# Player Skills Reference ## CoffeeMud 5.7
Prayers Chants Songs/Dances/Plays Spells Expertises Skills Alchemy Amputation AnimalTaming AnimalTrading AnimalTraining Apothecary Archon_Banish Archon_Freeze Archon_Hush Archon_Metacraft Archon_Multiwatch Archon_Record Archon_Stinkify Archon_Wrath Armorsmithing Baking Bandaging Blacksmithing BodyPiercing Butchering CageBuilding Carpentry Chopping ClanCrafting Cobbling Construction Cooking Costuming Digging Distilling Domesticating Drilling Druid_Bite Druid_DruidicPass Druid_GolemForm Druid_KnowPlants Druid_MyPlants Druid_PackCall Druid_PlantForm Druid_RecoverVoice Druid_Rend Druid_ShapeShift Druid_ShapeShift2 Druid_ShapeShift3 Druid_ShapeShift4 Druid_ShapeShift5 Dyeing Embroidering Engraving Farming Fighter_ArmorTweaking Fighter_AtemiStrike Fighter_AutoBash Fighter_AxKick Fighter_BackHand Fighter_Battlecry Fighter_Behead Fighter_Berzerk Fighter_BlindFighting Fighter_BodyFlip Fighter_BodyShield Fighter_BodyToss Fighter_BullRush Fighter_CalledShot Fighter_CalledStrike Fighter_Cartwheel 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Skill_Chantcraft Skill_Chirgury Skill_Climb Skill_CollectBounty Skill_Conduct Skill_ControlUndead Skill_Convert Skill_Dirt Skill_Disarm Skill_Disguise Skill_Dodge Skill_Enslave Skill_EscapeBonds Skill_FalseArrest Skill_Feint Skill_FireBreathing Skill_Haggle Skill_HandCuff Skill_IdentifyPoison Skill_Imitation Skill_InstrumentBash Skill_JailKey Skill_Joke Skill_Juggle Skill_Leeching Skill_Map Skill_MarkDisguise Skill_Meditation Skill_Mimicry Skill_MountedCombat Skill_Parry Skill_Prayercraft Skill_Puppeteer Skill_Recall Skill_RegionalAwareness Skill_Resistance Skill_Revoke Skill_ScrollCopy Skill_Shuffle Skill_Slapstick Skill_SlowFall Skill_Songcraft Skill_SongWrite Skill_Spellcraft Skill_Stability Skill_Swim Skill_Trip Skill_TuneInstrument Skill_TurnUndead Skill_TwoWeaponFighting Skill_WandUse Skill_Warrants Skill_WildernessLore Skill_Write SlaveTrading Smelting SmokeRings Specialization_Axe Specialization_BluntWeapon Specialization_EdgedWeapon Specialization_FlailedWeapon 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Weaponsmithing Weaving WingFlying | Alchemy (Alchemy)
    Skill    : Alchemy
    Domain   : Crafting
    Available: Arcanist(1) Jester(1)
    Requires : A base intelligence of at least 12.  A base wisdom of at least 12.
    Allows   : Wise Crafting I, Home Cooking I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BREW, ALCHEMY
    Usage    : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
    Example  : brew heal flask
    : brew list
    : brew list cure
    This skill allows the player to brew a potion from one of the spells or prayers
    the player knows.  To do this, the player must have a glass drinking container to
    make the potion out of.  Many potions require ingredients, and all require water or
    some other liquid base to start from.  Also, the player must have mastered the
    spell or prayer before attempting to brew a potion from it. Lastly, the player will
    lose some experience for brewing the potion.
Amputation (Amputation)
    Skill    : Amputation
    Domain   : Anatomy
    Available: Gaoler(30)
    Allows   : Anatomy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : AMPUTATE
    Usage    : AMPUTATE [TARGET NAME] [PART]
    Example  : amputate orc arm
    This ability governs the careful removal of body parts as a punishment for
    crimes.  The target is, amazingly, not harmed during the procedure, but merely
    loses the specified limb.  The target must be lying on an operating table or bed,
    bound.
Animal Taming (AnimalTaming)
    Skill    : Animal Taming
    Domain   : Animal affinity
    Available: Trapper(18)
    Allows   : Quick Worker I, Animal Affinity I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TAME, TAMING, ANIMALTAMING
    Usage    : TAME [MOB NAME] ([CAGE NAME])
    Example  : tame bear cage
    This skill allows the player to remove any behaviors, such as aggressiveness or
    the tendency to roam around, or other behaviors from the target caged or bound mob.
Animal Trading (AnimalTrading)
    Skill    : Animal Trading
    Domain   : Animal affinity
    Available: Trapper(23)
    Allows   : Quick Worker I, Animal Affinity I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
    Usage    : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
    Example  : asell bear cage shopkeeper
    Example  : asell bear
    Example  : asell bear shopkeeper
    This skill allows the player to sell bound or caged animals to shopkeepers who
    deal in them.  As can be seen from the parameters, the player may also sell mobs
    right out of cages, or animals in their group who are bound.
Animal Training (AnimalTraining)
    Skill    : Animal Training
    Domain   : Animal affinity
    Available: Beastmaster(15) Trapper(24)
    Allows   : Quick Worker I, Animal Affinity I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ANIMALTRAINING
    Usage    : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
    Example  : animaltrain bear cage kill
    Example  : animaltrain bear wander
    This skill allows the player to add behaviors, such as aggressiveness or the
    tendency to roam around, or other behaviors and skills to the bound or caged
    animal.
Apothecary (Apothecary)
    Skill    : Apothecary
    Domain   : Crafting
    Available: Barbarian(10) Numerous Classes(1)
    Requires : A base wisdom of at least 12.
    Allows   : Identify Poison, Poisoning I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : APOTHECARY, MIX
    Skill    : APOTHECARY
    Usage    : MIX LIST/[BREWING CONTAINER]
    Example  : mix pot
    : mix list
    : mix list slumber
    This skill allows the player to create a deadly poison from basic ingredients.
    The player must be near a fire over which the poison can be brewed.  The
    ingredients must be placed in a fire-safe container, like a pot or pan.  A pot may
    be filled with water or other liquids, if water or the liquid is required for the
    recipe.
Banish (Archon_Banish)
    Skill    : Banish
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BANISH
    Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
    Example  : banish gunther
    Example  : banish gunther Midgaard#3001
    Example  : banish gunther 3 hours
    Example  : banish gunther 14 years
    From anywhere on the map, the player with this skill can send the target
    mob/player to a prison from which they can never escape.  Use this skill again on
    the same player to release them.  The Archon can optionally specify a room on the
    map which this skill will copy and use as the jail.  The Archon can also optionally
    end the command with the number of seconds, ticks, minutes, hours, days, weeks, or
    years in which to keep the player imprisoned.
Freeze (Archon_Freeze)
    Prayer   : Freeze Metal
    Domain   : Cursing
    Available: Purist(15)
    Allows   : Aqualist I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "FREEZE METAL" [TARGET NAME]
    Example  : pray "freeze metal" bob
    This spell causes the metal objects being worn or wielded by the target to
    begin freezing and biting at their skin, and freeze to whatever they are touching.
Hush (Archon_Hush)
    Social     : hush

    Target     ^?: none
    You see    : SHHHHHHHHHHHHHHHHHHHHHH
    Others see :  Requests everyone quiet down.  Shhhhhhhhhhh...

    Target     ^?: someone
    No Target  : Who needs to be silenced?
    You see    : You nicely ask someone to be more quiet.
    Target sees:  Kindly requests that you please quiet down.
    Others see :  Nicely asks the target to be more quiet.

    Target     ^?: self
    You see    : You realize you are loud and obnoxious and try to silence
    yourself.
    Others see :  Covers  mouth in an attempt to silence themself.
Metacrafting (Archon_Metacraft)
Multiwatch (Archon_Multiwatch)
    Ability    : Multiwatch
    Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
    Example    : multiwatch add playerone playertwo
    Example    : multiwatch auto
    Example    : multiwatch stop
    Description:
    This is an archon skill to assist in determining if a set of players who are
    connected from the same ip address are the same person.  It does this by tracking
    certain pieces of data which together may be taken as rather circumstantial
    evidence of someone multiplaying.  The definition of the numbers are as follows:
    SYNC - The number of commands entered by more than one member of an IP group
    within a single 4 second period.
    SPEECH - This refers to SAY commands, broken into three sections.  The first
    number represents the number of SAY commands done in the same room with a player
    who has the same IP address.  The second number represents the number of SAY
    commands directed at another player.  The last number is the number of SAY commands
    total.
    SOCIALS - These are also divided into three numbers where, again, the first is
    the number of socials in the same room with a player with the same IP, the second
    being socials directed at another player, and the last being the number of total
    socials.
    CMD - The number of commands entered which are different than the previous
    command entered.
    ORDER - The number of times one of the players in the group gave an ORDER to
    another player in the group.  A sure sign indeed.
Record (Archon_Record)
    Skill    : Record
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : RECORD
    Usage    : RECORD [PLAYER NAME]
    Example  : record gunther
    From anywhere on the map, the player with this skill can begin recording all
    activity of the target to a file in the local file system as if they were snooping
    them.
Stinkify (Archon_Stinkify)
    Skill    : Stinkify
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : STINKIFY
    Usage    : STINKIFY [PLAYER NAME]
    Example  : stinkify gunther
    From anywhere on the map, the player with this skill can cause the target to
    become 1 level stinkier than they were before.
Wrath (Archon_Wrath)
    Skill    : Wrath
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : WRATH
    Usage    : WRATH [PLAYER NAME] (!)
    Example  : wrath gunther
    Example  : wrath gunther !
    From anywhere on the map, the player with this skill can immediately knock
    another mob out of their shoes, depriving them of half of their hit points, mana,
    and movement in the process. If the "!" flag is added, an announcement of the wrath
    will also be made.
Armorsmithing (Armorsmithing)
    Skill    : Armorsmithing
    Domain   : Crafting
    Available: Artisan(7) Gaoler(30) Numerous Classes(5)
    Requires : 'Blacksmithing' at 75%
    Requires : A base strength of at least 12.
    Allows   : Master Armorsmithing, Light Crafting I, Durable Crafting I
    Allows   : Quality Crafting I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ARMORSMITH, ARMORSMITHING
    Usage    : ARMORSMITH (LIST/MEND/REFIT/SCAN) [ARMOR TYPE]
    Example  : armorsmith platemail shirt
    : armorsmith list
    : armorsmith list vest
    : armorsmith mend vest
    : armorsmith refit sleeves
    : armorsmith scan
    : armorsmith scan bob
    This skill allows a player to craft armor pieces from metal.  This skill
    requires Blacksmithing in order to learn it.  The extent of the items which can be
    crafted expands as the player goes up in level.  To begin smithing, the player must
    be in a room with an open fire burning, and must have placed the metal he or she
    wishes to make the item from on the ground.  This command may also be used to mend
    damaged metal armors, as well as refit metal armors which are the wrong size.  The
    player may also scan the room or other players for equipment that may be mended by
    this skill, using the scan parameter. The raw metal for armorsmithing can be
    obtained using the Mining skill, and better metals through the Smelting skill.
    Using better metals will increase both the strength and the required level of the
    crafted item.
