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STARTING CLASS / Damage · Support

Antipaladin

There is power on the other side of the pact.

The way of the Antipaladin.

Make your pact and bring something darker to the party. Demonic companions and unholy magic turn a dangerous bargain into a formidable advantage.

Call a demon through Infernal Pact, support the group with unholy magic, and use Abyssal Ward to resist effects that strip protective spells.

GO A LITTLE DEEPER

Skills, spells & class features.

A quick description first.
Open an entry for the full player-help text.

LV 1kickA quick kick.MARTIAL SKILLS

PLAYER HELP · kick

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Help Tag      : kick
Help Keywords : KICK, kick
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KICK

Level:     W1, P1, A1, Mk1
Cost:      none

Usage: kick [<target>]

A quick, direct kick delivered to your opponent in battle. If you don't name
a target, you will kick whatever creature you are currently fighting. Causes
1 round of combat lag.

Details:
Your level and strength increase the damage dealt by your kick, while the
target's armor class affects your chance to hit.

See also: BASH, POUND, PUMMEL

Class abbreviations: HELP CLASS CODES.
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LV 2bashKnock a foe sitting and open it to more damage.MARTIAL SKILLS

PLAYER HELP · bash

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Help Tag      : bash
Help Keywords : BASH, bash
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BASH

Level:     W2, P2, A2, Mk2
Cost:      none

Usage: bash [<target>]

You lower your shoulder and rush your opponent, trying to knock them off
their feet. If successful, your victim falls sitting, takes bludgeoning damage,
and takes 1.33x damage from the very next attack before standing. If you miss,
you lose your balance and fall sitting yourself. Causes 1 round of combat lag.

You must be wielding a weapon to bash. Some monsters are too large or heavy
to be knocked down.

Details:
Your strength improves your chance to land a bash. Both player level and
strength increase bash damage.

See also: KICK, POUND, "SHIELD BASH"

Class abbreviations: HELP CLASS CODES.
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LV 9poundKnock a foe sitting and open it to more damage.MARTIAL SKILLS

PLAYER HELP · pound

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Help Tag      : pound
Help Keywords : POUND, pound
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POUND

Level:     W6, P9, A9, Mk6
Cost:      none

Usage: pound [<target>]

Deliver a crushing, heavy-handed blow to pound your opponent. If the pound
connects, it deals bludgeoning damage and knocks your foe into a sitting
position, causing them to take 1.33x damage from the very next attack before
standing. Causes 1 round of combat lag.

Details:
Your strength and dexterity improve your chance to hit. Both player level
and strength increase pound damage.

See also: KICK, BASH, PUMMEL

Class abbreviations: HELP CLASS CODES.
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LV 13grappleLock yourself and a foe together for two rounds.MARTIAL SKILLS

PLAYER HELP · grapple

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Help Tag      : grapple
Help Keywords : GRAPPLE, grapple
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GRAPPLE

Level:     W12, A13
Cost:      none

Usage: grapple [<target>]

Wrestle your opponent into a tight lock. If successful, both you and your
target are entangled for two rounds of combat, removing a single combat
strike each round from both you and your foe. A creature with multiple attacks
has its strikes reduced (e.g. 2 attacks become 1, 3 become 2), while you deal
no combat damage during the lock. Your grouped companions are completely
unhindered and may strike the entangled foe normally.

Warriors must be in Defensive Stance and actively fighting their target to
grapple. Causes 1 round of combat lag.

Details:
Your strength, dexterity, and level compared to your target determine your
chance to grapple.

See also: WARRIOR, STANCE, RESCUE, BLOCK

Class abbreviations: HELP CLASS CODES.
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LV 17blockIntercept blows with a shield.MARTIAL SKILLS

PLAYER HELP · block

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Help Tag      : block
Help Keywords : BLOCK, block
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BLOCK

Level:     W13, P17, A17, Mk16, B10
Cost:      none

Raises your shield in combat to deflect an incoming melee attack from your
opponent. When a block succeeds, you completely turn aside a single incoming
physical strike from that enemy. Subsequent strikes in the same round are not
blocked.

