Abilities in Tarot:
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Inscribing The ability to inscribe images upon blank Tarot cards.
Sun Create a portable light source.
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*** Next ability available in 11 lessons ***
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Cardpacks Use the handy cardpacks for easier storage.
Emperor Create the compulsion in others to follow you.
Magician Replenish your mana with the might of the Magician.
Priestess Heal yourself with the benevolence of the Priestess.
Fool Shrug off afflictions with blind courage.
Chariot Create an infernal chariot to ride.
Hermit Teleport to an uninhabited location.
Empress Summon your friends to you.
Lovers Create a strong love for you in your target.
Hierophant Compel your victim to do your bidding.
Hangedman Hinder your opponent with a mass of ropes.
Tower Cause a crumbling tower to appear in your location.
Wheel Spin the wheel and take your chances.
Creator Create an illusion in an adjacent room.
Justice Bring justice to the unjust.
Star Strike down a foe with a flaming meteor.
Aeon Curse your foe with the mark of Chronos.
Lust Cause an opponent to hopelessly lust after you.
Universe Transport yourself around the land.
Devil Call a Devil to serve you, though no more than once.
Moon Bestow the maladies of the moon upon your enemy.
Death Call down Death itself to claim the soul of your enemy.
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To gain further information on an ability, AB <ability>.
I know of no skill called 'abilities'.
Inscribing (Tarot) Known: Yes
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Syntax: INSCRIBE <card#> with <image>
Resource: 10 mana
Details:
With this ability, you may inscribe blank tarot cards with the various images of the Major Arcana.
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Sun (Tarot) Known: Yes
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Syntax: FLING SUN AT GROUND
Works on/against: Room
Cooldown: 3.00 seconds of balance
Details:
This Tarot will create a small ball of light to illuminate your
surroundings.
In addition, for as long as the globe of light remains at your location,
it shall periodically heal you of afflictions.
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Cardpacks (Tarot) Known: No (11 lessons required)
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Syntax: IND [number|ALL] <card>
OUTD [ALL|number] <card>
DECKLIST
Details:
Cardpacks is the ability to store and retrieve tarot cards using a tarot deck. You may store up to 5000 of
each card type. This ability requires that you have a tarot deck in your inventory.
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Emperor (Tarot) Known: No (28 lessons required)
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Syntax: FLING EMPEROR AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Emperor is a symbol of leadership and power. With this card, you will force other adventurers to recognize
your leadership and follow you.
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Magician (Tarot) Known: No (62 lessons required)
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Syntax: FLING MAGICIAN AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Magician represents the power of magic and the power of the mind. This card will replenish the mana of the
adventurer it is thrown at.
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Priestess (Tarot) Known: No (104 lessons required)
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Syntax: FLING PRIESTESS AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Priestess represents benevolent healing. Flinging this card at an adventurer will heal some of his health.
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Fool (Tarot) Known: No (167 lessons required)
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Syntax: FLING FOOL AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Fool is pictured as being immune to fear and full of courage. With this Tarot you may throw off three
afflictions by denying their existence.
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Chariot (Tarot) Known: No (252 lessons required)
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Syntax: FLING CHARIOT AT GROUND
BOARD CHARIOT
SPUR CHARIOT SKYWARDS
LAND
DISMOUNT
Cooldown: 3.00 seconds of balance
Details:
The Chariot will create an infernal chariot upon which you may ride. It has the ability to fly also. BOARD
CHARIOT will board your chariot. SPUR CHARIOT SKYWARDS will drive it up to the sky. LAND will bring you back
down again. While in the Chariot, you may move about using the usual commands. Be warned: flinging cards at
the ground while flying is a useless endeavour.
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Hermit (Tarot) Known: No (336 lessons required)
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Syntax: ACTIVATE HERMIT
FLING HERMIT AT GROUND
SNIFF HERMIT
Extra Information: Activation: 2.00 seconds of equilibrium.
Cooldown: 3.00 seconds of balance
Details:
The Hermit is a solitary person. When you activate the hermit card, it will remember the location at which you
activated it. Then, when you fling it, you will be transported to that location, provided there are no
adventurers in that location at the time. SNIFF HERMIT will tell you the name of the location at which the
hermit was activated.
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Empress (Tarot) Known: No (421 lessons required)
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Syntax: FLING EMPRESS AT <target>
SNIFF EMPRESS <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
With this ability, you may summon someone from anywhere within the local area, provided you are on his or her
allies list. If you have forced yourself onto that list via the Lust tarot, then you will be able to summon
that person from anywhere on the continent.
You may also SNIFF a card inscribed with this image to determine if you have someone lusted.
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Lovers (Tarot) Known: No (547 lessons required)
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Syntax: FLING LOVERS AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Lovers tarot will inspire your target to fall deeply in love with you. While in love with you, he or she
will be generally unwilling to cause you harm.