Baking (Baking)
    Skill    : Baking
    Domain   : Crafting
    Available: Gaoler(1) Numerous Classes(5)
    Requires : 'Cooking'
    Allows   : Home Cooking I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BAKING, BAKE
    Usage    : BAKE LIST/[BAKING CONTAINER]
    Example  : bake list
    Example  : bake list oven
    Example  : bake oven
    This skill allows the player to create a more nutricious meal from basic edible
    ingredients.  The player must be near a fire over which the meal can be cooked.
    The ingredients must be placed in a fire-safe container, that is closeable, and is
    closed.  The container may be filled with water, if water is required for the
    recipe.  The ingredients for cooking are best obtained through the Butchering skill
    and the Foraging skill.
Bandaging (Bandaging)
    Skill    : Bandaging
    Domain   : Anatomy
    Available: Numerous Classes(1)
    Allows   : Anatomy I
    Component: 1 pound of cloth, or 5 pounds of dust held
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BANDAGE, BANDAGING
    Usage    : BANDAGE [MOB NAME]
    Example  : bandage bob
    This skill allows the player to use a small bit of raw cloth to bandage up any
    serious wounds.  This skill will stop bleeding, and protect extreme injuries,
    allowing the body to heal normally.
Blacksmithing (Blacksmithing)
    Skill    : Blacksmithing
    Domain   : Crafting
    Available: Artisan(4) Gaoler(5) Numerous Classes(3)
    Requires : A base strength of at least 10.
    Allows   : Armorsmithing, Weaponsmithing, Smelting, Jewel Making
    Allows   : Locksmithing, Light Crafting I, Quality Crafting I
    Allows   : Quick Worker I, Torturesmithing
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BLACKSMITH, BLACKSMITHING
    Usage    : BLACKSMITH (LIST) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : blacksmith pot
    : blacksmith bundle 100 iron
    : blacksmith list
    : blacksmith list pot
    This skill allows a player to craft metal items, such as pots and pans.  The
    extent of the items which can be crafted expands as the player goes up in level.
    To begin smithing, the player must be in a room with an open fire burning, and must
    have placed the metal he or she wishes to make the item from on the ground. The raw
    metal for blacksmithing can be obtained using the Mining skill, and better metals
    through the Smelting skill.
Body Piercing (BodyPiercing)
    Skill    : Body Piercing
    Domain   : Artistic
    Available: Gaoler(3)
    Allows   : Artsy I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BODYPIERCE, BODYPIERCING
    Usage    : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
    Example  : bodypiercing bob ears
    Example  : bodypiercing remove bob ears
    This skill allows a player to pierce (and heal the piercings) of the body parts
    of a target.  The target must hold still for it, of course.  What results can only
    be seen when the proper wear location is not covered by clothing.  Parts available
    for piercing include the lip, nose, ears, eyebrows, nipples, and belly button.
Butchering (Butchering)
    Skill    : Butchering
    Available: Numerous Classes(2)
    Allows   : Chirgury, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BUTCHER, BUTCHERING, SKIN
    Usage    : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
    Example  : butcher body
    Example  : butcher bundle 10 bones
    With this common skill, a dead body can be cut up and its useful parts
    separated. You can also bundle multiple resources together using this skill.  The
    GET command can be used to unbundle such resources.
Cage Building (CageBuilding)
    Skill    : Cage Building
    Domain   : Crafting
    Available: Artisan(5) Trapper(20)
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BUILDCAGE, CAGEBUILDING
    Usage    : CAGEBUILD [ITEM TYPE]
    Example  : cagebuild cage
    : cagebuild list
    : cagebuild list cage
    This skill allows a player to craft cages and wagon cages.  The extent of the
    items which can be crafted expands as the player goes up in level.  To begin
    carving a new item, the player must have placed the wood he or she wishes to make
    the item from on the ground.
Carpentry (Carpentry)
    Skill    : Carpentry
    Domain   : Crafting
    Available: Artisan(4) Gaoler(6) Trapper(1) Numerous Classes(3)
    Requires : A base constitution of at least 10.
    Allows   : Fletching, Construction, Ship Building, Wainwrighting
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I, Lethal Crafting I, Counterbalance Crafting I
    Allows   : Torturesmithing
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CARVE, CARPENTRY
    Usage    : CARVE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : carve small table
    : carve bundle 100 maple
    : carve list
    : carve list table
    : carve mend club
    : carve refit club
    : carve scan
    : carve scan bob
    This skill allows a player to craft wooden items, such as chairs and wooden
    shields.  The extent of the items which can be crafted expands as the player goes
    up in level.  This command also allows the player to repair any damaged wooden
    weapons or armor, and to refit any armor which may be the wrong size.To begin
    carving a new item, the player must have placed the wood he or she wishes to make
    the item from on the ground.  The player may also scan the room or other players
    for equipment that may be mended by this skill, using the scan parameter.  Items
    crafted with balsa can be done with half the required wood listed, while items
    crafted with ironwood will require twice the required wood listed. The raw wood for
    carpentry can be obtained using the Chopping skill. Using better materials may
    increase both the strength and the required level of the crafted item.
Wood Chopping (Chopping)
    Skill    : Wood Chopping
    Domain   : Gathering
    Available: Gaoler(30) Numerous Classes(2)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CHOP, CHOPPING
    Usage    : CHOP (BUNDLE [NUM]) [TARGET])
    Example  : chop
    Example  : chop bundle 10 oak
    With this common skill, a player can find good trees, chop a few down, and the
    chop up the wood for carrying.  Trees for chopping are best found in forests. You
    can also bundle multiple resources together using this skill.  The GET command can
    be used to unbundle such resources.
Clan Crafting (ClanCrafting)
    Skill    : Clan Crafting
    Domain   : Crafting
    Available: Numerous Classes(3) Several Classes(1)
    Allows   : Wise Crafting I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CLANCRAFT
    Usage    : CLANCRAFT (LIST) [ITEM TYPE]
    Available: Enchanter Clan Members
    Example  : clancraft flag
    : clancraft list
    : clancraft list flag
    This skill allows a player to craft clan items.  The clan items from this skill
    require that the clan have a certain amount of experience in order to make the
    item.  For this reason, only clan members who have the rank of Enchanter (or the
    equivalent privileges), may use this skill even if they have the skill.  The
    majority of items crafted using this skill serve the CONQUEST system.  See the help
    on CONQUEST for more information on how to use the items. The extent of the items
    which can be crafted expands as the player goes up in level.  To begin crafting,
    the player must have placed the materials he or she wishes to make the item from on
    the ground.   Using better materials will increase both the strength and the
    required level of the crafted item.
Cobbling (Cobbling)
    Skill    : Cobbling
    Domain   : Crafting
    Available: Artisan(9) Gaoler(30) Numerous Classes(5)
    Requires : 'Leather Working'
    Requires : A base constitution of at least 12.
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COBBLE, COBBLING
    Usage    : COBBLE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : cobble shoes
    : cobble bundle 100 oak
    : cobble list
    : cobble list shoe
    : cobble mend shoe
    : cobble refit boots
    : cobble scan
    : cobble scan bob
    This skill allows a player to craft shoes and footware.  The extent of the
    items which can be crafted expands as the player goes up in level.  This command
    also allows the player to mend any damaged footware, or refit any footware which
    may be the wrong size. To begin crafting a new item, the player must have placed
    the material he or she wishes to make the item from on the ground. Using better
    materials will increase both the strength and the required level of the crafted
    item. The player may also scan the room or other players for equipment that may be
    mended by this skill, using the scan parameter.
Construction (Construction)
    Skill    : Construction
    Domain   : Crafting
    Available: Artisan(13) Gaoler(30) Numerous Classes(10)
    Requires : 'Carpentry'
    Requires : A base constitution of at least 12.
    Allows   : Ingenious Engineering I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CONSTRUCT
    Usage    : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION]
    Example  : construct wall north
    : construct list
    : construct roof
    : construct door east
    : construct title A messy room.
    : construct desc east This is my favorite Door.
    : construct desc room This is a messy room.
    : construct help Bob
    This skill allows a player to construct a building or other structures on a
    property the player owns. Walls and doors may be built following the construction
    of roof and framework.  Fences and gates may be built outdoors. This skill also
    allows the demolition of unwanted walls and structures, and the giving of a title
    and description to a room. The parameters also allow more than one person to assist
    in a construction project. All of the structures made with this skill are made of
    wood.    Items crafted with balsa can be done with half the required wood listed,
    while items crafted with ironwood will require twice the required wood listed. The
    raw wood for construction can be obtained using the Chopping skill.
Cooking (Cooking)
    Skill    : Cooking
    Domain   : Crafting
    Available: Artisan(5) Gaoler(1) Numerous Classes(2)
    Allows   : Distilling, Baking, Food Prep, Home Cooking I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COOK, COOKING
    Usage    : COOK LIST/[COOKING CONTAINER]
    Example  : cook list
    Example  : cook list stew
    Example  : cook pot
    This skill allows the player to create a more nutricious meal from basic edible
    ingredients.  The player must be near a fire over which the meal can be cooked.
    The ingredients must be placed in a fire-safe container, like a pot or pan.  A pot
    may be filled with water, if water is required for the recipe.  The ingredients for
    cooking are best obtained through the Butchering skill and the Foraging skill, and
    some Food Prep may be necessary for some dishes.
Costuming (Costuming)
    Skill    : Costuming
    Domain   : Crafting
    Available: Artisan(5) Gaoler(30) Numerous Classes(4)
    Requires : 'Tailoring'
    Requires : A base intelligence of at least 12.
    Allows   : Master Costuming, Light Crafting I, Durable Crafting I
    Allows   : Quality Crafting I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COSTUME, COSTUMING
    Usage    : COSTUME (LIST/MEND/REFIT/SCAN) [ITEM TYPE]
    Example  : costume habit
    : costume list
    : costume list habit
    : costume mend habit
    : costume refit habit
    : costume scan
    : costume scan bob
    This skill allows a player to knit specialized clothing, such as children's
    clothing and culture-based clothing.  The extent of the items which can be costumed
    expands as the player goes up in level.  This command also allows the player to
    mend any damaged clothing, or refit any clothes which are the wrong size. To begin
    costuming a new item, the player must have placed the cloth he or she wishes to
    make the clothing from on the ground.  The player may also scan the room or other
    players for equipment that may be mended by this skill, using the scan parameter.
    The raw cloth for costuming is found using the Butchering or Foraging skills.
Gem Digging (Digging)
    Skill    : Gem Digging
    Domain   : Gathering
    Available: Artisan(2) Gaoler(30) Numerous Classes(1)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DIG, DIGGING
    Usage    : DIG (BUNDLE [NUM]) [TARGET])
    Example  : dig
    Example  : dig bundle 10 gems
    With this common skill, a player can perform the delicate task of mining gems
    and other precious stones.    The precious stones found with this skill are best
    hunted for in mountains or caves. Sand is best found in the desert. You can also
    bundle multiple resources together using this skill.  The GET command can be used
    to unbundle such resources.
Distilling (Distilling)
    Skill    : Distilling
    Domain   : Crafting
    Available: Artisan(10) Gaoler(30) Numerous Classes(4)
    Requires : 'Cooking'
    Allows   : Home Cooking I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DISTILLING
    Usage    : DISTILL LIST/[BREWING CONTAINER]
    Example  : distill pot
    : distill list
    : distill list whiskey
    This skill allows the player to create a beer and other liquors from basic
    ingredients.  The player must be near a fire over which the alcohol can be brewed.