You must be wearing a shield in your shield slot to block. Warriors must also
be in Defensive Stance, and a successful block opens a brief three-round
window for a Warrior to counter-attack with the Parry skill.

Usage: block [<target>]

Details:
Your Strength, skill proficiency, and level relative to your opponent
determine your chance to block.

See also: PARRY, "SHIELD BASH", STANCE, BARD

Class abbreviations: HELP CLASS CODES.
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LV 21berserkHit every foe in the room for two rounds.MARTIAL SKILLS

PLAYER HELP · berserk

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Help Tag      : berserk
Help Keywords : BERSERK, berserk
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BERSERK

Level:     W18, A21, B13
Cost:      20 Movement Points (V)

Fly into an uncontrolled fighting rage, immediately unleashing a flurry of
strikes against every creature in the room. Each creature is struck once,
with a chance for an extra offhand strike if you are dual wielding. Once the
assault concludes, you immediately resume normal combat.

Details:
Costs 20 Movement Points and causes 2 rounds of combat lag.

Usage: berserk

See also: WARRIOR, STANCE, "DUAL WIELD"


Class abbreviations: HELP CLASS CODES.
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LV 30weapons knowledge50% chance to strike for double damage.MARTIAL SKILLS

PLAYER HELP · weapons knowledge

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Help Tag      : weapons_knowledge
Help Keywords : weapons knowledge, weapons_knowledge
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WEAPONS KNOWLEDGE

Level:     W27, P30, A30
Cost:      none

Usage: (passive skill)

An advanced passive combat skill learned by warriors, paladins, and
antipaladins at level 27. Your deep familiarity with weapon balance and combat
anatomy allows you to strike vital weak spots, giving your weapon hits a chance
(up to 50% based on proficiency) to deal double damage.

Warriors must be in Offensive Stance for Weapons Knowledge to trigger.

See also: WARRIOR, STANCE, "BARRIER BREACH"



Class abbreviations: HELP CLASS CODES.
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LV 6infernal pactA bound demon; greater demons answer at 10-26.INFERNAL POWERS

PLAYER HELP · infernal pact

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Help Tag      : infernal_pact
Help Keywords : infernal pact, infernal_pact
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INFERNAL PACT

Level:     A6
Cost:      35 Mana (M)

Antipaladin only.  Levels 6, 10, 14, 18, 22, 26.
The antipaladin traces a burning sigil and seals a pact with the Abyss.  As
the antipaladin grows in power, ever greater demons answer, each bringing a
new infernal gift:

* Tier I   (Level  6,  35 mana): The Hellspawn Imp
  Fights at your side and hurls Shadowflame Bolts at your foe: 2d6+18 damage
  plus your strength damage bonus and a third of your level.
* Tier II  (Level 10,  45 mana): The Ashen Fiend
  Blood Tithe: 30% of the demon's melee damage is stored.  From the third
  round it may release the stolen life into you (20%, rising to certain by
  the eighth round).  The heal is capped at 20 + your level.
* Tier III (Level 14,  60 mana): The Shadow Reaver
  Mantle of Hellfire: while the demon serves, you take 33% less damage, or
  60% in total when you also have sanctuary.
* Tier IV  (Level 18,  75 mana): The Soul Harvester
  Soul Shatter: cracks your foe's soul (-5 hitroll, -5 damroll).  If it dies
  shattered, its soul restores a quarter of your hit points plus your level,
  and 15% of your mana and movement.
* Tier V   (Level 22,  90 mana): The Pit Lord
  Dread Grasp: freezes your foe for a round and marks it for ruin; your next
  melee hit against it deals double damage.
* Tier VI  (Level 26, 105 mana): The Crimson-Winged Demonlord
  Infernal Bulwark: while the demon serves, your armor improves by 10% (at
  least 15 points), you gain +1 strength, and 25% of each monster's melee hit
  on you (at most 30) lashes back at it.

Pact Rules:
* Only one guardian or demon may be summoned at a time.
* Health scales with the antipaladin's maximum hit points and level.
* The demon joins your fights but cannot be ordered to start them; foes focus
  on the antipaladin.  It follows you when you flee, retreat, or recall.
* If you die, are separated from the demon, ungroup it, or remove it, it is
  dragged back into the Abyss and its mantle and bulwark vanish with it.
* Demon magic is never turned on other players.

