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[personal profile] tanithryudo

Abbot
(101)              dispel magic *
(110)                    summon **
(120)              ancient lore ^^
(130)                mass invis
(140)             ghostly steed *
(150)                    disarm
(160)                    scribe **
(170)             restful sleep
(180)       instinctual healing
(190)             enchant light
(200)                 diagnosis *
(210)             word of force ^^
(220)                meditation
(230)      words of destruction ^
(240)           pressure points
(250)           healing massage *
(260)                 interlock *
(270)     analects of confucius **
(280)              sixth attack ^
(290)                    preach **
(300)              divine touch
(310)      niceties of theology
(320)             master scribe *
(330)           buddahs courage
(340)             word of power ^^
(350)                       chi
(360)                  fluidity
(370)             buddahs wrath
(380)            buddahs wisdom **
(390)         legacy of travels
(400)          ethereal chariot *
(410)          create parchment
(420)               inner peace
(430)            scholarly mind
(440)                navigation **
(450)             enlightenment
(460)        buddahs protection
(480)              group summon *
(490)        ultimate knowledge ^^
(500)                  regulate


'DISPEL MAGIC'
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Syntax: cast 'dispel magic' <character>
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  This spell dispels magical affects on a character. It may be used
as an offensive spell to remove an enemy's magical advantages, or as
a benign spell to remove a friend's (or one's own) magical handicaps.
  Without argument the caster dispels themselves.

        <Mage>                   30
        <Disciple>               44
        <Abbot>                 101

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'SUMMON'
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Syntax: cast summon <character>
Syntax: cast summon <mobile>
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   This will summon a player from anywhere in the MUD, into the room
that you are in. However, there are certain places where you cannot
summon players into the room with you (such as quest areas, etc.)
NOTE: You can summon certain mobiles at a high mana cost.

        <Disciple>               57
        <Abbot>                 110

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'ANCIENT LORE'
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Syntax: cast 'ancient lore' <victim>
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  Ancient Lore allows an Abbot to call on the greatest power within
the tomes and texts he studies, creating a fierce blast of magical
energy.
        
        <Abbot>                 120

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'MASS INVIS'
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Syntax: cast 'mass invis'
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  The MASS INVIS spell makes all characters in the caster's group
invisible, including the caster. Invisible characters will become
visible when they attack, get attacked, or type 'vis'. Due to the
area-effect this spell doesn't require an argument.

        <Mage>                   33
        <Abbot>                 130

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'GHOSTLY STEED'
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Syntax: cast 'ghostly steed' <character|mob>
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  This spell allows the caster to ride a ghostly steed. It takes
the spellcaster and moves them to the designated character or mob.
Due to the intense affects from landing a ghostly steed, the target
is often startled, and will attack.
  This spell requires the use of a magical oat to power it.
        
        <Disciple>               68
        <Abbot>                 140

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'DISARM'
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Syntax: disarm
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  Disarm is an auxiliary fighting command to force your opponent to
discard their weapon.

        <Warrior>                24
        <Rogue>                  70
        <Abbot>                 150
        <Shaman>                180

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'SCRIBE'
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Syntax: scribe <spell>
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  Through great study, Abbots have learned about the spells of
other professions.  They can use this knowledge to describe the
workings of these spells by writing them down in mysterious tomes.
The Abbots guard these secrets from others by writing in a secret
code known only to the Abbot that writes the tome. Because of the
intricacies of inscribing these tomes, only two spells can be written
at a time. Also, no offensive spells can be scribed due to the secrecy
with which each profession guards their most valued skills.
  This skill requires that you be holding a blank parchment.

        <Abbot>                 160

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'RESTFUL SLEEP'
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Syntax: cast 'restful sleep'
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  Years of meditation have taught the Abbot to relax, allowing them
to be calm in any situation. While they are enjoying a restful sleep,
there devotion to meditation has been such that they are able to pass
that calmness serenity onto their entire group, allowing them to sleep
deeper and heal faster also.
        
        <Abbot>                 170

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'INSTINCTUAL HEALING'
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Syntax: cast 'instinctual healing'
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  Instinctual healing is an Abbot's most powerful healing spell. It's
potency rivals word of god, but is self-cast only.

        <Abbot>                 180

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'ENCHANT LIGHT'
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Syntax: cast 'enchant light' <take light object>
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  This spell enhances the ability of a light to protect its user
from magical attacks, and gives the user more power to fuel their
own magical blows, depending on the level of the light. Magical
objects may not be enhanced. An enchanted light will be aligned
with the caster (similar to ENCHANT WEAPON and ENCHANT ARMOR).