    The ingredients must be placed in a fire-safe container, like a pot or pan.  A pot
    must be filled with water or other liquids required by the recipe.  The ingredients
    for cooking are best obtained through the Foraging skill.
Domesticating (Domesticating)
    Skill    : Domesticating
    Domain   : Animal affinity
    Available: Trapper(21)
    Allows   : Quick Worker I, Animal Affinity I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DOMESTICATE, DOMESTICATING
    Usage    : DOMESTICATE [MOB NAME]
    Usage    : DOMESTICATE NAME [MOB] [NEW NAME]
    Example  : domesticate rabbit
    Example  : domesticate name rabbit bob
    This skill allows the player to make a animal into a follower, and then to
    re-name the animal if he chooses.  The animal remains renamed only as long as it is
    a follower.
Drilling (Drilling)
    Skill    : Drilling
    Domain   : Gathering
    Available: Artisan(2) Gaoler(30) Numerous Classes(1)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DRILL, DRILLING
    Usage    : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
    Example  : drill pot
    Example  : drill bundle 10 milk
    With this common skill, a player carefully pokes around, in the ground or
    trees, for useful liquids.  The liquids are then placed into the liquid container
    given by the parameters.  Drilling is best done in forests and deserts. You can
    also bundle multiple resources together using this skill.  The GET command can be
    used to unbundle such resources.
Bite (Druid_Bite)
    Skill    : Bite
    Domain   : Weapon use
    Available: Beastmaster(7)
    Allows   : Unarmed Striking I, Unarmed Piercing I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BITE
    Usage    : BITE [TARGET NAME]
    Example  : bite orc
    While in his or her animal form (see ShapeShift), the Druid gains the ability
    to deliver an especially powerful and piercing bite of damage.
Druidic Pass (Druid_DruidicPass)
    Skill    : Druidic Pass
    Domain   : Stealthy
    Available: Several Classes(1)
    Allows   : Stealthy I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PASS
    Usage    : PASS [DIRECTION]
    Example  : pass east
    This skill allows the druid to move silently and almost invisibly from place to
    place while traveling in the outdoors.  Moreover, this skill allows the Druid to
    pass into locked dwellings, if those dwellings are located in the druids domain.
Golem Form (Druid_GolemForm)
    Skill    : Golem Form
    Domain   : Shape shifting
    Available: Delver(10)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : GOLEMFORM
    Usage    : GOLEMFORM [LIST/FORM NAME]
    Example  : golemform
    Example  : golemform list
    Example  : golemform massive stone golem
    The druid gains the ability, through this skill, to take on the form of a stone
    golem.  The form progresses as the druid gains in level, he will gain access to
    more powerful forms, each more devastating than the last, though each also a bit
    slower on the move.  Golems are also unable to speak or chant.
Know Plants (Druid_KnowPlants)
    Skill    : Know Plants
    Domain   : Nature lore
    Available: Gaian(7)
    Allows   : Nature Lore I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : KNOWPLANT
    Usage    : KNOWPLANT [ITEM NAME]
    Example  : knowplant flowers
    This skill allows a player to gain knowledge about a plant, or an item made
    from plant material.  If the plant was summoned by a druid, it will give the name
    of the druid who summoned it as well.
My Plants (Druid_MyPlants)
    Skill    : My Plants
    Domain   : Nature lore
    Available: Several Classes(1)
    Allows   : Nature Lore I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : MYPLANTS, PLANTS
    Usage    : MYPLANTS
    Example  : myplants
    A druid can, at will, become attuned to the plants which he or she has created
    through druidic magic.  This ability allows the druid to perceive all of his or her
    magical plants still alive, and where they are.

    This skill is most useful for Plant Pass and for creating a druidic connection
    to an area.  A druid in a rural area has placed one of his or her plants in at
    least 50% of the rooms in an area will create a druidic connection to the area. See
    also Druidic Connection for more information on this phenomenon.

    Druids also gain experience for placing their plants inside areas classified as
    cities.  A certain number of plants per city per mud-month can be summoned for
    experience in this way.
Pack Call (Druid_PackCall)
    Skill    : Pack Call
    Domain   : Animal affinity
    Available: Beastmaster(30)
    Allows   : Animal Affinity I
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PACKCALL
    Usage    : PACKCALL
    Example  : packcall
    This powerful skill allows the druid, while in their animal form, to call on
    the aid of like animals during combat.  The combat aid will always arrive in the
    form of animals one-step below the druids current animal form, and always in
    numbers reflective of their level and skill, as well as reflective of the druids
    leadership abilities. These animals are able to rescue the druid from his or her
    enemies on command.  To do this, the druid needs only to order them to 'rescue'.
    Like many druid abilities, the druid must be out in the wild for this skill to
    work.
Plant Form (Druid_PlantForm)
    Skill    : Plant Form
    Domain   : Shape shifting
    Available: Gaian(10)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PLANTFORM
    Usage    : PLANTFORM [LIST/FORM NAME]
    Example  : plantform
    Example  : plantform list
    Example  : plantform flower
    The druid gains the ability, through this skill, to take on the form of a
    plant.  The plant form progresses as the druid gains in level.
Recover Voice (Druid_RecoverVoice)
    Skill    : Recover Voice
    Domain   : Fitness
    Available: SkyWatcher(16)
    Allows   : Fitness I
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : VRECOVER, RECOVERVOICE
    Usage    : RECOVERVOICE
    Example  : recovervoice
    Short(s) : vrecover
    This skill allows the druid to "shake off" any magical or other affects which
    may be preventing him or her from speaking and thus chanting.
Rend (Druid_Rend)
    Skill    : Rend
    Domain   : Weapon use
    Available: Beastmaster(25)
    Allows   : Unarmed Striking I, Unarmed Piercing I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : REND
    Usage    : REND [TARGET NAME]
    Example  : rend orc
    While in his or her animal form (see ShapeShift), the Druid gains the ability
    to kick their way out of a pin, or rip open an target prone on the ground with his
    or her legs.
Shape Shift (Druid_ShapeShift)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster(6)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift 3
    Example  : shapeshift 4
    As certain Druids gain in experience and skill, they may acquire new totems or
    animal forms which they may take on.  By specifying the totem number or the name of
    the animal form, the druid may take on the new form.  Just like the normal
    ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the
    druid gains levels.
Second Totem (Druid_ShapeShift2)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster(6)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift 3
    Example  : shapeshift 4
    As certain Druids gain in experience and skill, they may acquire new totems or
    animal forms which they may take on.  By specifying the totem number or the name of
    the animal form, the druid may take on the new form.  Just like the normal
    ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the
    druid gains levels.
Third Totem (Druid_ShapeShift3)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster(6)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift 3
    Example  : shapeshift 4
    As certain Druids gain in experience and skill, they may acquire new totems or
    animal forms which they may take on.  By specifying the totem number or the name of
    the animal form, the druid may take on the new form.  Just like the normal
    ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the
    druid gains levels.
Fourth Totem (Druid_ShapeShift4)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster(6)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift 3
    Example  : shapeshift 4
    As certain Druids gain in experience and skill, they may acquire new totems or
    animal forms which they may take on.  By specifying the totem number or the name of
    the animal form, the druid may take on the new form.  Just like the normal
    ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the
    druid gains levels.
Fifth Totem (Druid_ShapeShift5)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster(6)
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift 3
    Example  : shapeshift 4
    As certain Druids gain in experience and skill, they may acquire new totems or
    animal forms which they may take on.  By specifying the totem number or the name of
    the animal form, the druid may take on the new form.  Just like the normal
    ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the
    druid gains levels.
Dyeing (Dyeing)
    Skill    : Dyeing
    Domain   : Artistic
    Available: Artisan(6) Gaoler(30) Numerous Classes(2)
    Requires : A base charisma of at least 8.
    Allows   : Artsy I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DYE, DYEING
    Usage    : DYE [ITEM NAME] [COLOR]
    Example  : dye shirt blue
    This skill allows the player to dye a qualifying cloth item a different color.
Embroidering (Embroidering)
    Skill    : Embroidering
    Domain   : Calligraphy
    Available: Artisan(6) Gaoler(30) Numerous Classes(2)
    Requires : 'Write'
    Requires : A base charisma of at least 10.
    Allows   : Fine Calligraphy I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : EMBROIDER, EMBROIDERING
    Usage    : EMBROIDER [ITEM NAME] [MESSAGE]
    Example  : embroider shirt my favorite shirt
    This skill allows the player to embroider a unique message onto a qualifying
    cloth or leather item.  To read the message, one need only LOOK at the item.
Engraving (Engraving)
    Skill    : Engraving
    Domain   : Calligraphy
    Available: Artisan(6) Gaoler(30) Numerous Classes(2)
    Requires : 'Write'
    Requires : A base charisma of at least 10.
    Allows   : Fine Calligraphy I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ENGRAVE, ENGRAVING
    Usage    : ENGRAVE [ITEM NAME] [MESSAGE]
    Example  : engrave sword the deathmaster
    This skill allows the player to engrave a unique message onto a qualifying
    metal, stone, or wooden item.  To read the message, one need only LOOK at the item.
     Engraving requires profficiency in both this skill and in the WRITEing skill.
Farming (Farming)
    Skill    : Farming
    Domain   : Gathering
    Available: Gaian(11) Gaoler(30) Numerous Classes(10)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PLANT, FARM, FARMING
    Usage    : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
    Example  : plant berries
    Example  : plant bundle 10 berries
    This skill allows the player to plant a resource into the ground.  The player
    must place a sample of the resource on the ground first to use as seed.  After
    planting is completed, the resource will be ready to harvest some time later, after
    the plants have grown. You can also bundle multiple resources together using this
    skill.  The GET command can be used to unbundle such resources.
Armor Tweaking (Fighter_ArmorTweaking)
    Skill    : Armor Tweaking
    Domain   : Armor use
    Available: Barbarian(9) Fighter(2) Monk(5) Paladin(3)
    Available: Ranger(4)
    Allows   : Armor Optimizing I
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : ARMORTWEAK, TWEAK
    Usage    : TWEAK [ARMOR PIECE]
    Example  : tweak leggings
    The fighter becomes familiar enough with his or her armor that he is able to
    properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece to
    get maximum benefit from it. The result is a 10% benefit bonus from the armor. The
    benefits of the tweaking last as long as the armor is worn by the same wearer.
Atemi Strike (Fighter_AtemiStrike)
    Skill    : Atemi Strike
    Domain   : Punching
    Available: Monk(30)
    Allows   : Iron Punching I, Combat Fluidity I
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ATEMI
    Usage    : ATEMI [TARGET NAME]
    Example  : atemi orc
    The Monk delivers a lethal, deadly, and powerful strike to the target. Some
    time later, the target WILL die.
AutoBash (Fighter_AutoBash)
    Skill    : AutoBash
    Domain   : Shield use
    Available: Fighter(20)
    Requires : 'Shield Bash'
    Allows   : Shield Using I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOBASH
    Usage    : AUTOBASH
    Example  : autobash
    Using this command will toggle Auto Shield Bashing on and off.  If the Fighter
    turns this feature on, and knows Shield Bashing, he will attempt a free shield bash
    attempt every combat round in which his autobash proficiency check is made.