Format:  cast 'infernal pact'

See also: DARK COVENANT, ABYSSAL WARD, GUARDIAN ANGEL, ANTIPALADIN, ORDER


Class abbreviations: HELP CLASS CODES.
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LV 17unholy convictionLegacy skill; antipaladin alignment is always -1000.INFERNAL POWERS

PLAYER HELP · unholy conviction

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Help Tag      : unholy_conviction
Help Keywords : "UNHOLY CONVICTION", UNHOLYCONVICTION
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UNHOLY CONVICTION

Level:     A17
Cost:      none

Antipaladin only. Level 17 innate skill.

Effect:   Legacy trainable skill. Antipaladins now remain at -1000 alignment
          automatically, including after kills and spellcasting.

Usage:    Automatic
Target:   n/a
When:     Any time
Delay:    n/a
Duration: n/a

See also: ANTIPALADIN, ALIGNMENT, RIGHTEOUS CONVICTION

Class abbreviations: HELP CLASS CODES.
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LV 25abyssal wardPassive: a demon may devour spell-stripping entropy.INFERNAL POWERS

PLAYER HELP · abyssal ward

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Help Tag      : abyssal_ward
Help Keywords : "ABYSSAL WARD", ABYSSALWARD, abyssal ward
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ABYSSAL WARD

Level:     AP25
Cost:      none

The antipaladin's dark presence shields their party from devastating spell
purges. When hostile creatures unleash entropy that strips magical buffs,
the ward protects party members in the room from having their spells dispelled.

Usage: Automatic (innate party ward)

See also: ANTIPALADIN, DISPEL, "UNHOLY CONVICTION"


Class abbreviations: HELP CLASS CODES.
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LV 27dark covenant+4 hitroll and damroll for your group in the room.INFERNAL POWERS

PLAYER HELP · dark covenant

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Help Tag      : dark_covenant
Help Keywords : dark covenant, dark_covenant
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DARK COVENANT

Level:     A27
Cost:      50 Mana (M)

Antipaladin only.  Level 27.  50 mana.
The antipaladin calls upon the pit and binds their allies in a covenant of
blood and fury.  The caster and every grouped player in the room gain +4
hitroll and +4 damroll for 2 + level + strength hours.  The covenant does not
stack with itself.

Format:  cast 'dark covenant'

See also: INFERNAL PACT, ABYSSAL WARD, ANTIPALADIN


Class abbreviations: HELP CLASS CODES.
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LV 4cause woundsWounds one target; grows stronger with level.DARK MAGIC

PLAYER HELP · cause wounds

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Help Tag      : cause_wounds
Help Keywords : cause wounds, cause_wounds
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CAUSE WOUNDS

Level:     C3, A4
Cost:      15 - 20 Mana (M)

Effect:    Inflicts direct spiritual damage to one target. Cause Wounds automatically
grows stronger in both destructive power and mana cost as you gain levels:

  Tier 1 : Deals 2d6 + level bonus   (15 mana)
  Tier 2 : Deals 3d7 + level bonus   (20 mana)
  Tier 3 : Deals 4d8 + level bonus   (20 mana)

Progression by Class:
  Cleric      : Level 3 (15 mana) -> Level 7 (20 mana) -> Level 11 (20 mana)
  Antipaladin : Level 4 (15 mana) -> Level 8 (20 mana) -> Level 12 (20 mana)

Notes:
  - Clerics receive an additional damage bonus equal to half their level.
  - Antipaladins add a quarter of their level to damage.

Usage:     cast 'cause wounds' <target>

Class abbreviations: HELP CLASS CODES.
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LV 7blindnessBlinds the target.DARK MAGIC

PLAYER HELP · blindness

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Help Tag      : blindness
Help Keywords : blindness, blindness
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BLINDNESS

Level:     M8, C6, A7, Mk12
Cost:      25 Mana (M)

Usage       : cast 'blindness' <victim>
Accumulative: No.
Duration    : 2 hours minimum

Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.

