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            Steal Skill 
                                     
            Requires stealth.
 
Use steal to steal gold or items from people. The chance of not getting
 
caught depends on how well you have practiced steal, and if the person
 
is asleep. You cannot steal equipped items.
 
 
    Usage:
 
 
    steal gold <victim>
 
    steal potion <victim>
 
 
    Example:
 
 
    steal gold <?= %randPlayer() ?>
 
    steal potion <?= %randPlayer() ?>
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            Water Walk Spell 
                                     
            
 
Mana Cost : 25                Target    : victim
 
Save      : None
 
Effect    : Walk upon water
 
 
This spell enables the target to walk just on the top of a body of water, thus
 
negating the need for a boat or raft of any sort.  Underwater areas can not be
 
reached using only this spell.  Make sure that you are over land or a safe body
 
of water when the spell wears off!  This spell can be renewed by casting it
 
again.
 
 
See Also: Water Breath             |  
 
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            Acid Splash Spell 
                                     
            Mana Cost : 40                Target    : victim
 
Save      : Versus Spell for half damage
 
Effect    : 
 
 
A very nasty spell, it causes magical acid to target the victim.  It does
 
considerable damage to equipment.
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            Advanced Recall Spell 
                                     
            Mana Cost : 60                Target    : None
 
Save      : None
 
Effect    : "There's no place like home..."
 
 
The caster and their pet will be transferred back to their hometown.
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            Ancestral Offering Spell 
                                     
            Mana Cost : 65                Target    : bone weapon
 
Save      : 
 
Effect    : Spinning armor
 
 
Shamans can take the bones of fallen enemies and pay tribute to the gods.  Ancestral offering is a ritual honoring them with the spectacle of fallen enemies.  The bones leftover from the Spectral Rage spell can be used with this spell to swirl around the caster.  The bones can hit enemies who are attacking the caster.  The damage delt by the spinning bones is determined by the bone weapon base damage, damroll, the casters intelligence and wisdom, and the quantity of bones active.  The bones have a chance for a critical hit against the attacker for bonus damage.  A critical strike also offers a chance to land bonus hits or spells against the attacker with interesting effects.  Different class dedications can summon different quantities of bone weapons.
 
 
    Usage:
 
 
    cast 'ancestral offering' <bone>
 
 
    Example:
 
 
    cast 'ancestral offering' femur
 
 
 
See Also: Corpse Walk, Seance, Spectral Rage
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            Animal Friendship Skill 
                                     
            This skill allows an adventurer to befriend any animals that he or she
 
may find.  You'll only be able to befriend one animal at a time, and
 
it's impossible to make friends with very high level animals, or with
 
an animal that already hates your guts.  Success with this skill
 
depends on the level of the animal involved and whether it is aggresive
 
or not. While it is possible to calm an aggressive beast, it is not
 
an easy task.
 
To make friends with an animal, use the BEFRIEND command.
 
 
See Also: Befriend And 'training' For Animal Training
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            Animal Training Skill 
                                     
            The skill of animal training allows an adventurer to do more then just
 
befriend animals, but to actually train them.  A trained animal will obey
 
orders, gain experience and levels, and rent out with you at the inns. As a
 
pet advances in levels, it will gain training sessions that you can use to
 
increase its attributes. While it takes only a small amount of skill to train
 
an animal, The success rate of increasing its attribute depends more heavily
 
on your skill percentage. Following are the attributes you can improve:
 
 
Usage:
 
    train <befriended animal>
 
    train <trained pet> <stat to train> (ex: train wolf str)
 
    train (shows pets stats)
 
 
str   - Strength, This will increase its damage potential among other
 
        things.
 
 
int   - Intelligence, This will increase your pet's resistance to magic
 
        and its ability to learn.
 
 
wis   - Wisdom, A pet with a higher wisdom can gain more training
 
        sessions per level.
 
 
con   - Constitution, This will affect how many hit points your pet
 
        gains when it advances a level.
 
 
dex   - Dexterity, A higher dexterity will allow a pet to avoid attacks
 
        more effectively.
 
 
hit*  - Hit Roll, Increases your pets chance to hit in combat.
 
 
hp*   - Hit Points, This will allow your pet to take more damage before
 
        dying.
 
 
ac*   - Armor Class, Teaches your pet to avoid attacks, and take less
 
        damage from the ones they can't.
 
 
dam** - Damage Roll, Increases your pet's damage potential
 
 
*  --> requires 2 training sessions.
 
** --> requires 3 training sessions.
 
 
Some Notes:
 
 
- Trained Pets do not hold on to equipment when they rent.
 
 
- If you have annlev turned on, your pet's level gains will be
 
  announced along with your own.
 
 
- You may only have ONE trained pet at a time, and it won't
 
  affect the number of befriended animals you may have.
 
- Make sure your pet is at the inn with you when you rent, or
 
  you'll lose it!
 
 
See Also:: Befriend, Seelev, Annlev
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            Animate Dead Spell 
                                     
            Mana Cost : 35                Target    : corpse
 
Save      : none
 
Effect    : NIGHT OF THE LIVING DEAD -- The Prequel
 
 
This spell imbues a corpse with unholy energy, causing it to rise up and walk
 
once again.  Each zombie created this way will follow the orders of the caster
 
for the duration of the spell, at which time the caster's controlling force
 
weakens and the animated dead lose all direction.  The zombies are imbued with
 
unholy force proportionate to the level of the caster, but even though they
 
may be able to withstand large amounts of damage, zombies are poor fighters.
 
 
See Also: Monster Zombie, Charm Person             |  
 
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            Arcana Skill 
                                     
            This skill is a measure of your basic magickal knowledge.  It is based on your
 
INTELLIGENCE attribute, since intelligence determines how good your logic,
 
reasoning, and memory abilities are.  The magic that pervades the world obeys
 
certain fundamental laws, though those laws are incredibly complex.  Your
 
arcana skill is a measure of how well you understand those basic laws.  This
 
skill affects the power of all arcana-based spells, though it has no other
 
powers of its own.  However, this skill is necessary to all mage-type skills
 
and spells.  The better your arcana skill, the better you are able to use the
 
building blocks of magic to make complex and powerful spells.
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            Armour Golem Spell 
                        ( armor ) 
                                     
            
 
Mana Cost : 100               Target    : None
 
Save      : None
 
Effect    : Creates a minion to control
 
 
  With this spell, you summon all your power to animate a lifeless pile of
 
armour.  The minimum required pieces of armour to sustain a human form are:
 
head, body, arms, legs, hands and feet, with the higher quality armour
 
resulting in a more powerful golem.   You may also include up to a full suit
 
of armour.  Only the most powerful of spellcasters wield enough power to
 
animate more than one armour golem at a time.
 
 
See Also: Dancing Sword
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