Ax Kick (Fighter_AxKick)
    Skill    : Ax Kick
    Domain   : Kicking
    Available: Assassin(21) Monk(8)
    Requires : 'Kick'
    Allows   : Flying Kick, Iron Kicking I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : AXKICK
    Usage    : AXKICK [TARGET NAME]
    Example  : axkick orc
    The Monk delivers swift and powerful kick to the target.
Back Hand (Fighter_BackHand)
    Skill    : Back Hand
    Domain   : Punching
    Available: Monk(9)
    Allows   : Iron Punching I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    So long as the Monk is unarmed, he or she has this ability to deliver an extra
    attack per round using a swift, closed fist. This attack is only delivered to a
    combatant which the monk is not currently targeting, but with whom the monk is in
    melee combat all the same.
Battle Cry (Fighter_Battlecry)
    Skill    : Battle Cry
    Domain   : Singing
    Available: Barbarian(6)
    Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BATTLECRY
    Usage    : BATTLECRY
    Example  : battlecry
    The Barbarian lets out a primal scream of battle, inspiring all group members
    to his or her banner.  Those under the affect of the cry will hit more frequently.
    The affect wears off when battle is concluded, or if battle is not joined swiftly
    enough after the cry is made.
Behead (Fighter_Behead)
    Skill    : Behead
    Domain   : Anatomy
    Available: Gaoler(20)
    Allows   : Anatomy I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BEHEAD
    Usage    : BEHEAD [TARGET NAME]
    Example  : behead orc
    This skill is an execution skill whereby the fighter rears back and beheads a
    target which has been bound and is lying prone.   The target must be wanted for a
    crime in the area for this skill to work.
Berzerk (Fighter_Berzerk)
    Skill    : Berzerk
    Domain   : Martial lore
    Available: Barbarian(8) Beastmaster(21) Fighter(22)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : BERZERK
    Usage    : BERZERK
    Example  : berzerk
    Allows the fighter to gain some temporary bonus hit points, bonus attack
    points, and bonus damage, at the expense of a slightly lower armor score.
Blind Fighting (Fighter_BlindFighting)
    Skill    : Blind Fighting
    Domain   : Martial lore
    Available: Beastmaster(15) Burglar(17) Fighter(10) Jester(23)
    Available: Monk(11) Paladin(12) Dancer(23)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Negates the affects of not being able to see your opponent during combat.
Body Flip (Fighter_BodyFlip)
    Skill    : Body Flip
    Domain   : Grappling
    Available: Monk(10) Dancer(10)
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BODYFLIP
    Usage    : BODYFLIP [TARGET NAME]
    Example  : bodyflip orc
    The Monk slips in and turns the target head over heels, dropping them to the
    ground stunned for a few moments.
Body Shield (Fighter_BodyShield)
    Skill    : Body Shield
    Domain   : Grappling
    Available: Monk(16)
    Allows   : Vice-Gripping I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to use an opponent pinned using the PIN skill as a
    shield against weapon attacks.
Body Toss (Fighter_BodyToss)
    Skill    : Body Toss
    Domain   : Grappling
    Available: Monk(9)
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BODYTOSS
    Usage    : BODYTOSS [TARGET NAME]
    Example  : bodytoss orc
    The fighter picks up the target and tosses them away from himself, doing a bit
    of damage and putting them out of range.
Bullrush (Fighter_BullRush)
    Skill    : Bullrush
    Domain   : Acrobatic
    Available: Barbarian(23)
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BULLRUSH
    Usage    : BULLRUSH [TARGET NAME] [DIRECTION]
    Example  : bullrush orc east
    The fighter takes a strong charge at the target, and runs them into the next
    room or area in one mighty heroic move.
Called Shot (Fighter_CalledShot)
    Skill    : Called Shot
    Domain   : Martial lore
    Available: Assassin(25) Ranger(25)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CALLEDSHOT
    Usage    : CALLEDSHOT ([TARGET NAME]) [BODY PART]
    Example  : calledshot left arm
    Example  : calledshot orc left arm
    The player calls out a body part on the target to destroy.  If the player
    manages to take more than 10% of the targets hit points on the next hit, the body
    part will be removed.  Requires the use of a ranged or thrown weapon.
Called Strike (Fighter_CalledStrike)
    Skill    : Called Strike
    Domain   : Martial lore
    Available: Fighter(24)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CALLEDSTRIKE
    Usage    : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
    Example  : calledstrike left arm
    Example  : calledstrike orc left arm
    The player calls out a body part on the target to destroy.  If the player
    manages to take more than 10% of the targets hit points on the next hit, the body
    part will be removed.  Requires the use of a slashing melee weapon.
Cartwheel (Fighter_Cartwheel)
    Skill    : Cartwheel
    Domain   : Acrobatic
    Available: Jester(24) Monk(15) Dancer(19)
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CARTWHEEL
    Usage    : CARTWHEEL
    Example  : cartwheel
    The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.
     This can put the Monk as far as range 2 from enemies.
Catch Projectile (Fighter_CatchProjectile)
    Skill    : Catch Projectile
    Domain   : Evasive
    Available: Monk(12)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    The Monk gains the uncanny ability to catch arrows, spears, and other
    projectiles in mid flight.  The Monk requires a free hand to perform this skill.
Charge (Fighter_Charge)
    Skill    : Charge
    Domain   : Acrobatic
    Available: Barbarian(1)
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 2
    Commands : CHARGE
    Usage    : CHARGE [TARGET NAME]
    Example  : charge orc
    The Barbarian runs at top speed at an target, delivering a deadly attack, but
    sacrificing armor.
Circle Parry (Fighter_CircleParry)
    Skill    : Circle Parry
    Domain   : Evasive
    Available: Monk(17)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    The Monk gains the skill to block and parry melee attacks while unarmed.
Circle Trip (Fighter_CircleTrip)
    Skill    : Circle Trip
    Domain   : Dirty fighting
    Available: Monk(22) Dancer(25)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CIRCLETRIP, CTRIP
    Usage    : CIRCLETRIP
    Example  : circletrip
    Short(s) : ctrip
    The Monk becomes capable of swinging his foot along the floor, tripping all
    opponents in range.
Cleave (Fighter_Cleave)
    Skill    : Cleave
    Domain   : Martial lore
    Available: Assassin(23) Barbarian(6) Beastmaster(6) Fighter(5)
    Available: Paladin(15) Ranger(10)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter who is in combat against more than one opponent to
    take an extra attack against the next opponent on the same round in which the first
    opponent is killed.
Counter-Attack (Fighter_CounterAttack)
    Skill    : Counter-Attack
    Domain   : Martial lore
    Available: Fighter(24)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to position themselves for an extra attack
    following a successful Parry.
Coup de Grace (Fighter_CoupDeGrace)
    Skill    : Coup de Grace
    Domain   : Dirty fighting
    Available: Fighter(30)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : COUP, COUPDEGRACE
    Usage    : COUP [TARGET NAME]
    Example  : coup orc
    The fighter attempts to deliver a final fatal blow to the target which is very
    injured, below 25% of their hit points and completely prone (lying down).  This is
    a difficult skill to use properly, so practice often!  The typical fighter must
    quickly whomp their target to the ground and coup-de-grace them before they come
    back to their senses.
Cover Defence (Fighter_CoverDefence)
    Skill    : Cover Defence
    Domain   : Evasive
    Available: Fighter(23) Trapper(16)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    During combat, the fighter will keep an eye out for defensive cover positions
    to take against missile weapons.  When the moment is right, the fighter may take
    cover behind these positions, negating the missile attack.
Critical Shot (Fighter_CriticalShot)
    Skill    : Critical Shot
    Domain   : Martial lore
    Available: Assassin(17) Fighter(16) Jester(14) Ranger(15)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Gives the fighter a bonus to all damage during combat when firing or throwing a
    ranged weapon in combat.
Critical Strike (Fighter_CritStrike)
    Skill    : Critical Strike
    Domain   : Martial lore
    Available: Assassin(11) Fighter(9) Jester(20)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Gives the fighter a bonus to all damage during combat when using a weapon in
    melee combat.
Deflect Projectile (Fighter_DeflectProjectile)
    Skill    : Deflect Projectile
    Domain   : Evasive
    Available: Monk(7)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    The Monk gains the uncanny ability to block and deflect arrows, spears, and
    other projectiles in mid flight.  The Monk requires a free hand to perform this
    skill.
Desert Tactics (Fighter_DesertTactics)
    Skill    : Desert Tactics
    Domain   : Nature lore
    Available: Barbarian(13)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in deserts. The fighter can also hide themselves simply by sitting down on
    the ground and staying still for a few mins.
Dual Parry (Fighter_DualParry)
    Skill    : Dual Parry
    Domain   : Martial lore
    Available: Assassin(16) Fighter(13)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    For players wielding two weapons, this skill allows the fighter to have an
    extra parry attempt using the off-hand weapon during combat.  A successful parry
    effectively cancels the attack.
Endurance (Fighter_Endurance)
    Skill    : Endurance
    Domain   : Fitness
    Available: Barbarian(18) Fighter(19) Monk(21) Dancer(19)
    Allows   : Fitness I
    Invoked  : Automatic
    Example  :
    Allows the fighter to recover hit points, mana, and movement more quickly when
    not in combat.
Far Shot (Fighter_FarShot)
    Skill    : Far Shot
    Domain   : Martial lore
    Available: Ranger(17)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
    extremely far ranges.
Flying Kick (Fighter_FlyingKick)
    Skill    : Flying Kick
    Domain   : Kicking
    Available: Monk(12)
    Requires : 'Ax Kick'
    Allows   : Iron Kicking I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 5
    Commands : FLYINGKICK, FLYKICK
    Usage    : FLYING KICK [TARGET NAME]
    Example  : flying kick orc
    From a range of 1 or greater, the Monk uses this skill to leap high into the
    air and land a terrific kick on the target!
Forest Tactics (Fighter_ForestTactics)
    Skill    : Forest Tactics
    Domain   : Nature lore
    Available: Barbarian(22)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in forests. The fighter can also hide themselves simply by sitting down on
    the ground and staying still for a few mins.
Fragmentation (Fighter_Fragmentation)
    Skill    : Fragmentation
    Domain   : Weapon use
    Available: Barbarian(24)
    Allows   : Ranged Striking I
    Invoked  : Automatic
    This awesome skill allows thrown items to be hurled with SUCH force, that they
    do TRIPLE their normal damage (depending upon proficiency). The downside is,
    however, that the weapon is destroyed on impact as the weapon fragments and
    splinters into the victim.
Gouge (Fighter_Gouge)
    Skill    : Gouge
    Domain   : Dirty fighting
    Available: Monk(21)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : GOUGE
    Usage    : GOUGE [TARGET NAME]
    Example  : gouge orc
    The Fighter gouges at the eyes of the target, blinding them for a short time,
    and possibly taking out an eye in the process.
Heroism (Fighter_Heroism)
    Skill    : Heroism
    Domain   : Martial lore
    Available: Fighter(25)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    As the power and noteriety of the fighter grows, his or her ability to resist
    certain demeaning blows (such as  Coup De Graces, kicks, whomps, bashes, dirt
    kicks, trips, etc..) grows.
