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  • Whip

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Songs

Credit: https://www.pinterest.ch/pin/645281452856275700/

Pirate

Primary Attribute: Dexterity

Secondary Attribute: Intelligence

Boost / Gimps

Armor: Leather

Is CSR? False

Race Restrictions: Arboren, Troll, Centaur

Creation Skill / Spell / Song Groups

Spells

  • Detection
  • Transportation
  • Enhancement
  • Protective

Basics

  • Pirate Basics

Default

  • Pirate Default

Notes: Pirates gain a new rank every 200 reclass hours up to 1000 hours. Each rank bestows a +2 hit / +2 dam buff to a maximum of 10/10. The ranks in order are: Cabin Person, Pirate, Renown Pirate, Dread Pirate, Notorious Pirate, and Captain.

Click to show help file

Help File: 
help pirate
PIRATES
PIRATES
 
Pirates are the scourge of the sea, living from battle to battle in their
search for treasure.  Pirates are unique in their ability to wield firearms
and incendiary devices. Because of the havoc they wreak on land and sea, the
longer a pirate stalks the realm, the bigger his reputation.
 
There are six levels of pirate reputation:
Cabin Person
Pirate
Renown Pirate
Dread Pirate
Notorious Pirate
Captain
 
The following races may not be pirates: 

Shalonesti Elves, Pixie, Giant Ogres,
Mountain & Hill Dwarves, Centaurs and Ariel.
 
You can only become a Pirate by reclassing from the thief class.

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

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.

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.

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.

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.

Hide

  • Skill Page
  • Description:

    help Hide
    HIDE SNEAK
    Hide and sneak are similar skills, both related to remaining undetected.
    Hide has a very high chance of success, but only works for as long as the
    character remains stationary.  Hide will not show up in your affects (which
    only shows spell affects, not skills), and if you were successfully hidden
    the act of checking your affects will reveal your presence to others.
    Sneak may be used when moving (including to sneak by monsters), but has a
    lower chance of success.  Warriors, thieves, druids, paladins, assassins,
    barbarians may learn these skills.

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.

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.

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.

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.

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.

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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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.

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

Level 4

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Sneak

  • Skill Page
  • Description:

    HIDE SNEAK
    Hide and sneak are similar skills, both related to remaining undetected.
    Hide has a very high chance of success, but only works for as long as the
    character remains stationary.  Hide will not show up in your affects (which
    only shows spell affects, not skills), and if you were successfully hidden
    the act of checking your affects will reveal your presence to others.
    Sneak may be used when moving (including to sneak by monsters), but has a
    lower chance of success.  Warriors, thieves, druids, paladins, assassins,
    barbarians may learn these skills.

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

Level 5

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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.

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

Level 6

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Detect Invis

  • Skill Page
  • Description:

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

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

Level 7

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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.

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

Level 9

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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.

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

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.

Envenom

  • Skill Page
  • Description:

    'ENVENOM'
    
    Syntax: Envenom <item>
    
    The envenom skill is a cowardly skill practiced only by thieves, designed to
    win a battle through alchemy and treachery rather than skill or strength. 
    Or, put another way, it's a skill used by the smart to kill the foolish.  
    
    Food, drink, and weapons may be envenomed through alchemy with varying
    effects.  Poisoned food or drink puts a mild poison spell on the consumer,
    and is unlikely to be more than a minor inconvience (after all, the typical
    adventurer could drink sewer water with only a trace of the runs).
    
     A poisoned weapon, on the other hand, can inflict damage on an opponent as
    the poison burns through his bloodstream.  But be careful, blade venom
    evaporates quickly and is rendered almost powerless by repeated blows in
    combat.  Weapons that already possess a flag cannot be envenomed.  
    could

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

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

Level 11

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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 12

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Detect Evil

  • Skill Page
  • Description:

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

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.

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.

Disarm

  • Skill Page
  • Description:

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

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.

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

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.

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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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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.

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Level 15

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Caltraps

  • Skill Page
  • Description:

    CALTRAPS
    CALTRAPS
    Caltraps is a specialized skill learned only by assassins.  The skill
    consists of throwing sharp spikes to the ground at an opponent's feet. 
    Although the skill is not particularly damaging to the opponent, the
    surprise of stepping on sharp spikes where there was only clear space
    moments before does tend to make your opponent move a little more carefully,
    thus making him easier to hit.  Caltraps may be used during combat or as a
    means of initiating combat.