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Hierophant (Tarot) Known: No (674 lessons required)
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Syntax: FLING HIEROPHANT AT <target>
ORDER <target> <command>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
This tarot card will allow you to order your opponent to do one thing. Fling the card, and then, when you have
recovered balance, you may ORDER him to do whatever you wish.
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Hangedman (Tarot) Known: No (801 lessons required)
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Syntax: FLING HANGEDMAN AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Hangedman will entangle your foe in a mass of ropes.
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Tower (Tarot) Known: No (970 lessons required)
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Syntax: FLING TOWER AT GROUND
Works on/against: Room
Cooldown: 3.00 seconds of balance
Details:
The Tower card will cause a crumbling tower to appear in your location, which will then collapse, making it
difficult to leave via some of the exits.
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Wheel (Tarot) Known: No (1138 lessons required)
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Syntax: FLING WHEEL AT GROUND
Works on/against: Room
Cooldown: 3.00 seconds of balance
Details:
The Wheel of Fortune is mysterious and represents luck, neither good nor bad. Sometimes it will bring good
things, sometimes bad. The effects of this card are permanent, except those affecting adventurer statistics.
Use of this card which affects anyone unwillingly could result in very serious repercussions.
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Creator (Tarot) Known: No (1333 lessons required)
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Syntax: FLING CREATOR <direction> <illusion text>
Works on/against: Room
Cooldown: 3.00 seconds of balance
Details:
This Tarot card will allow you to create an illusion of your choosing in an adjacent location. You may embed a
single newline by including the characters \n at the appropriate spot. For limitations and restrictions,
please refer to HELP ILLUSIONS.
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Justice (Tarot) Known: No (1529 lessons required)
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Syntax: FLING JUSTICE AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Justice tarot will bring the wrath of Miramar, the Even-Handed, down upon your foe.
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Star (Tarot) Known: No (1727 lessons required)
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Syntax: FLING STAR AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
The Star tarot will bring down a flaming meteor upon your unlucky foe's head. Your foe may be anywhere within
the area but both you and he must be outdoors.
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Aeon (Tarot) Known: No (1989 lessons required)
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Syntax: FLING AEON AT <target>
Works on/against: Adventurers
Cooldown: 3.70 seconds of balance
Details:
The Aeon tarot will give the curse of Chronos the Eternal to an adventurer, slowing his passage through time.
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Lust (Tarot) Known: No (2251 lessons required)
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Syntax: FLING LUST AT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
With this Tarot, you may instill a lust for you in another adventurer, so that he or she will consider you an
ally.
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Universe (Tarot) Known: No (2447 lessons required)
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Syntax: FLING UNIVERSE AT GROUND
TOUCH <area>
Cooldown: 3.00 seconds of balance
Details:
The Universe tarot will allow you to quickly travel throughout Achaea, with instant transport to a number of
locations on the mainland of Sapience. The general areas and the keywords to get there are below:
AZDUN - the Azdun Dungeon
BITTERFORK - the Village of Bitterfork
BLACKROCK - the Halls of Blackrock
BRASSLANTERN - the Brass Lantern Inn
CAERWITRIN - the Town of Caer Witrin
GENJI - the Village of Genji
MANARA - Manara Burrow
MANNASEH - Mannaseh Swamp
MANUSHA - the Village of Manusha
MHOJAVE - the Mhojave Desert
NEWHOPE - the Isle of New Hope
NEWTHERA - the Town of New Thera
SHASTAAN - the Village of Shastaan
THRAASI - the Thraasi Foothills
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Devil (Tarot) Known: No (2709 lessons required)
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Syntax: FLING DEVIL AT GROUND
Cooldown: 3.00 seconds of balance
Details:
The Devil is a rather unique card. When you fling it at the ground, a Devil will be called up, who will serve
you once, and only once. He will possess your body and, the next Tarot card you fling, he will cause you to
immediately fling another one of six random tarot cards.
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Moon (Tattoos) Known: Yes
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Syntax: TOUCH MOON
Extra Information: Inks: 1 Blue ink
1 Red ink
1 Yellow ink
Works on/against: Self
Cooldown: 4.00 seconds of balance
Details:
This is a tattoo that will work automatically. When you have it inscribed upon you, it will automatically heal
your mana anytime you have less than full mana. Each time it works, there is a small chance of the tattoo
fading. Using this tattoo will take balance.
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Alternatively, did you want:
Moon (Tarot)
Death (Tarot) Known: No (3298 lessons required)
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Syntax: RUB DEATH ON <target>
SNIFF DEATH
FLING DEATH AT <target>
Extra Information: Rub: 3.20 seconds of equilibrium.
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
To attune Death, you must first rub it on your enemy seven times. Sniffing the card will tell you how many
times you have rubbed it on your foul oppressor, while flinging it will begin the process of calling Death
himself to gather the soul of your enemy to him. Be warned though that this process takes concentration and
you may not do anything else while Death is on his way.
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