tanithryudo: (Angelic Glory)
[personal profile] tanithryudo


note: banzai is +100 ac, -35 hr capped

Knight
(101)                      heal 
(110)                 challenge ^^
(120)                    refuge 
(130)                  campaign ** (no switch from knight)
(140)                  holy aid    (+hr, target spell)
(150)                   crusade ** (+dr, group spell)
(160)             blessed armor    (-AC)
(170)           shield of honor
(180)             fourth attack ^
(190)                    impale ^^
(200)               cavalry aid *
(210)              expert parry **
(220)              fifth attack ^
(230)           improved refuge *  (sanc equiv)
(240)                      dash ^* (1 round stun)
(250)              quick thrust ^^
(260)            holy sacrifice
(270)                 tactician *  (can toggle in middle of fight)
(280)                     cover *
(290)           strength of one *  (+hr, group spell)
(300)               forge armor    (not as good as enhance)
(310)            divine healing ** (~700 hp heal, 1 round lag)
(320)          blessing justice    (-AC)
(330)          cleansing thrust ^^ (norms go up to annihilates, ults go up to vanquishes)
(340)               summon page **
(350)           deflect attacks 
(360)                     piety *  (+1 luck)
(370)             steed mastery
(380)      courage of lionheart ^
(390)             undying faith
(400)                   riposte 
(410)            token of honor    (svs mod)
(420)                 iron grip 
(430)          virtue of purity *
(440)             master rescue **
(450)                  vengence
(460)      virtue of discipline *
(470)            call of avalon **
(480)            rosario impale ^^
(490)       divine intervention ** (debuff: hr -55, ac +125)
(500)                 formation *



'HEAL'
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Syntax: cast heal <character>
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  This spell heals wounds on the target character. Without argument 
the caster heals themselves.

         <Disciple>               36
         <Monk>                   49
         <Knight>                101

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'CHALLENGE'
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Syntax: challenge <victim>
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  Knights are people of honor who live their life by a strict code of
knowing what is right and wrong. With the strong belief that what they
are doing is right and their enemy must be wrong, they have gained the
ability to launch a challenge attack. This attack shatters their
opponent, and in rare cases they perform an ultimate challenge for
additional damage.

         <Knight>                110

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'REFUGE'
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Syntax: cast refuge
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  This spell reduces the effectiveness of any blow taken from an 
enemy. This spell is not cumulative with SANCTUARY or IMPROVED
REFUGE. The duration of this spell increases with the caster's level.  

         <Disciple>               21
         <Monk>                   60
         <Knight>                120

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'CAMPAIGN'
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Syntax: cast 'campaign'
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  With this spell the Knight starts on a campaign to eradicate evil
from the land. As he has a goal in mind he becomes more focused on
attaining that goal and so is not slowed down as much when taking
blows on the body as the blows now do less damage than they normally
would. Another benefit of the campaign is that mobs are unable to switch
from the valiant knight due to the knight's valor.
 
        <Knight>                130

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'HOLY AID'
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Syntax: cast 'holy aid' <target>
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  This spell allows the Knight access to the holy power of their Lord,
improving their ability to successfully hit the opponent during battle
as well as being able to deflect spells cast against them. 
 
         <Knight>                140

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'CRUSADE'
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Syntax: cast crusade
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  This spell affects the Knight's group, exciting them into a battle
frenzy and making them more willing to deal greater damage against
their foes.  

         <Knight>                150

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'BLESSED ARMOR'
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Syntax: cast 'blessed armor'
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  This spell adds strength to the armor of the Knight, serving as a
potent deterrent to attacks from enemies.  

         <Knight>                160

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'SHIELD OF HONOR'
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Syntax: cast 'shield of honor'
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  This powerful spell allows a Knight to call upon their chosen deity
and summon a truly potent shield. The shield's life is limited.

         <Knight>                170

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'FOURTH ATTACK'
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Syntax:  AUTOMATIC
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  This skill lets you attack four times during a combat round. You can
practice FOURTH ATTACK before you have mastered THIRD ATTACK or SECOND
ATTACK, although it isn't efficient to do so. Use of this skill is
automatic once you have practiced it.

         <Monk>                   55
         <Barbarian>             130
         <Knight>                180
         <Ranger>                210
         <Reaver>                290
         <Ninja>                 320
         <Shaman>                430
         
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'IMPALE'
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Syntax: impale <victim>
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  A skilled Knight has learned to use his lance to great effect.
Impale allows the Knight to step back and viciously drive his
lance through the torso of his opponent.