        <Abbot>                 190

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'DIAGNOSIS'
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Syntax: cast 'diagnosis' <victim>
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  As a result of their studies of the workings of mind and body,
Abbots can perceive mental and physical health by reading auras.
With this spell, Abbots can determine the health, alignment, mana,
and moves of the mob upon which the spell is cast.

        <Abbot>                 200

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'WORD OF FORCE'
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Syntax: cast 'word of force' <victim>
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  As an Abbot continues his studies, they learn to control more
advanced forms of magic. With this spell, a few simple words
unleash a potent blast.

        <Abbot>                 210

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'MEDITATION'
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Syntax: AUTOMATIC
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  Meditation is a way that Mages and Abbots can commune with the
magical aspects of their body and therefore regenerate mana much
faster.
  
        <Mage>                   48
        <Abbot>                 220

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'WORDS OF DESTRUCTION'
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Syntax: cast 'words of destruction'
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  With a few quick words an Abbot with this spell can unleash mass
destruction on all foes. A potent area attack spell.
        
        <Abbot>                 230

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'PRESSURE POINTS'
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Syntax: AUTOMATIC
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  Through intense study, an Abbot knows precisely where to strike an
opponent to cause maximum damage. As a result, all HtH attacks will
cause significantly more damage.

        <Abbot>                 240

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'HEALING MASSAGE'
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Syntax: cast 'healing massage' <target>
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  Abbots know their bodies well, and as a result can heal with their
very touch. Healing massage can only be cast on others, and is utterly
useless in a fight. In addition, it is most effective on members of
the casters own race.

        <Abbot>                 250

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'INTERLOCK'
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Syntax: interlock lower <victim>
Syntax: interlock upper <victim>
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  Using this skill, an Abbot will essentially try to entangle
themselves with the mobile. The affects of this can vary, depending
upon which part of the mobile the Abbot becomes tangled with.
   
  If the Abbot chooses to tangle himself with the upper body of their
victim, the end result is usually that both Abbot and mobile become
stunned for a short time as they attempt to detangle themselves.
   
  If the Abbot chooses to tangle himself with the lower body of their 
victim, often times the victim becomes unable to attempt as many
attacks per round, but the Abbot may find himself stunned for short
time while trying to get their feet back beneath themself.

        <Abbot>                 260

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'ANALECTS OF CONFUCIUS'
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Syntax: AUTOMATIC
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  After studying the works of the great philosopher Confucius, an
Abbot will never fail to read from a scroll again. 

        <Abbot>                 270

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'SIXTH ATTACK'
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Syntax: AUTOMATIC
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  This skill gives you a chance of having up to 6 attacks in a single
round. It can be used independent of the other attack skills.

        <Samurai>               210
        <Abbot>                 280
        <Barbarian>             420
        <Reaver>                440

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'PREACH'
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Syntax: cast 'preach'
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  Advanced Abbots are clever scholars and devoted priests. So strong 
is their power to convince that when they preach, even the vilest 
sinners see the light of their God and normally aggressive or
assistive monsters become passive.

        <Abbot>                 290

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'DIVINE TOUCH'
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Syntax: cast 'divine touch' <item>
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  After many years of studying, an Abbot has been given to power to
bless their armor with a divine touch. The armor is blessed with a
symbol of their faith and makes it so the armor can only to be worn
by the one who has forged it.
        
        <Abbot>                 300

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'NICETIES OF THEOLOGY'
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Syntax: cast 'niceties of theology' <victim>
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  So deep is Abbot's knowledge of theological subjects that even the 
sharpest people can be confused by his interpretations of right and 
wrong. Best of the scholars among Abbots were known to be able to 
turn upside down the views of even the most stubborn.  This spell
does not work on stupid monsters, but affects other players, making
them unable to change alignment due to their great confusion over
right and wrong.

        <Abbot>                 310

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'MASTER SCRIBE'
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Syntax: AUTOMATIC
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  After years of study, an Abbot has noticed distinct patterns in the
writings of magic. As a result, the Abbot can scribe his writings
without the previous incredible taxation of mental self.

        <Abbot>                 320

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'BUDDAHS COURAGE'
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Syntax: cast 'buddahs courage'
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  Ultimate belief in Buddah allows the Abbot, as well as their group,
to believe even more in themselves. They are now able to land their 
blows more efficently or hit harder. This courage does come with a
price and any group member affected will not be able to flee from
their cause.
 
        <Abbot>                 330

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'WORD OF POWER'
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Syntax: cast 'word of power' <victim>
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  Drawing previously untapped energy from within, an Abbot can focus
this power and turn it outward, causing enormous damage to their foes.

        <Abbot>                 340

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'CHI'
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Syntax: chi
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  Chi is a form of mediation an Abbot enters while fighting. It is a 
state of calm relaxation in the midst of very rapid movement. Chi in
effect significantly increases the Abbot's combat prowess.

