration:

    17 ticks (about 11 min 37 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 24

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Catch Arrow

  • Skill Page
  • Description:

    CATCH ARROW
     
    With an impressive display of hand-eye coordination, the trained jongleur 
    is able to not only see his enemy's shot heading toward him, but also grab 
    it out of the air before it can strike him.  This is a passive skill.
    
    Groups containing this skill: JONGLEUR DEFAULT

Level 25

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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.

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.

Song of Healing

  • Skill Page
  • Description:

    Song of Healing - The soft melody of this song allows the Skald to mend 
    all their groupmates wounds and helps them to prepare for battle once more.

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 26

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Haste

  • Skill Page
  • Description:

    help Haste
    HASTE
    HASTE
    
    Syntax: cast 'haste' <target>
    
    The haste spell increases the speed and agility of the recipient, allowing
    an extra attack (or even a backstab) in combat, and improving evasive
    abilities in combat.  
    
    However, it produces a great strain on the system, such that recuperative
    abilities are halved.  Haste is capable of negating the slow spell.  
    
    See also - ENHANCEMENT SLOW

  • Duration:

    27 ticks (about 18 min 27 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.

Song of Peace

  • Skill Page
  • Description:

    Song of Peace - A very powerful and useful song, this allows bards 
    to cease all combat in a room regardless of who is fighting who.

Level 27

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Lullaby

  • Skill Page
  • Description:

    Lullaby - A soft and gentle melody that enables the singer to put 
    someone temporarily in a deep sleep.

Level 28

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Harm

  • Skill Page
  • Description:

    harm            a very deadly harmful spell

The Marriage Song

  • Skill Page
  • Description:

    The Marriage Song - This unique bard song enables the bard to create
    a wedding band for the target, with the name of the target on the ring.

Level 29

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Screeching Banshee

  • Skill Page
  • Description:

    Screeching Banshee - A very loud and annoying song that can cause 
    severe, though temporary deafness  in all who listen to it.

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 30

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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.

Nightmare

  • Skill Page
  • Description:

    Nightmare - A melancholy tune with unnerving undertones, this song 
    can strike fear into the hearts of their foe, causing them to run away.

  • Amended Description:

    This is the skalds version of spook

Polevault Jump

  • Skill Page
  • Description:

    polevault jump
    Syntax: pvjump <direction>
    
    Polevault jump allows a person to catapult themself over a room using a
    staff.  It does hurt when you fail, and of course it takes a bit more effort
    than just walking but it is a very proven way to avoid a room full of people
    wanting to wear your blood.

  • Amended Description:

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.

Level 31

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Release Me

  • Skill Page
  • Description:

    Release Me - An interesting bard song that can distract the target 
    enough so that as they listen to the tune, they may actually drop their 
    weapon upon the ground.

Level 32

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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.

Shield of Words

  • Skill Page
  • Description:

    Shield of Words - A beautiful song that adds an additioanl armor 
    barrier around the bard's entire group, making them more difficult to hit 
    in combat and increasing their damage resistance.

  • Duration:

    52 ticks (about 35 min 32 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 34

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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.

Level 35

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Applause

  • Skill Page
  • Description:

    APPLAUSE
    Jongleurs earn Applause while fighting. Dodging attacks and sensing danger can earn a little. Landing a polevault kick earns a cheer from the imaginary audience. Flipping out of a bash or catching an arrow earns TWO points. The audience can only be impressed so often each round.
    You can build up to FIVE points of Applause. It appears in your affects, and %A in your prompt shows it. It fades shortly after combat ends.
    Included in the default Jongleur group. Existing Jongleurs learn it with: gain applause
    
    (Taken from the Jongleur change note (2026-10-29) and the Jongleur class page. The in-game help text has not been captured yet.)

Polevault Kick

  • Skill Page
  • Description:

    POLEVAULT KICK
     
    Syntax:  Polevault
             Polevault target
     
    Planting their staff to the ground, the jongleur leaps up with a quick but
    firm kick toward the enemy's sternum.  So forceful is the blow that it not
    only hurts the foe but even has a chance to even knock them off their feet.
    Mounted foes run the risk of being knocked from their steed.
     
    Groups containing this skill: JONGLEUR DEFAULT

  • Amended Description:

    Damage was reduced slightly (Jongleur change note, 2026-10-29). Landing a polevault kick earns Applause, which Showstopper spends.

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.

Showstopper

  • Skill Page
  • Description:

    SHOWSTOPPER
    Syntax:  showstopper
    Spend your accumulated Applause to perform one of three displays. 1-2 Applause: Take a Bow, recovering some health and stamina mid-fight. 3-4 Applause: Vaulting Strike, a polevault kick that cannot miss or be repositioned and has a better chance of knocking the victim senseless. 5 Applause: Grand Finale, an unstoppable Vaulting Strike that leaves the opponent dazed and grants your entire group +10 hitroll for five ticks.
    Vaulting Strike and Grand Finale require a staff; without one you keep your Applause. Included in the default Jongleur group. Existing Jongleurs learn it with: gain showstopper
    
    (Taken from the Jongleur change note (2026-10-29) and the Jongleur class page. The in-game help text has not been captured yet.)

Song of Charm

  • Skill Page
  • Description:

    Song of Charm - An enchanting tune that can be sung to allow the bard 
    to potentially place their target temporarily under his or her control.

Level 38

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The Roosters Crow

  • Skill Page
  • Description:

    The Rooster's Crow - The tune of this song resembles that of the
    rooster's crow marking the sunrise, enabling the bard to wake up anyone in
    sleep spell.

  • Amended Description:

    * Wake all sleeping in room, including sleep/strangle

Level 39

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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.

Weapon Toss

  • Skill Page
  • Description:

    weapon toss
    Syntax: wtoss
    
    Weapon toss is an advanced disarm that carries the possibility of throwing a
    disarmed weapon into the next room.

Level 40

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Light Show

  • Skill Page
  • Description:

    LIGHT SHOW
    Syntax: cast ‘light show’
    
    In the Jongleur’s bag of tricks there is an illumination spellbook called
    light show.  Only able to be cast at night, this spell makes it so no one
    can see anything within the room where it was cast for a short duration of
    time.  
    
    Groups containing this skill: JONGLEUR DEFAULT

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.

  • 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.

Level 41

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Wake the Dead

  • Skill Page
  • Description:

    help song
    A harsh calling tune that summons forth the bard's only 
    charmed being, a spirit that will follow the bard and assist in battle.  
    Unlike others classes that have the ability to can call upon charmed beings 
    to assist them, this song can be sung in the thick of combat.

  • Amended Description:

    Create a charmed spirit to protect you during battle

Level 42

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Cause Decay

  • Skill Page
  • Amended Description:

    A spell that causes moderate damage and has a change to apply debilitating maledictions to the target.

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.

Level 45

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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.

Level 46

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Green Leaf

  • Skill Page
  • Description:

    Green Leaf - A song of haphazard wimsy that distracts the mind of the 
    target and able to cause amusing effects such as blurred vision and
    hallucinations as well as the inability to pick up or wear items.

  • Amended Description:

    Have you ever wanted to make your enemies insane? Well, try some green leaf.

  • Duration:

    4 ticks (about 2 min 44 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 50

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Cause Fatality

  • Skill Page
  • Description:

    help harmful
    cause fatality  the most powerful harmful spell, possible instant death

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.