Protect is a command you can use to protect another person. You will attempt to take melee damage on their behalf, and so protect them.
If you use this command without any arguments it shows who is protecting you and who you are protecting in the room.
Conversely, to stop protecting someone, you can unprotect.
> protect <living> You move to protect <living>. > protect No one is protecting you. Of the people in this room, you are protecting <living>. > unprotect <living> You stop protecting <living>.
- Protecting someone means that you will jump in front of as many attacks against the protected being as you can, but unlike defend which will try to parry the attacks, you will receive the hits without trying to parry, block or dodge them.
- Without armour or arcane protection, protect involves a great deal of risk as you are losing HP on their behalf.
- A decent armour and arcane protections such as Major/Minor Shield, TPA and Bug shield can help keep you alive by absorbing damage that would otherwise reduce your HP. It is also advisable to have a lot of HP, more than 2500, so that shields that expire and special attacks do not kill you before you can react.
- Protecting someone from an attack will pull you into combat with any enemies that are attempting to harm your ward.
- When Protecting someone, you use up a decent chunk of AP, as such, you may make fewer/no attack per round, and stop moving to defend yourself from incoming attacks if your ward is attacked multiple times. On the other hand, it costs less AP to Protect someone than to Defend them.
- It is very possible for you to die on someone else's behalf if you are Protecting them. Unless you unprotect when your HP is low you will continue to leap in front of attacks until you die.
- While casting spells you will not leap in front of anyone you are protecting, essentially making the caster not protect while casting. This means that your ward will have to deal with all the attacks as if you were not protecting.