Knightmare Lexicon - A Knightmare Encyclopædia
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Welcome to the Knightmare Lexicon. This system is designed to be a centre point for any Knightmare related information. You may think of it as a Knightmare Encyclopædia or Dictionary. Though in many ways it is more like a Knightmare wiki in that people with an interest in Knightmare like yourself may add entries to the database for others to find. Likewise if there's a piece of information you're looking for on Knightmare then in thef future it's very likely you'll be able to find it here. For the system to be a success it relies on each and every member of the community providing as much information as possible. Enjoy! logins.

Entry of the Day - GHOST
1. GHOST
 
 [Related Image] A spell given to Team 11 of Series 3 by Motley, who wished them "happy hauntings".

Encountering a haunting in the Scarab Room, the team seemed to consider using the spell until Treguard discouraged them, warning them against wasting it.

The team cast GHOST when a moving wall blocked all exits from the Great Corridor of the Catacomb, where dungeoneer Martin was, turning him into a small ghost (although he retained the Helmet of Justice). Martin was then able to leave the corridor by floating through the wall, and subsequently to scare away the armour-clad Behemoth guarding the wellway into Level 2, before Martin was restored to his original form. This is perhaps the only example of a quest spell serving more than one purpose.

GHOST was dispelled as TSOHG; Martin was informed that he was "mo more a ghost".

Team 3 of Series 5 acquired GHOST from a spell scroll on Level 3, but their quest ended before they could cast it.

[Earlier versions: 2007-07-23 14:04:25, 2005-08-21 22:07:19]

Provided By: David, 2019-12-28 20:20:38
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