See Also: AC

Usage:     cast 'blindness' <target>

Class abbreviations: HELP CLASS CODES.
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LV 12poisonPoisons a creature, food or drink.DARK MAGIC

PLAYER HELP · poison

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Help Tag      : poison
Help Keywords : poison, poison
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POISON

Level:     C9, A12
Cost:      20 Mana (M)

Usage       : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration    : 2*level hours, or permanent on food and drinks.

Casting poison on food or drink (containers) will poison it.
Eating poisoned food/drinks will poison the person eating or
drinking.

A person who is poisoned will suffer 2 points of damage every
hour, and gain less points than usual.

See Also: "detect poison" or "cure poison"

Usage:     cast 'poison' <target>

Class abbreviations: HELP CLASS CODES.
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LV 18energy drainDrains experience, mana and moves; heals you.DARK MAGIC

PLAYER HELP · energy drain

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Help Tag      : energy_drain
Help Keywords : energy drain, energy_drain
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ENERGY DRAIN

Level:     M13, A18
Cost:      50 Mana (M)

Usage       : cast 'energy drain' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 13 magic user.
Save        : Versus spell for half damage.
Min Damage  : Class Dependent.

This spell is very powerful in the hands of a pure magic user.  It will give
a minimum of (level of caster/2*level of victim)*MAX_HITS of the victim.
Further, victims failing their saving throws will lose up to 40,000 XP points
and the caster stands to gain up to 1/4 of it.


Beware that this spell is evil, and that by casting it you become evil.

See Also: -

Usage:     cast 'energy drain' <target>

Class abbreviations: HELP CLASS CODES.
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LV 19earthquakeShakes every foe in the room.DARK MAGIC

PLAYER HELP · earthquake

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Help Tag      : earthquake
Help Keywords : earthquake, earthquake
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EARTHQUAKE

Level:     C13, A19, Dr28
Cost:      25 Mana (M)

Usage       : cast 'earthquake'
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 cleric.
Save        : -
Min Dam     : 2d8 + level of caster * 2

This spell will damage everybody in the room except the caster and those
grouped with him.  Be extremely cautious when using this spell since it can
damage players around you.  Pure clerics receive a damage multiplier of
1+(level of caster - spell level)/30.

See Also: -

Usage:     cast 'earthquake'

Class abbreviations: HELP CLASS CODES.
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LV 20harmLeaves the target barely alive.DARK MAGIC

PLAYER HELP · harm

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Help Tag      : harm
Help Keywords : harm, harm
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HARM

Level:     C19, A20
Cost:      75 Mana (M)

Usage       : cast 'harm' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 19 cleric.
Save        : Versus spell for half damage.

This spell removes all but 1d4 hitpoints from the victim. The
maximum number of damage points are 100. It is not possible to
kill using this spell (but almost).

See Also: -

Usage:     cast 'harm' <target>

Class abbreviations: HELP CLASS CODES.
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LV 22call lightningLightning from a stormy sky.DARK MAGIC

PLAYER HELP · call lightning

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Help Tag      : call_lightning
Help Keywords : call lightning, call_lightning
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CALL LIGHTNING

Level:     C15, P22, A22, Dr21
Cost:      15 Mana (M)

Usage       : cast 'call lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 12 cleric.
Save        : Versus spell for half damage.
Min Dam     : 12d8+8

This spell will use the "force of nature" to make a lightning strike the
victim. It is therefore only possible to call lightning outside, and it has to
be raining (or worse).

Pure clerics receive a bonus multiplier of 1+(level of caster - spell level)/30.

See Also: WEATHER and CONTROL WEATHER

Usage:     cast 'call lightning' <target>

Class abbreviations: HELP CLASS CODES.
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LV 23banishmentSends demons, devils, elementals and spirits home.DARK MAGIC

PLAYER HELP · banishment

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Help Tag      : banishment
Help Keywords : banishment, banishment
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BANISHMENT

Level:     C18, P23, A23
Cost:      25 Mana (M)

Cleric only.
Mobiles that are devils, demons, elementals or spirits are banished
from the world, back to their own plane of existence.