Hills Tactics (Fighter_HillsTactics)
    Skill    : Hills Tactics
    Domain   : Nature lore
    Available: Barbarian(17)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in hilly areas. The fighter can also hide themselves simply by sitting
    down on the ground and staying still for a few mins.
Improved Shield Defence (Fighter_ImprovedShieldDefence)
    Skill    : Improved Shield Defence
    Domain   : Shield use
    Available: Fighter(22)
    Allows   : Shield Using I
    Invoked  : Automatic
    Example  :
    As the fighter gains proficiency with shield use, he becomes better able to use
    a shield to enhance his armor.
Improved Throwing (Fighter_ImprovedThrowing)
    Skill    : Improved Throwing
    Domain   : Weapon use
    Available: Barbarian(14)
    Allows   : Ranged Striking I
    Invoked  : Automatic
    As the fighter gains proficiency in this skill, he or she hits more accurately
    with thrown weapons, and does up to double damage.
Intimidation (Fighter_Intimidate)
    Skill    : Intimidation
    Domain   : Influential
    Available: Barbarian(12) Beastmaster(10) Burglar(4) Doomsayer(9)
    Allows   : Influencing I
    Invoked  : Automatic
    Example  :
    This skill makes the player naturally intimidating to lower level creatures,
    making them less likely to be able to initiate an attack.
Jungle Tactics (Fighter_JungleTactics)
    Skill    : Jungle Tactics
    Domain   : Nature lore
    Available: Barbarian(11)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in jungles. The fighter can also hide themselves simply by sitting down on
    the ground and staying still for a few mins.
Kick (Fighter_Kick)
    Skill    : Kick
    Domain   : Kicking
    Available: Monk(1) Dancer(3) Several Classes(2)
    Allows   : Ax Kick, Iron Kicking I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : KICK
    Usage    : KICK [TARGET NAME]
    Example  : kick orc
    The fighter uses his or her feet to deliver an extra bit of pain in combat.
Ki Strike (Fighter_KiStrike)
    Skill    : Ki Strike
    Domain   : Punching
    Available: Monk(17)
    Allows   : Iron Punching I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : KISTRIKE, KI
    Usage    : KISTRIKE
    Example  : kistrike
    Short(s) : ki
    The Monk summons up his or her inner power and focuses it into a single,
    terrifying attack.  This skill will allow the next blow that lands to have that
    little, extra, well, KI.
Knife Hand (Fighter_KnifeHand)
    Skill    : Knife Hand
    Domain   : Punching
    Available: Monk(7)
    Requires : 'Monkey Punch'
    Allows   : Iron Punching I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    So long as the Monk is unarmed, he or she has this ability to deliver an extra
    attack per round using a pointed, swift strike.
Lightning Strike (Fighter_LightningStrike)
    Skill    : Lightning Strike
    Domain   : Martial lore
    Available: Monk(24)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LIGHTNINGSTRIKE, LSTRIKE
    Usage    : LIGHTNINGSTRIKE [TARGET NAME]
    Example  : lightningstrike orc
    Short(s) : lstrike
    This most powerful of Monk abilities allows him or her to deliver as many
    unarmed blows in a single round as he or she has Monk levels.  After this
    exhausting exchange, the Monk will collapse for many rounds of needed rest.
Monkey Punch (Fighter_MonkeyPunch)
    Skill    : Monkey Punch
    Domain   : Punching
    Available: Monk(1)
    Allows   : Knife Hand, Iron Punching I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    So long as the Monk is unarmed, he or she has this ability to deliver an extra
    attack per round using a swift, closed fist.
Mountain Tactics (Fighter_MountainTactics)
    Skill    : Mountain Tactics
    Domain   : Nature lore
    Available: Barbarian(14)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in the mountains. The fighter can also hide themselves simply by sitting
    down on the ground and staying still for a few mins.
Pin (Fighter_Pin)
    Skill    : Pin
    Domain   : Grappling
    Available: Beastmaster(12) Monk(13) Trapper(20)
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PIN
    Usage    : PIN [TARGET NAME]
    Example  : pin orc
    The fighter grabs the target and wrestles them to the ground in a strong, solid
    pin maneuver.  For a short, period, both the fighter and the target are locked in
    struggle and too occupied to fight.
Plains Tactics (Fighter_PlainsTactics)
    Skill    : Plains Tactics
    Domain   : Nature lore
    Available: Barbarian(24)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting on the plains. The fighter can also hide themselves simply by sitting down
    on the ground and staying still for a few mins.
Point Blank Shot (Fighter_PointBlank)
    Skill    : Point Blank Shot
    Domain   : Martial lore
    Available: Fighter(19) Ranger(12)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
    very close range.
Rally Cry (Fighter_Rallycry)
    Skill    : Rally Cry
    Domain   : Singing
    Available: Barbarian(16)
    Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : RALLYCRY
    Usage    : RALLYCRY
    Example  : rallycry
    The Barbarian lets out a primal call to rally, inspiring all group members to
    draw from their inner strength.  Those under the affect of the cry will be able to
    take more hits.  The affect wears off when battle is concluded, or if battle is not
    joined swiftly enough after the cry is made.
Rapid Shot (Fighter_RapidShot)
    Skill    : Rapid Shot
    Domain   : Martial lore
    Available: Arcanist(14) Fighter(7) Ranger(7) Thief(14)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Rapid shot is the ability to make extra attacks per round whenever using a
    ranged weapon that requires ammunition, such as a bow or crossbow. The number of
    extra attacks will go up as the players level does.
Rescue (Fighter_Rescue)
    Skill    : Rescue
    Domain   : Martial lore
    Available: Barbarian(8) Minstrel(8) Paladin(2) Ranger(2)
    Available: Several Classes(5)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : RESCUE, RES
    Usage    : RESCUE [GROUP MEMBER]
    Example  : rescue bob
    Allows the fighter to step forward and take all damage from an opponent, when
    fighting in a group.  The person taking the opponents damage during combat is
    commonly called the "tank".
Return Projectile (Fighter_ReturnProjectile)
    Skill    : Return Projectile
    Domain   : Evasive
    Available: Monk(25)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    The Monk gains the amazing ability to catch arrows, spears, and other
    projectile attacks in mid flight, and then return them right back to his or her
    opponent.  The Monk requires a free hand to perform this skill.
Roll With Blows (Fighter_Roll)
    Skill    : Roll With Blows
    Domain   : Evasive
    Available: Barbarian(21) Fighter(16) Jester(25) Dancer(21)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    While in combat, this skill trims off some of the damage from normal melee
    hits.
Shield Block (Fighter_ShieldBlock)
    Skill    : Shield Block
    Domain   : Shield use
    Available: Fighter(9)
    Allows   : Shield Using I
    Invoked  : Automatic
    Example  :
    So long as the Fighter is holding a shield, he has a chance to totally block
    weapon attacks coming at him or her.
Shrug Off (Fighter_Shrug)
    Skill    : Shrug Off
    Domain   : Fitness
    Available: Barbarian(30)
    Allows   : Fitness I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : BRACE
    Usage    : BRACE
    Example  : shrugoff
    The Barbarian braces him or herself for the next blow, allowing that blow to be
    shrugged off without any damage.
Side Kick (Fighter_SideKick)
    Skill    : Side Kick
    Domain   : Kicking
    Available: Monk(16)
    Allows   : Iron Kicking I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    So long as the Monk is unarmed, he or she has this ability to deliver an extra
    attack per round using a swift side kick. This attack is only delivered to a
    combatant which the monk is not currently targeting, but with whom the monk is in
    melee combat all the same.
Opponent Knowledge (Fighter_SizeOpponent)
    Skill    : Opponent Knowledge
    Domain   : Combat lore
    Available: Fighter(21)
    Allows   : Combat Lore I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SIZEUP, OPPONENT
    Usage    : SIZEUP [TARGET NAME]
    Example  : sizeup orc
    The fighter's experience is used to determine a more accurate survey of an
    targets health, combat prowess, and defensive capability.
Smoke Signals (Fighter_SmokeSignals)
    Skill    : Smoke Signals
    Domain   : Nature lore
    Available: Barbarian(5)
    Allows   : Nature Lore I
    Invoked  : Automatic
    Usage    : "SMOKESIGNALS" [MESSAGE]
    Example  : smokesignals I'm here at the temple!
    This skill requires a fire to be built in the area, and it must be performed
    outdoors.  This skill sends a smoke signal viewable throughout the entire area by
    those outside.  Those with the smoke signal skill will be able to read the message
    in the signal.
Spring Attack (Fighter_Spring)
    Skill    : Spring Attack
    Domain   : Acrobatic
    Available: Barbarian(10) Dancer(11)
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SPRINGATTACK, SPRING, SATTACK
    Usage    : SPRINGATTACK [TARGET NAME]
    Example  : sattack orc
    Short(s) : spring, sattack
    The Barbarian delivers a quick damaging blow, then leaps backwards to a further
    position of range 1 or 2.
Stone Body (Fighter_Stonebody)
    Skill    : Stone Body
    Domain   : Fitness
    Available: Barbarian(25)
    Allows   : Fitness I
    Invoked  : Automatic
    Example  :
    The Barbarian has become so hardened to battle that he or she ignores 2 points
    from every damage roll taken.
Swamp Tactics (Fighter_SwampTactics)
    Skill    : Swamp Tactics
    Domain   : Nature lore
    Available: Barbarian(12)
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in swamps. The fighter can also hide themselves simply by sitting down on
    the ground and staying still for a few mins.
Sweep (Fighter_Sweep)
    Skill    : Sweep
    Domain   : Dirty fighting
    Available: Barbarian(16) Fighter(15) Monk(15) Paladin(24)
    Available: Ranger(18)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SWEEP
    Usage    : SWEEP
    Example  :
    Allows the fighter wielding a slashing weapon to rear back and take a free
    whack at all opponents within range.  Attack ability on such an attack is one half
    less and damage is one third normal.
True Shot (Fighter_TrueShot)
    Skill    : True Shot
    Domain   : Martial lore
    Available: Assassin(15) Fighter(8) Ranger(8) Trapper(11)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Gives the fighter an enormous boost to attack rating when using a ranged or
    thrown weapon in ranged combat.
Tumble (Fighter_Tumble)
    Skill    : Tumble
    Domain   : Acrobatic
    Available: Assassin(24) Burglar(23) Fighter(20) Jester(18)
    Available: Monk(19) Dancer(15)
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : TUMBLE
    Usage    : TUMBLE
    Example  : tumble
    Allows the fighter to avoid a couple of potentially painful hits in combat by
    tumbling around.  This comes at the cost of some attack and damage capability,
    however.
War Cry (Fighter_Warcry)
    Skill    : War Cry
    Domain   : Singing
    Available: Barbarian(13)
    Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
    Use Cost : Movement (50)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WARCRY
    Usage    : WARCRY
    Example  : warcry
    The Barbarian lets out a primal call to war, inspiring all group members to
    follow his or her banner.  Those under the affect of the cry will deliver more
    damaging blows.  The affect wears off when battle is concluded, or if battle is not
    joined swiftly enough after the cry is made.
Weapon Break (Fighter_WeaponBreak)
    Skill    : Weapon Break
    Domain   : Martial lore
    Available: Barbarian(15) Fighter(12) Monk(13)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BREAK
    Usage    : BREAK [TARGET NAME]
    Example  : break orc
    The fighter will attempt the difficult maneuver of breaking the weapon of the
    target.