         <Knight>                190

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'CAVALRY AID'
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Syntax: cast 'cavalry aid'
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  As Knights progress on their journey of virtue, they are given the
power to call a mighty warhorse to serve them. While mounted, the
Knight is better able to avoid opponents and harder to take down than
a foot soldier.

         <Knight>                200

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'EXPERT PARRY'
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Syntax: AUTOMATIC
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  As a Knight or Pugilist reach a turning point in their career, they
gain further knowledge in the art of combat. Blows that might have
reached them now often fall short as they are deflected by their
dancing movement. 

         <Knight>                210
         <Pugilist>              250

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'FIFTH ATTACK'
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Syntax: AUTOMATIC
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  This skill gives you a chance of having up to 5 attacks in a single
round. It can be used independent of the other attacks skills.

         <Monk>                   85
         <Knight>                220
         <Barbarian>             280
         <Reaver>                360
         <Ninja>                 370
         <Ranger>                400
         
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'IMPROVED REFUGE'
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Syntax: cast 'improved refuge'
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  This spell greatly increases the player's ability to deflect blows
from the attacker. This spell is not cumulative with SANCTUARY or 
REFUGE. The duration of this spell increases with the caster's level. 

         <Knight>                230

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'DASH'
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Syntax: dash <victim>
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  Having had a shield of honor for a while now the Knight has started
to practice some new moves with it. One of these moves deals a quick
blow to the opponent during battle which leaves the enemy dazed and
confused for a short period of time disabling them from attacking with
hand to hand combat.

         <Knight>                240

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'QUICK THRUST'
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Syntax: quick <victim>
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  After mastering this skill, a Knight learns to use his lance more
efficiently, and most importantly, more quickly. With quick thrust,
great damage is delivered onto his opponent and because of the speed
involved in the attack, a skilled Knight will occasionally score an
additional hit before his enemy can react.

         <Knight>                250

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'HOLY SACRIFICE'
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Syntax: cast 'holy sacrifice' <target>
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  Knights offer themselves willingly as sacrifice for the lives of
others. With this spell, they offer their very life force to the
target of his choice, transferring their energy to that of his target.
Full sacrifice is not allowed, for the life of the Knight itself is
important to his Gods, and they will not be able to drain themselves
completely with this spell.

         <Knight>                260

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'TACTICIAN'
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Syntax: tactician
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   An experienced Knight uses both wits and brawn to defeat his foes.
A Knight using tactician has studied the ways in which his opponents
fight and will often see a weakness in his enemy's fighting style.
This will often allow the Knight an additional hit in each round of
combat as well as making them harder to hit.

         <Knight>                270

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'COVER'
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Syntax: cover <target>
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  Using this skill, a brave and skilled Knight can protect another
individual in their party from receiving damage during battle by
using their own body as a barrier between the potential victim and
their enemy.

         <Knight>                280

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'STRENGTH OF ONE'
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Syntax: cast 'strength of one'
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  A Knight's discipline allows them to display true leadership skills.
With strength of one, the power of the group increases as it works
with true cohesiveness.

         <Knight>                290

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'FORGE ARMOR'
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Syntax: cast 'forge armor' <item>
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  Forge armor allows the user to imbue standard armor with greater
potency than it would normally have. The armor is enchanted to make
the armor less restrictive on movement, thus resulting in a slightly
higher chance to hit an opponent. This process causes the armor to
be wearable only by the Knight who forged it.

         <Knight>                300

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'DIVINE HEALING'
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Syntax: cast 'divine healing' <target>
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  As a Knight continues their path of righteousness, their piety
grants them the power of harnessing the energies of virtue to heal
mortal wounds.

         <Knight>                310

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'BLESSING JUSTICE'
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Syntax: cast 'blessing justice'
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  As a Knight continues along their path of upholding justice their
gods have decided to bestow a blessing on them. This blessing gives
the Knight the resolve to carry on with their cause. This blessing
also rewards them by making them harder to hit in battle.

         <Knight>                320

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'CLEANSING THRUST'
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Syntax: cleansing <victim>
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  With this skill, the Knight raises their lance to the heavens and
calls upon their deity with fervor. As the lance descends towards
their foe, it glows with an unearthly light, attempting to rend the
opponents soul from it's mortal body.

         <Knight>                330

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'SUMMON PAGE'
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Syntax: cast 'summon page'
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  With this spell, the Knight calls upon their trusty page to repair
and oil all the equipment that they are using.

         <Knight>                340

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'DEFLECT ATTACKS'
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Syntax: deflect
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  With this skill, the Knight gains a valuable lesson in trade. The
Knight gives up one attack and in return, is able to successfully
deflect one attack from the enemy.