****** THIS SPELL IS NOT YET OPERATIONAL ******

Format: cast 'banishment' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 23rebukeStrikes a foe regardless of alignment.DARK MAGIC

PLAYER HELP · rebuke

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Help Tag      : rebuke
Help Keywords : rebuke, rebuke
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REBUKE

Level:     C13, P23, A23
Cost:      25 Mana (M)

Effect:    Calls down judgment on one foe, regardless of either character's alignment.

Damage:
  - Targets below the caster's level take a flat 100 damage (save for half).
  - Targets equal or higher level take (caster level)d4 damage (save for half).

Usage:     cast 'rebuke' <target>

Class abbreviations: HELP CLASS CODES.
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LV 30flamestrikeA column of hellfire.DARK MAGIC

PLAYER HELP · flamestrike

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Help Tag      : flamestrike
Help Keywords : flamestrike, flamestrike
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FLAMESTRIKE

Level:     C30, A30
Cost:      35 Mana (M)

Cleric only.
This spell conjures a column of fire from the high heavens and fries the victim.
It does a similar amount of damage to three "fireballs".

Format: cast 'flamestrike' <victim>

See also:  FIREBALL



Class abbreviations: HELP CLASS CODES.
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LV 5armorImproves armor class.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · armor

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Help Tag      : armor
Help Keywords : armor, armor
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ARMOR

Level:     M5, C1, P4, A5, Mk2
Cost:      15 Mana (M)


Usage       : cast 'armor' [player]
            : cast 'group armor' [player]
Accumulative: No
Duration    : 24, 36, or 48 Hours depending on class and nature of caster.

The Armor spell will improve your AC by up to 30 points, depending on the
nature of the caster.

Group Armor will affect every member of the group.

See Also: AC


Usage:     cast 'armor' <target>

Class abbreviations: HELP CLASS CODES.
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LV 11death's doorBrings a dying creature back to 0 hit points.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · death's door

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Help Tag      : death's_door
Help Keywords : death's door, death's_door
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DEATH'S DOOR

Level:     C11, P11, A11
Cost:      5 Mana (M)

Cleric only.
This spell will take a living creature that is stunned (or worse)
from negative hp to 0 hp.

Format: cast 'deaths door' <victim>



Class abbreviations: HELP CLASS CODES.
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LV 14protection from goodWards off the attacks of good creatures.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · protection from good

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Help Tag      : protection_from_good
Help Keywords : protection from good, protection_from_good
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PROTECTION FROM GOOD

Level:     C8, A14
Cost:      10 Mana (M)

Usage       : cast 'protection from evil' <victim>
              cast 'protection from good' <victim>
Accumulative: No
Duration    : 24 hours

These spells prevent aggressive mobiles from attacking you first.

See Also: -

Usage:     cast 'protection from good' <target>

Class abbreviations: HELP CLASS CODES.
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LV 18sanctuaryHalves the damage the target takes.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · sanctuary

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Help Tag      : sanctuary
Help Keywords : sanctuary, sanctuary
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SANCTUARY

Level:     C15, P19, A18
Cost:      100 Mana (M)

Effect:    Surrounds the target with a protective aura that reduces
incoming damage and protects against charm.

Usage:     cast 'sanctuary' <target>

Class abbreviations: HELP CLASS CODES.
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LV 13animate deadRaises a corpse as a zombie or wight.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · animate dead

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Help Tag      : animate_dead
Help Keywords : animate dead, animate_dead
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ANIMATE DEAD

Level:     C12, P13, A13
Cost:      40 Mana (M)

When cast on a corpse, the corpse will be reanimated in the form
of a zombie (common) or wight (rare).  These are UNDEAD, low level
mobiles that will take orders from the caster.


Format: cast 'animate dead' <corpse>

See also: REANIMATE


Class abbreviations: HELP CLASS CODES.
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LV 24aerial servantAn invisible air servant does your bidding.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · aerial servant

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Help Tag      : aerial_servant
Help Keywords : aerial servant, aerial_servant
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AERIAL SERVANT

Level:     C26, A24
Cost:      75 Mana (M)

Cleric only.
This spell summons a fairly powerful creature from the elemental
planes, which will do the cleric's bidding.  The servant resembles
an air elemental and is invisible.