Weapon Catch (Fighter_WeaponCatch)
    Skill    : Weapon Catch
    Domain   : Martial lore
    Available: Fighter(23)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    This skill allows the fighter to thwart disarm attempts by catching his as it
    flies out of his hand.
Whomp (Fighter_Whomp)
    Skill    : Whomp
    Domain   : Dirty fighting
    Available: Fighter(17)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WHOMP
    Usage    : WHOMP [TARGET NAME]
    Example  : whomp orc
    The fighter attempts to deliver a massive blow to the target, causing them to
    instantly to fall unconscious for a time.
Fire Building (FireBuilding)
    Skill    : Fire Building
    Domain   : Nature lore
    Available: Gaoler(1) Numerous Classes(3)
    Allows   : Nature Lore I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LIGHT, FIREBUILD, FIREBUILDING
    Usage    : LIGHT [(FIRE) or TARGET NAME]
    Example  : light fire
    : light wood
    With this common skill, a player can start fires for light, or cooking, or
    whatever.

    If you were looking for help on the light spell, enter HELP SPELL LIGHT.
Fishing (Fishing)
    Skill    : Fishing
    Domain   : Gathering
    Available: Artisan(2) Gaoler(30) Numerous Classes(1)
    Requires : A base wisdom of at least 8.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FISH
    Usage    : FISH (BUNDLE [NUM]) [TARGET])
    Example  : fish
    Example  : fish bundle 10 trout
    With this common skill, a player can catch lots of fish from a suitable
    location, assuming the fish are biting.  Fishing it best done in the water. You can
    also bundle multiple resources together using this skill.  The GET command can be
    used to unbundle such resources.
Fletching (Fletching)
    Skill    : Fletching
    Domain   : Crafting
    Available: Artisan(7) Gaoler(30) Numerous Classes(5)
    Requires : 'Ranged Weapon Specialization', and 'Carpentry'
    Requires : A base dexterity of at least 12.
    Allows   : Light Crafting I, Quality Crafting I, Quick Worker I
    Allows   : Lethal Crafting I, Counterbalance Crafting I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FLETCH, FLETCHING
    Usage    : FLETCH (LIST) [ITEM TYPE]
    Example  : fletch short bow
    : fletch list
    : fletch list bow
    This skill allows a player to craft ranged wooden weapons, such as bows,
    crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of the
    items which can be crafted expands as the player goes up in level.  To begin
    fletching, the player must have placed the wood he or she wishes to make the item
    from on the ground. The raw wood for fletching is obtained by using the Chopping
    skill.
Food Prep (FoodPrep)
    Skill    : Food Prep
    Domain   : Crafting
    Available: Gaoler(1) Numerous Classes(5)
    Requires : 'Cooking'
    Allows   : Home Cooking I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FOODPREPPING, FPREP
    Usage    : FOODPREP LIST/[CONTAINER]
    Example  : foodprep bowl
    Example  : foodprep list
    Example  : foodprep list salad
    This skill allows the player to create a more nutricious meal from basic edible
    ingredients.  The ingredients must be placed in a preparation container, The
    container may be filled with water, if water is required for the recipe.  The
    ingredients are best obtained through the Butchering skill and the Foraging skill.
Foraging (Foraging)
    Skill    : Foraging
    Domain   : Gathering
    Available: Artisan(2) Gaoler(30) Numerous Classes(1)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FORAGE, FORAGING
    Usage    : FORAGE (BUNDLE [NUM]) [TARGET])
    Example  : forage
    Example  : forage bundle 10 berries
    With this common skill, a player carefully scans an area for any naturally
    growing plants which may be edible. Foraging is best done in forests and on plains.
    You can also bundle multiple resources together using this skill.  The GET command
    can be used to unbundle such resources.
Glass Blowing (GlassBlowing)
    Skill    : Glass Blowing
    Domain   : Crafting
    Available: Artisan(4) Gaoler(30) Numerous Classes(5)
    Requires : A base constitution of at least 12.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : GLASSBLOW, GLASSBLOWING
    Usage    : GLASSBLOW (LIST) [ITEM TYPE]
    Example  : glassblow pot
    : glassblow list
    : glassblow list wand
    This skill allows a player to craft glass items, such as cups and flasks.  The
    extent of the items which can be crafted expands as the player goes up in level.
    To begin blowing glass, the player must be in a room with an open fire burning, and
    must have placed the sand he or she wishes to make the item from on the ground.
    The raw sand for glass blowing is obtained by using the Digging skill.
Herbalism (Herbalism)
    Skill    : Herbalism
    Domain   : Crafting
    Available: Druid(15) Gaian(10) SkyWatcher(15)
    Allows   : Wise Crafting I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HERBALISM, HERBREW, HBREW
    Usage    : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
    Example  : hbrew farsight flask
    : hbrew list
    : hbrew list harden
    This skill allows the player to brew a potion from one of the chants the player
    knows.  To do this, the player must have a drinking container to make the potion
    out of.  All of the brews require ingredients, and all require water or some other
    liquid base to start from.  Also, the player must have mastered the chant before
    attempting to brew a potion from it. Lastly, the player will lose some experience
    for brewing the potion.  The herbs for this skill must first be identified using
    the Herbology skill.
Herbology (Herbology)
    Skill    : Herbology
    Domain   : Nature lore
    Available: Gaoler(30) Numerous Classes(1)
    Allows   : Nature Lore I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HERBOLOGY
    Usage    : HERBOLOGY [ITEM NAME]
    Example  : herbology some herbs
    Without this skill, all herbs found through foraging are unknown to the player,
    being known only as "herbs".  With this skill, the player may identify the herb for
    the type that it is.  This skill is quite necessary for Druids who wish to use
    their Herbalism skill, but is fairly unnecessary for others. The raw herbs for
    herbology are obtained by using the Foraging skill.
Hunting (Hunting)
    Skill    : Hunting
    Domain   : Gathering
    Available: Artisan(2) Gaoler(30) Numerous Classes(1)
    Requires : A base wisdom of at least 8.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HUNT, HUNTING
    Usage    : HUNT
    Example  : hunt
    With this common skill, a player checks carefully for the tracks of any game
    which may be nearby.  When the tracks are found, the player needs to check nearby
    rooms for the animal and attack it to complete the hunt. Hunting can be done almost
    anywhere, though Forests, Jungles, and Plains are best.
Instrument Making (InstrumentMaking)
    Skill    : Instrument Making
    Domain   : Crafting
    Available: Artisan(18) Minstrel(1)
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
    Usage    : INSTRUMENTMAKE [ITEM TYPE]
    Example  : instrumentmake piccolo
    : instrumentmake list
    : instrumentmake list piccolo
    This skill allows a player to craft musical instruments, such as flutes and
    guitars.  The extent of the items which can be crafted expands as the player goes
    up in level.  To begin making a new item, the player must have placed the material
    he or she wishes to make the item from on the ground. Instruments crafted with
    balsa can be done with half the required wood listed, while instruments crafted
    with ironwood will require twice the required wood listed.
Jewel Making (JewelMaking)
    Skill    : Jewel Making
    Domain   : Crafting
    Available: Artisan(5) Gaoler(30) Numerous Classes(10)
    Requires : 'Blacksmithing', and 'Pottery'
    Requires : A base wisdom of at least 16.
    Allows   : Light Crafting I, Quality Crafting I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : JEWEL, JEWELMAKING
    Usage    : JEWEL (LIST/MEND/REFIT/MOUNT (GEM NAME)/ENCRUST (GEM NAME)) [ITEM
    TYPE]
    Example  : jewel ring
    : jewel list
    : jewel list ring
    : jewel encrust "a diamond" backpack
    : jewel mount "a diamond" sword
    : jewel mend ring
    : jewel refit crown
    : jewel scan
    : jewel scan bob
    This skill allows a player to craft jewelry, such as rings, earrings,
    necklaces, and bracelets, or to mount or encrust bits of precious jewels onto other
    items.  The extent of the items which can be newly crafted expands as the player
    goes up in level.  To begin crafting, the player must be in a room with an open
    fire burning, and must have placed the metal he or she wishes to make the item from
    on the ground, along with any precious gems. which may be mounted in the jewelry.
    The raw gems for jewel making are found using the Digging skill.  The metal is
    obtained using the Mining skill.
Lacquering (Lacquerring)
    Skill    : Lacquering
    Domain   : Artistic
    Available: Artisan(6) Gaoler(30) Numerous Classes(2)
    Requires : A base charisma of at least 8.
    Allows   : Artsy I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LACQUERING, LACQUER
    Usage    : LACQUER [ITEM NAME] [COLOR]
    Example  : lacquer shirt blue
    This skill allows the player to lacquer a qualifying item a different color.
    Lacquer only works on metal, wood, and stone items.
Leather Working (LeatherWorking)
    Skill    : Leather Working
    Domain   : Crafting
    Available: Artisan(4) Gaoler(30) Numerous Classes(3)
    Requires : A base constitution of at least 10.
    Allows   : Cobbling, Master Leather Working, Light Crafting I
    Allows   : Durable Crafting I, Quality Crafting I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LEATHERWORK, LEATHERWORKING
    Usage    : LEATHERWORK (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : leatherwork pot
    : leatherwork bundle 100 leather
    : leatherwork list
    : leatherwork list hard
    : leatherwork mend vest
    : leatherwork refit sleeves
    : leatherwork scan
    : leatherwork scan bob
    This skill allows a player to craft leather items, such as armor, clothing, and
    even whips.  The extent of the items which can be crafted expands as the player
    goes up in level.  This command also allows the player to mend any damaged leather
    items, or refit any armor which may be the wrong size. To begin crafting a new
    item, the player must have placed the leather he or she wishes to make the item
    from on the ground. The player may also scan the room or other players for
    equipment that may be mended by this skill, using the scan parameter. The raw
    leather for leather working is found using the Butchering skill.
Locksmithing (LockSmith)
    Skill    : Locksmithing
    Domain   : Crafting
    Available: Artisan(12) Gaoler(8) Numerous Classes(10)
    Requires : 'Blacksmithing'
    Requires : A base dexterity of at least 14.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LOCKSMITH, LOCKSMITHING
    Usage    : LOCKSMITH (BOLTLOCK) (DELOCK) [ITEM/DIRECTION]
    Example  : locksmith chest
    : locksmith south
    : locksmith boltlock south
    : locksmith delock south
    This skill allows a player to craft keys and locks for items and doors.  If the
    item or door specified already has a lock, the proper key will be built for it
    (assuming a level check).  If the item or door does not have a lock, and the skill
    user is the owner, then a lock will be built, along with a key.  If a lock is being
    made for a door, and the word BOLTLOCK is specified, then the lock will ONLY be on
    that side of the door. A lock can be removed from a door using the DELOCK
    parameter. This skill requires metal from which to make the lock and/or key.
Masonry (Masonry)
    Skill    : Masonry
    Domain   : Crafting
    Available: Artisan(14) Gaoler(30) Numerous Classes(10)
    Requires : 'Sculpting'
    Requires : A base constitution of at least 12.
    Allows   : Ingenious Engineering I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASONRY
    Usage    : MASONRY [LIST/[PROJECT NAME]] [DIRECTION]
    Example  : masonry wall north
    : masonry list
    : masonry roof
    : masonry title A messy room.