         <Knight>                350

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'PIETY'
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Syntax: cast 'piety' 
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  Piety is any Templar or Knight's way of life, but for some it is
also a source of aid and protection in combat. The magic that draws
upon the piety of a soldier's faith to help them land their blows
with greater accuracy as well as avoid the attacks of their foes.

         <Knight>                360

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'STEED MASTERY'
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Syntax: AUTOMATIC
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  Over time a Knight learns to master the riding of his steed while
engaged in combat. With this mastery comes more time to concentrate
on attacking and as a result the Knight is able to get one more hand
to hand attack in each round.

         <Knight>                370

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'COURAGE OF LIONHEART'
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Syntax: AUTOMATIC
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  A Knight, who is nearing completion of his journey, displays true
courage and expertise in his combat ability. Courage of lionheart is
a gift bestowed by the Knight's deity which allows him to strike with
greater ferocity. Knights will no longer call upon their deities to
save them from death during combat for fear of the shame that it will
bring.

         <Knight>                380

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'UNDYING FAITH'
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Syntax: AUTOMATIC
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  Only after long practice can Knights summon a shield that is truly 
reliable and doesn't fade off the mortal plane. This skill allows the
Knight to bond with the shield he creates, allowing it to stay with
him forever.

         <Knight>                390

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'RIPOSTE'
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Syntax: AUTOMATIC
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  As a Knight increases in combat proficiency, they learn the value of
using their opponents' momentum against themselves. Any hit in HtH
combat to a Knight has the chance of being returned onto the attacker,
often with much greater zeal.

         <Knight>                400

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'TOKEN OF HONOR'
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Syntax: cast 'token of honor' 
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  Knights are renown for their commitment to upholding the virtue of
the members of the nobility. These individuals often grant the Knight
a small token of their honor to be worn proudly by their champion.
This token causes a Knight to become more inspired in his cause and
thereby be able to better resist the effects of malignant magics.  

         <Knight>                410

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'IRON GRIP'
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Syntax: AUTOMATIC
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  A Knight with this skill has learned to recognize the tactics of
some dishonorable professions. As a result, any attempt to disarm
the Knight will end in utter failure.

         <Knight>                420

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'VIRTUE OF PURITY'
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Syntax: AUTOMATIC
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  A Knight that displays their true willingness to fight as an arm of
their deity is granted the power to prevent poison and pestilence from
coursing through their veins during their travels.

         <Knight>                430

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'MASTER RESCUE'
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Syntax: rescue all
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  Firmly believing in the powers of their deity to protect them, the
Knight attempts to rescue their entire party from the attack of all
monsters during battle. The monsters will lose interest in other
members of the party and will switch to the Knight for a greater
challenge.

         <Knight>                440

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'VENGENCE'
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Syntax: AUTOMATIC
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  When a Knight dies, their party is enraged and executes a united
revenge attack upon the monster that defeated the valiant Knight.

         <Knight>                450

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'VIRTUE OF DISCIPLINE'
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Syntax: AUTOMATIC
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  Such is the Knight's discipline that they will rarely, if ever,
fail in casting their spells.

         <Knight>                460

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'CALL OF AVALON'
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Syntax: AUTOMATIC
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   At times during their travels, the footsore Knight will hear the
call of Avalon and energy will course through their body, healing
their wounds. 

         <Knight>                470

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'ROSARIO IMPALE'
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Syntax: rosario <victim>
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  This is a true example of the skills of a Knight. The Knight forms
a magical cross over their head and uses its powers to score a potent
hit on their enemy. If lucky, this skill can be followed by a furious
attack pattern.

         <Knight>                480

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'DIVINE INTERVENTION'
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Syntax: AUTOMATIC
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  In times of great stress and against formidable foes, the Knight
may receive aid from their deity and find their blows hit harder and
more successfully than previously.

         <Knight>                490

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'FORMATION'
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Syntax: AUTOMATIC
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   When the Knight puts their group in a battle formation, enemies
will find it harder to follow their own plans, and the battle will
tend to go by the Knight's scenario. The result is that mobs will
find it harder to switch from the group leader to any other party
member when the Knight is leading the group. 

         <Knight>                500

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'DIVINE SUSTENANCE'
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Syntax: AUTOMATIC
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Those who have proven their greatness through years of battles and 
thousands of slain enemies are not unnoticed by the powers above. The 
bravest of them are granted the divine sustenance. When in desperate 
need of food or drink, you will no longer be left to suffer from 
hunger or thirst- the chaotic forces of the land will satisfy your needs.

      <All>                  520

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'BOND ITEM'
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Syntax: bond <object>
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This skill allows you to bond with any of your items. The item will 
become owner-flagged and only you will be able to use it.

      <All>                  540

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