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.

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.

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.

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Level 16

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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.

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.

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.

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.

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Level 18

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Identify

  • Skill Page
  • Description:

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

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Level 19

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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.

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

Level 20

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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.

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'

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.

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

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

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.

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

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.

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

Level 24

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Third Attack

  • Skill Page
  • Description:

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

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

Level 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.

Pistol

  • Skill Page
  • Description:

    help pistol
    pistol ignite
    PISTOL IGNITE
     
    Syntax: ignite <target>
     
    A pirate must have powder and pistol balls to fire a pistol at his or her
    opponent. To use the pistol,the pirate must first 'put powder pistol' then
    'put ball pistol'. The pistol must then be wielded before the pirate can ignite.
     
    If a pistol is misloaded, the ammunition will be consumed and the pirate may
    take damage. The pistol may also be destroyed. If the pirate attempts to switch
    to a weapon before the pistol fully ignites, the ammunition will be consumed
    and the pirate may take damage.

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.

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Level 26

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Concealed Dagger

  • Skill Page
  • Description:

    CONCEALED DAGGER
     
    Passive Skill
     
    Pirates always carry a little extra security. If they are disarmed, they have a
    chance to land one hit with a 'hidden' weapon. You do not need to carry an extra
    dagger for this skill to work.

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

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

Level 27

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Double Parry

  • Skill Page
  • Description:

    double parry
    DOUBLE PARRY
     
    Passive Skill
     
    A pirate who wields a sword has a chance to return an extra hit upon
    successfully parrying an opponent's attack.

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

Level 28

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Balance

  • Skill Page
  • Description:

    help balance
    balance
    BALANCE
     
    Passive Skill
     
    Due to the time spent sailing the high seas, pirates possess uncanny sense of
    balance, so they recover easily from any attempt to stun them.

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

Level 29

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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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Bloodthirst

  • Skill Page
  • Description:

    bloodthirst
    BLOODTHIRST
     
    Passive Skill
     
    When pirates group together, especially those with a higher reputation, the
    damage they can cause is greatly increased.

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.

Maingauche

  • Skill Page
  • Description:

    maingauche
    MAINGAUCHE
     
    Passive Skill.
     
    A pirate who wields a sword as his or her primary weapon and a dagger as the
    secondary weapon increases the chance of successfully parrying enemy attacks.

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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Intimidation

  • Skill Page
  • Description:

    intimidate
    INTIMIDATE
     
    Syntax: intimidate <target>
     
    A pirate can learn to stare down an opponent, reducing the opponent's ability
    to hit accurately.
     
    The bigger a pirate's reputation, the more intimidating he or she can be.

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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.

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

Level 33

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Mortal Shield

  • Skill Page
  • Description:

    mortal shield
    MORTAL SHIELD
     
    Syntax: mshield <target>
     
    A pirate can pull an innocent bystander in front of him or her to take the
    oncoming attacks from an opponent. If the pirate flees the area, combat ends.
    The only way a pirate can take credit for a kill when using mortal shield is if
    he or she lands the killing blow.

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

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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Dropkick

  • Skill Page
  • Description:

  • Amended Description:

    Run at your enemy and kick them in the chest with both feet, causing stun

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.

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

Level 37

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Grenade Toss

  • Skill Page
  • Description:

    grenade castiron glass pistolball stinkball gignite gtoss
    GRENADE CASTIRON GLASS PISTOLBALL STINKBALL GIGNITE GTOSS
     
    Syntax: gignite <grenadetype>
     
    Syntax: gtoss <direction> <target>
     
    Only pirates can use grenades. There are four types of grenade a pirate can
    carry in his or her arsenal, and each kind provides a different type of area
    effect.
     
    Cast Iron: These grenades do a small amount of explosive damage, followed by
    shrapnel damage.
     
     Glass: Glass grenades cause concussive damage, stunning and deafening your
    opponent for a short amount of time.
     
     Pistolball: Pistolball grenades are packed with shot, so they do a large amount
    of damage in one short burst.
     
     Stinkball: The gases emitted from the stinkball are enough to drive an opponent
    out of the room. The eye-watering effect also makes it more difficult
    for him or her to accurately hit in a fight. Goblins, hobgoblins and
    bugbears enjoy the stench, so the stinkball has no effect on them.

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

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.

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Level 40

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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.

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

Level 42

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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 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 50

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Nexus

  • Skill Page
  • Description:

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

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

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