    : masonry desc east This is my favorite Door.
    : masonry desc room This is a messy room.
    : masonry help Bob
    This skill allows a player to construct a building or other structures on a
    property the player owns. Walls may be built following the construction of roof and
    framework.  This skill also allows the demolition of unwanted walls and structures,
    and the giving of a title and description to a room. The parameters also allow more
    than one person to assist in a masonry project. All of the structures made with
    this skill are made of stone.  The raw stone for masonry is found using the Digging
    or Mining skills.
Master Armorsmithing (MasterArmorsmithing)
    Skill    : Master Armorsmithing
    Domain   : Crafting
    Available: Artisan(23)
    Requires : 'Armorsmithing' at 100%
    Requires : A base strength of at least 16.
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MARMORSMITH, MASTERARMORSMITHING
    Usage    : MARMORSMITH (LIST/MEND/SCAN) [ARMOR TYPE]
    Example  : marmorsmith chainmail
    : marmorsmith list
    : marmorsmith list chain
    : marmorsmith scan
    : marmorsmith scan bob
    This skill allows a player to craft master-level armors from metal.  This skill
    requires Blacksmithing and Armorsmithing in order to learn it.  The extent of the
    armor which can be crafted expands as the player goes up in level.  To begin
    smithing, the player must be in a room with an open fire burning, and must have
    placed the metal he or she wishes to make the armor from on the ground.  The player
    may also scan the room or other players for equipment that may be mended by this
    skill, using the scan parameter. The metal for armorsmithing is obtained using the
    Mining skill, or better metals from the Smelting skill. Using better materials will
    increase both the strength and the required level of the crafted item.
Master Costuming (MasterCostuming)
    Skill    : Master Costuming
    Domain   : Crafting
    Available: Artisan(21)
    Requires : 'Costuming' at 100%
    Requires : A base intelligence of at least 16.
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
    Usage    : MCOSTUME (LIST/MEND/REFIT/SCAN) [ITEM TYPE]
    Example  : mcostume shirt
    : mcostume list
    : mcostume list shirt
    : mcostume mend shirt
    : mcostume refit shirt
    : mcostume scan
    : mcostume scan bob
    This skill allows a player to knit masterful specialized clothing, such as
    children's clothing and culture-based clothing.  The extent of the items which can
    be costumed expands as the player goes up in level.  This command also allows the
    player to mend any damaged clothing, or refit any clothes which are the wrong size.
    To begin costuming a new item, the player must have placed the cloth he or she
    wishes to make the clothing from on the ground.  The player may also scan the room
    or other players for equipment that may be mended by this skill, using the scan
    parameter.  The raw cloth for costuming is found using the Butchering or Foraging
    skills.
Master Leather Working (MasterLeatherWorking)
    Skill    : Master Leather Working
    Domain   : Crafting
    Available: Artisan(22)
    Requires : 'Leather Working' at 100%
    Requires : A base constitution of at least 16.
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
    Usage    : MLEATHERWORK (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : mleatherwork vest
    : mleatherwork bundle 100 leather
    : mleatherwork list
    : mleatherwork list vest
    : mleatherwork mend vest
    : mleatherwork refit sleeves
    : mleatherwork scan
    : mleatherwork scan bob
    This skill allows a player to craft masterful leather items, such as armor,
    clothing, and even whips.  The extent of the items which can be crafted expands as
    the player goes up in level.  This command also allows the player to mend any
    damaged leather items, or refit any armor which may be the wrong size. To begin
    crafting a new item, the player must have placed the leather he or she wishes to
    make the item from on the ground. The player may also scan the room or other
    players for equipment that may be mended by this skill, using the scan parameter.
    The raw leather for leather working is found using the Butchering skill.
Master Tailoring (MasterTailoring)
    Skill    : Master Tailoring
    Domain   : Crafting
    Available: Artisan(20)
    Requires : 'Tailoring' at 100%
    Requires : A base dexterity of at least 16.
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
    MASTERTAILORING
    Usage    : MKNIT (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : mknit shirt
    : mknit bundle 100 cotton
    : mknit list
    : mknit list vest
    : mknit mend vest
    : mknit refit sleeves
    : mknit scan
    : mknit scan bob
    This skill allows a player to knit masterful clothing, such as dresses and
    suits.  The extent of the items which can be knitted expands as the player goes up
    in level.  This command also allows the player to mend any damaged clothing, or
    refit any clothes which are the wrong size. To begin knitting a new item, the
    player must have placed the cloth he or she wishes to make the clothing from on the
    ground.  The player may also scan the room or other players for equipment that may
    be mended by this skill, using the scan parameter.  The raw cloth for knitting is
    found using the Butchering or Foraging skills.
Master Weaponsmithing (MasterWeaponsmithing)
    Skill    : Master Weaponsmithing
    Domain   : Crafting
    Available: Artisan(24)
    Requires : 'Weaponsmithing' at 100%, and (One of: 'Axe Specialization', 'Blunt
    Weapon Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
    Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
    Specialization', 'Ranged Weapon Specialization', 'Staff Specialization', 'Sword
    Specialization', or 'Weapon Specialization')
    Requires : A base strength of at least 16.
    Allows   : Light Crafting I, Quality Crafting I, Quick Worker I
    Allows   : Lethal Crafting I, Counterbalance Crafting I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
    Usage    : MWEAPONSMITH (LIST/MEND/SCAN) [WEAPON TYPE]
    Example  : mweaponsmith twohanded sword
    : mweaponsmith list
    : mweaponsmith list sword
    : mweaponsmith scan
    : mweaponsmith scan bob
    This skill allows a player to craft master-level weapons from metal.  This
    skill requires Blacksmithing and Weaponsmithing in order to learn it.  It also
    requires specialization in the weapon type the player wishes to make.  The extent
    of the weapons which can be crafted expands as the player goes up in level.  To
    begin smithing, the player must be in a room with an open fire burning, and must
    have placed the metal he or she wishes to make the weapon from on the ground.  The
    player may also scan the room or other players for equipment that may be mended by
    this skill, using the scan parameter. The metal for weaponsmithing is obtained
    using the Mining skill, or better metals from the Smelting skill. Using better
    materials will increase both the strength and the required level of the crafted
    item.
Marketeering (Merchant)
    Skill    : Marketeering
    Domain   : Influential
    Available: Artisan(15)
    Allows   : Influencing I, Quick Worker I
    Invoked  : Automatic
    Usage    : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
    Example  : market list
    : market shoe 500
    : market all.shoe
    : market remove shoe
    This skill allows a player to behave like a shopkeeper, allowing other players
    to LIST, BUY, and VIEW items which the player has put up for sale. The player may
    add any item in their inventory to their items for sale, and set a price for the
    item.  The remove command may be used to take items of that name off the market.
Mining (Mining)
    Skill    : Mining
    Domain   : Gathering
    Available: Artisan(2) Gaoler(30) Numerous Classes(4)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MINE, MINING
    Usage    : MINE (BUNDLE [NUM]) [TARGET]
    Example  : mine
    Example  : mine bundle 10 stone
    With this common skill, a player whacks at rock and ground looking to uncover
    metals, and uncommon stones.  Mining is best done in caves and mountains. You can
    also bundle multiple resources together using this skill.  The GET command can be
    used to unbundle such resources.
Painting (Painting)
    Skill    : Painting
    Domain   : Artistic
    Available: Artisan(11) Gaoler(30) Numerous Classes(5)
    Requires : A base charisma of at least 12.
    Allows   : Artsy I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PAINT, PAINTING
    Usage    : PAINT WALL/[ITEM TYPE]
    Example  : paint wall
    : paint a sheet of canvas
    This skill allows a player to make artistic paintings on either canvas or
    silkscreen, such as those made with the Papermaking skill.  The player is also able
    to create and destroy "wall" paintings in a privately owned room.  "Wall" paintings
    are unlisted, ungettable items in a room which can nevertheless be LOOKed at.
Paladin`s Aura (Paladin_Aura)
    Skill    : Paladin`s Aura
    Domain   : Holy protection
    Available: Paladin(19)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    When the Paladin's Aura begins to exude, it will act as the cleric spell
    Protection From Evil for the paladin's group.  Evil and Undead spells and affects
    will be repelled by the aura.  Any evil players or creatures in the paladin's group
    will be hurt by the aura.
Breakup Fight (Paladin_Breakup)
    Skill    : Breakup Fight
    Domain   : Legal
    Available: Paladin(15)
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BREAKUP
    Usage    : BREAKUP [TARGET NAME]
    Example  : breakup bob
    If the Paladin is not fighting, he or she may use this skill to break up a
    fight between any two other creatures or players.
Paladin`s Courage (Paladin_Courage)
    Skill    : Paladin`s Courage
    Domain   : Holy protection
    Available: Paladin(13)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    When the Paladin's aura of Courage begins to exude, the paladin and other
    non-evil group members become immune to the Fear spells "Spook", "Nightmare", and
    "Fear".
Craft Holy Avenger (Paladin_CraftHolyAvenger)
    Skill    : Craft Holy Avenger
    Domain   : Crafting
    Available: Paladin(30)
    Requires : 'Sword Specialization', and 'Weaponsmithing'
    Allows   : Light Crafting I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
    Usage    : CRAFTHOLY
    Example  :
    Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
    and damage are based on the Paladin's level.
All Defence (Paladin_Defend)
    Skill    : All Defence
    Domain   : Evasive
    Available: Minstrel(22) Paladin(11)
    Allows   : Evasively I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : DEFENCE
    Usage    : DEFENCE
    Example  : defence
    During combat, the Paladin can use this skill to stop attacking in favor of an
    all-out defensive posture.  Should the Paladin go two full rounds without being
    hit, the battle will end peacefully.
Disease Immunity (Paladin_DiseaseImmunity)
    Skill    : Disease Immunity
    Domain   : Holy protection
    Available: Paladin(7)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    As the Paladin's proficiency grows, he or she becomes more and more immune to
    diseases and disease like spell affects.
Paladin`s Goodness (Paladin_Goodness)
    Skill    : Paladin`s Goodness
    Domain   : Holy protection
    Available: Paladin(25)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    When the Paladin's aura of Goodness begins to exude, it becomes almost
    impossible for evil to approach the paladin.  Any evil group members or creatures
    within melee range will take severe damage from the aura of goodness, which grows
    more powerful as the Paladin gains levels.
Healing Hands (Paladin_HealingHands)
    Skill    : Healing Hands
    Domain   : Healing
    Available: Paladin(1)
    Allows   : Healing I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : HANDS
    Usage    : HANDS [TARGET NAME]
    Example  : hands orc
    The Paladin becomes a vessel for the healing power of his or her god.
Paladin`s Resistance (Paladin_ImprovedResists)
    Skill    : Paladin`s Resistance
    Domain   : Holy protection
    Available: Paladin(2)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    As the Paladin gains in levels, he or she becomes more and more resistant to
    magical, poisonous, disease, and other magical and non-magical attacks against him.
Mounted Charge (Paladin_MountedCharge)
    Skill    : Mounted Charge
    Domain   : Animal affinity
    Available: Paladin(16)
    Allows   : Animal Affinity I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 99
    Commands : MOUNTEDCHARGE, MCHARGE
    Usage    : MCHARGE [TARGET NAME]
    Example  : mcharge orc
    The Paladin, from the back of a mount, rides at top speed at an target,
    delivering a deadly attack, but sacrificing armor.