        <Abbot>                 350

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FLUIDITY
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Syntax: fluidity
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  A fighting Abbot is graceful, gentle and fluid in their motions.
They move from form to form quickly, dazzling their opponents and
innocent bystanders. This skill increases the Abbot's quickness and
scores an occasional extra hit during battle.

        <Abbot>                 360

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'BUDDAHS WRATH'
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Syntax: AUTOMATIC
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  Being one of Buddahs favorite followers he pays special attention to
what happens to them. He is not very happy with those who cause the
death of his Abbots and will turn his wrath on those who do so in
painful ways.
 
        <Abbot>                 370

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'BUDDAHS WISDOM'
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Syntax: cast 'buddahs wisdom'
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  The Buddah's teachings can teach the Abbot much of the nature of life.
By chanting a prayer, the Abbot can share the blessings of intelligence
and wisdom to those in the Abbot's group.
 
        <Abbot>                 380

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'LEGACY OF TRAVELS'
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Syntax:  legacy <direction>
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  While Rangers and Druids may travel all around the world traversing
the wilderness, Abbots spend their lives wandering from one city to
another, visiting countless monasteries, towns and even small villages
in their seach of wisdom. After many years there is hardly any
habitable place that has not been visited by them. As a result, they
can remember what to expect in the places they come to. In a city or
indoor environment, they may look in a particular direction and recall
the contents of the room.

        <Abbot>                 390

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'ETHEREAL CHARIOT'
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Syntax: cast 'ethereal chariot' <character|mob>
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  This spell will summon a large chariot down from the ethereal plane
to carry an Abbot and their group to any player or mobile they wish.
Similar to ghostly steed, this spell wIll cause the target mobile to
become aggressive and attack the party.

        <Abbot>                 400

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'CREATE PARCHMENT'
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Syntax: cast 'create parchment'
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  This spell allows the Abbot to create a parchment out of thin ether.
The magic involved in this process is mysterious, and an unknown
benefactor will take 5000 gold from your person for the ability to
create each parchment.

        <Abbot>                 410

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'INNER PEACE'
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Syntax: cast 'inner peace'
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  Always seeking peace and harmony between body and mind, the
Abbot performing this meditation explodes into a blurring series
of movement. This ritual leaves the their movement rate spent,
but in the end achieves a state of inner peace, significantly
reducing their chance of being struck in combat.

        <Abbot>                 420

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'SCHOLARLY MIND'
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Syntax:  AUTOMATIC:  LOOK <object>
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  When an Abbot sees something new, he eagerly studies the object
to learn as much as possible about it. After many years this habit 
becomes part of their nature, so that just by looking at an object
they will attempt to identify it.

        <Abbot>                 430

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'NAVIGATION'
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Syntax: cast 'navigation' <mobile>
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  Abbots have used ethereal steeds more often and for longer time than 
anyone else, and that allowed them to study to some extent the flows 
of ether connecting all the living beings in the universe. They can
now often predict what part of the universe these flows lead to. By
trying to navigate the flow, they can determine to what area they 
would be taken to before steeding, useful when there are many mobs
with the same keyword. 

        <Abbot>                 440

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'ENLIGHTENMENT'
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Syntax: cast 'enlightenment'
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  After many years, Abbots finally may learn how to enter the state of 
enlightment. Clearing their mind, they become better at everything
they do, increasing their ability to land blows and deflect attacks,
both physical and magical. 

        <Abbot>                 450

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'BUDDAHS PROTECTION'
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Syntax: cast 'buddahs protection'
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  Abbots have become so close to the teachings of the Buddah that they
can radiate an aura of protection about themselves. Creatures of any 
alignment can see this and are reluctant to switch to the Abbot in the 
fight out of the fear that a diety might bring retribution.
 
        <Abbot>                 460

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'GROUP SUMMON'
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Syntax: cast 'group summon' <target>
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  With this ancient spell, an Abbot is able to call a group of 
adventurers to themselves.

        <Abbot>                 480

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'ULTIMATE KNOWLEDGE'
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Syntax: cast 'ultimate knowledge' <victim>
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  After many long years of hard and arduous study, an Abbot finally 
achieves the Ultimate Knowledge of all things that exist. Using this
knowledge, they are able to assess foes for their weaknesses and
strengths, and cause massive damage through absolute knowledge of
all that they are.

        <Abbot>                 490

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'REGULATE'
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Syntax: cast 'regulate'
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  After years of studying an Abbot is able to focus their mind by
chanting. While in this state they become harder to hit in battle.
Unfortunately due to the concentration required they themselves 
also find it harder to hit mobiles.

        <Abbot>                 500

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