Format:  cast "aerial servant"



Class abbreviations: HELP CLASS CODES.
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LV 28reanimateRaises a corpse as a wraith.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · reanimate

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Help Tag      : reanimate
Help Keywords : reanimate, reanimate
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REANIMATE

Level:     C22, A28
Cost:      45 Mana (M)

This spell is more powerful than "animate dead".  Either a wraith
(common) or coffer corpse (rare) is created from the corpse and
accepts instructions from the caster.  The wraiths or coffer corpses
are much more powerful than the mobiles created with "animate
dead"

Format:  cast "reanimate" <corpse>

See also: ANIMATE DEAD



Class abbreviations: HELP CLASS CODES.
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LV 3true sightSee the invisible, the hidden and alignments.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · true sight

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Help Tag      : true_sight
Help Keywords : "TRUE SIGHT"
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TRUE SIGHT

Level:     M2, C4, P3, A3, Mk3, Dr3
Cost:      15 Mana (M)

True Sight lets you see invisible and hidden creatures, find your way in
darkness, and perceive the alignments of those around you. Cast it on
yourself or an ally; casting it again refreshes the duration.

Usage: cast 'true sight' [target]

See also: "GROUP TRUE SIGHT"

Class abbreviations: HELP CLASS CODES.
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LV 5create foodConjures a meal.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · create food

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Help Tag      : create_food
Help Keywords : create food, create_food
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CREATE FOOD

Level:     C2, P5, A5
Cost:      5 Mana (M)

Usage       : cast 'create food'
Accumulative: -
Duration    : Instantaneous

This spell instantly creates an edible magic mushroom. The mushroom
will filling for the next (5+level) hours, up to a maximum of 24 hours.

See Also: -

Usage:     cast 'create food'

Class abbreviations: HELP CLASS CODES.
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LV 5create waterFills a container with water.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · create water

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Help Tag      : create_water
Help Keywords : create water, create_water
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CREATE WATER

Level:     C2, P5, A5
Cost:      5 Mana (M)

Usage       : cast 'create water' <drink container>
Accumulative: No
Duration    : Instantaneous

Expect disastrous results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.

Double amount of water will be created if it is raining (or worse).

See Also: -

Usage:     cast 'create water' <target>

Class abbreviations: HELP CLASS CODES.
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LV 6detect poisonFinds poison in food, drink or a creature.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · detect poison

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Help Tag      : detect_poison
Help Keywords : "DETECT POISON"
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DETECT POISON

Level:     M21, C3, P6, A6, Mk6
Cost:      5 Mana (M)

Sense whether you or another creature is suffering from poison. This reveals
the condition without curing it; choose a creature to examine its blood.

Usage: cast 'detect poison' [target]

See also: MONK, "CLEANSING PALM", POISON


Class abbreviations: HELP CLASS CODES.
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LV 11group true sightTrue sight for your whole group.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · group true sight

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Help Tag      : group_true_sight
Help Keywords : "GROUP TRUE SIGHT"
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GROUP TRUE SIGHT

Level:     M10, C12, P11, A11, Mk11
Cost:      30 Mana (M)

Group True Sight grants the spell to you, your grouped allies, and your
controlled pets in the same room.

Usage: cast 'group true sight'

See also: "TRUE SIGHT"

Class abbreviations: HELP CLASS CODES.
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LV 20summonBrings a creature to you.PROTECTION, SERVANTS AND UTILITY

PLAYER HELP · summon

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Help Tag      : summon
Help Keywords : SUMMON
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SUMMON

Level:     C10, P20, A20, Mk22
Cost:      70 Mana (M)

Draw another player to your room from elsewhere in the world. They must allow
summoning with NOSUMMON, and cannot be more than three levels above you.
Immortals and creatures cannot be summoned this way.

Some places ward against summoning. A player still following the tutorial is
also protected from it.

Usage: cast 'summon' <player>

See also: MONK, NOSUMMON, TELEPORT


Class abbreviations: HELP CLASS CODES.
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Player-help reference refreshed October 29, 2026. Balance and unlock details can change as the game develops.