Poison Immunity (Paladin_PoisonImmunity)
    Skill    : Poison Immunity
    Domain   : Holy protection
    Available: Paladin(17)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    As the Paladin's proficiency grows, he or she becomes more and more immune to
    poison and poisonous affects.
Paladin`s Purity (Paladin_Purity)
    Skill    : Paladin`s Purity
    Domain   : Holy protection
    Available: Paladin(14)
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    The Paladins goodness becomes capable of warding off any influence over his
    goodness that originates from an external source, such as wicked magic.  The
    Paladin must remain good for the purity to endure, and the purity will not protect
    him or her from intentional acts of wickedness.
Call Mount (Paladin_SummonMount)
    Skill    : Call Mount
    Domain   : Grappling
    Available: Paladin(5)
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CALLMOUNT
    Usage    : CALLMOUNT
    Example  : callmount
    Allows the Paladin to call upon a white steed which can bear him from place to
    place.
Paper Making (PaperMaking)
    Skill    : Paper Making
    Domain   : Crafting
    Available: Artisan(9) Gaoler(30) Numerous Classes(5)
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PAPERMAKE, PAPERMAKING
    Usage    : PAPERMAKE (LIST) ([PAPER TYPE])
    Example  : papermake canvas
    : papermake list
    : papermake list paper
    This skill allows a player to craft papers from woods, silks, and other
    materials.  The types of paper which can be crafted expands as the player goes up
    in level.  Eventually, even arcane scrolls, suitable for scribing spells onto, can
    be made.  Wood is obtained by the Chopping skill, and silks through the Foraging
    skill.
Plant Lore (PlantLore)
    Skill    : Plant Lore
    Domain   : Nature lore
    Available: Druid(15) Gaian(9) Ranger(15)
    Allows   : Nature Lore I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PLANTLORE, PSPECULATE
    Usage    : PLANTLORE
    Example  : plantlore
    This skill allows a player to carefully evaluate the plant growth patterns in
    the present area, and all surrounding areas to see what vegetation resources might
    be available for foraging or chopping.
Pottery (Pottery)
    Skill    : Pottery
    Domain   : Crafting
    Available: Artisan(3) Gaoler(30) Numerous Classes(4)
    Allows   : Jewel Making, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : POT, POTTERY
    Usage    : POT (LIST) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : pot pitcher
    : pot bundle 100 clay
    : pot list
    : pot list pitcher
    This skill allows a player to craft cooked clay items, such as cups and plates.
     The extent of the items which can be crafted expands as the player goes up in
    level.  To begin crafting, the player must be in a room with an open fire burning,
    and must have placed the clay he or she wishes to make the item from on the ground.
     The Clay is obtained by using the Digging skill.
Animal Frenzy (Ranger_AnimalFrenzy)
    Skill    : Animal Frenzy
    Domain   : Animal affinity
    Available: Ranger(30)
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Example  :
    All animal followers of the ranger gain amazing attack feats, and up to
    quadruple damage bonuses.
Favored Enemy 1 (Ranger_Enemy1)
    Example  :
    As the Ranger gains knowledge of the creatures of the realm, he or she will
    gain a specific hatred and thus, an attack and damage bonus advantage against those
    creatures.
Favored Enemy 2 (Ranger_Enemy2)
    Example  :
    As the Ranger gains knowledge of the creatures of the realm, he or she will
    gain a specific hatred and thus, an attack and damage bonus advantage against those
    creatures.
Favored Enemy 3 (Ranger_Enemy3)
    Example  :
    As the Ranger gains knowledge of the creatures of the realm, he or she will
    gain a specific hatred and thus, an attack and damage bonus advantage against those
    creatures.
Favored Enemy 4 (Ranger_Enemy4)
    Example  :
    As the Ranger gains knowledge of the creatures of the realm, he or she will
    gain a specific hatred and thus, an attack and damage bonus advantage against those
    creatures.
Find Water (Ranger_FindWater)
    Skill    : Find Water
    Domain   : Nature lore
    Available: Minstrel(4) Ranger(2) Trapper(5)
    Allows   : Nature Lore I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : FINDWATER
    Usage    : FINDWATER
    Example  : findwater
    The ranger attempts to find a trail leading from where he or she is at present,
    to the location of a water source (not necessarily the closest)!  When walking
    around, the Ranger will become aware of which direction seems best.
Woodland Hide (Ranger_Hide)
    Skill    : Woodland Hide
    Domain   : Stealthy
    Available: Gaian(7) Ranger(22) SkyWatcher(5)
    Allows   : Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : WHIDE
    Usage    : WHIDE
    Example  : whide
    The ranger attempts to creep behind a rock, or into a bush and remain perfectly
    still.  Doing this makes them invisible to any other creatures in the room.  Making
    any moves or sounds will negate the hidden advantage.  The ranger must be in the
    wild for this skill to work.  You can use the VISIBLE command to make yourself
    visible again.
Woodland Sneak (Ranger_Sneak)
    Skill    : Woodland Sneak
    Domain   : Stealthy
    Available: Ranger(10) SkyWatcher(10)
    Allows   : Stealthy I, AutoSneak
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : WSNEAK
    Usage    : WSNEAK [DIRECTION]
    Example  : wsneak e
    So long as the Ranger is in the wild, he or she can use this skill to attempt
    to sneak in the indicated direction. If successful, he or she will not be seen when
    entering the room.  Also, a sneak attempt automatically invokes a woodland hide
    attempt.   The success of a sneak attempt can depend on the level of the mobs in
    the room the ranger is trying to sneak into, and on the rangers stealth expertise.
Track (Ranger_Track)
    Skill    : Track
    Domain   : Combat lore
    Available: Charlatan(12) Ranger(1) Trapper(12)
    Allows   : Combat Lore I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : TRACK
    Usage    : TRACK [TARGET NAME]
    Example  : track orc
    The ranger attempts to find a trail leading from where he or she is at present,
    to the location of the indicated target (not necessarily the closest)!  When
    walking around, the Ranger will become aware of which direction seems best.
Track Animal (Ranger_TrackAnimal)
    Skill    : Track Animal
    Domain   : Combat lore
    Available: Ranger(3)
    Allows   : Combat Lore I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : TRACKANIMAL
    Usage    : TRACK ANIMAL
    Example  : trackanimal
    The ranger, being a skilled hunter, may use this skill to track down the
    nearest unintelligent animal in the area.
Woodland Creep (Ranger_WoodlandCreep)
    Skill    : Woodland Creep
    Domain   : Stealthy
    Requires : A base dexterity of at least 18.
    Allows   : Stealthy I
    Use Cost : Mana (50) Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : WCREEP
    Usage    : WCREEP
    Example  : wcreep
    The ranger creep slowly from bush to tree, remaining especially hard to spot.
    Doing this makes them invisible to any other creatures in the area.  The ranger
    must be in the wild for this skill to work.  You can use the VISIBLE command to
    make yourself visible again.
Scalping (Scalp)
    Skill    : Scalping
    Domain   : Anatomy
    Available: Barbarian(5)
    Allows   : Anatomy I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCALP, SCALPING
    Usage    : SCALP [TARGET BODY]
    Example  : scalp body
    With this common skill, a dead body can be scalped, removing the top part of
    its head.
Scrapping (Scrapping)
    Skill    : Scrapping
    Domain   : Nature lore
    Available: Artisan(25) Numerous Classes(20)
    Allows   : Nature Lore I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCRAP, SCRAPPING
    Usage    : SCRAP [ITEM NAME]
    Example  : scrap longsword
    This skill allows a player to scrap one or more identical items into their
    component resources, which can then be used by the other common skills.  Some
    materials require that a fire be built before scrapping can begin.  The yield on
    scrapping is always 1 pound of material resources per 5 pounds of items.
Scrimshawing (ScrimShaw)
    Skill    : Scrimshawing
    Domain   : Crafting
    Available: Artisan(3) Gaoler(30) Numerous Classes(5)
    Requires : 'Sculpting'
    Allows   : Light Crafting I, Quality Crafting I, Quick Worker I
    Allows   : Lethal Crafting I, Counterbalance Crafting I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCRIM, SCRIMSHAWING
    Usage    : SCRIM (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : scrim small table
    : scrim bundle 100 bone
    : scrim list
    : scrim list sword
    : scrim mend sword
    : scrim refit earrings
    : scrim scan
    : scrim scan bob
    This skill allows a player to craft bone items, such as chairs and swords.  The
    extent of the items which can be crafted expands as the player goes up in level.
    This command also allows the player to repair any damaged bone weapons or armor,
    and to refit any armor which may be the wrong size.To begin scrimshawing a new
    item, the player must have placed the bone he or she wishes to make the item from
    on the ground.  The player may also scan the room or other players for equipment
    that may be mended by this skill, using the scan parameter.  The raw bone for
    scrimshaw is found using the Butchering skill.
Sculpting (Sculpting)
    Skill    : Sculpting
    Domain   : Crafting
    Available: Gaoler(30) Numerous Classes(4)
    Requires : A base constitution of at least 10.
    Allows   : Scrimshawing, Masonry, Light Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCULPT, SCULPTING
    Usage    : SCULPT (LIST/MEND/SCAN) (BUNDLE [NUM]) [ITEM TYPE] (PARAMETER)
    Example  : sculpt bench
    : sculpt bundle 100 stone
    : sculpt statue of the great Alramus
    : sculpt list
    : sculpt list statue
    : sculpt mend avalanche
    : sculpt scan
    : sculpt scan bob
    This skill allows a player to sculpt stone items, such as statues and
    furniture, or mend any broken stone weapons or armor.  The extent of the items
    which can be crafted expands as the player goes up in level.  To begin crafting,
    the player must have placed the stone he or she wishes to make the item from on the
    ground.  The player may also scan the room or other players for equipment that may
    be mended by this skill, using the scan parameter. The raw stone for sculpting is
    found using the Digging or Mining skills.
Searching (Searching)
    Skill    : Searching
    Domain   : Alert
    Available: Artisan(3) Numerous Classes(4)
    Allows   : Vigilantly I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SEARCH, SEARCHING
    Usage    : SEARCH
    Example  : search
    This skill allows a player to spend some time looking around a room.  For this
    duration of the search, any hidden items will become apparant to the one searching.
     Once the search is completed, hidden items or mobs still in the room may no longer
    be seen.
Shearing (Shearing)
    Skill    : Shearing
    Domain   : Animal affinity
    Available: Artisan(3) Numerous Classes(1)
    Allows   : Quick Worker I, Animal Affinity I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SHEAR, SHEARING
    Usage    : SHEAR [TARGET]
    Example  : shear sheep
    With this common skill, you can shear the wool off of a sheeps body, or at
    least as much of it as you can.
Ship Building (Shipwright)
    Skill    : Ship Building
    Domain   : Crafting
    Available: Artisan(8) Gaoler(30) Numerous Classes(10)
    Requires : 'Carpentry'
    Requires : A base wisdom of at least 12.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
    Usage    : SHIPWRIGHT (LIST/MEND/SCAN) [ITEM TYPE]
    Example  : shipwright canoe
    : shipwright list
    : shipwright list canoe
    : shipwright mend canoe
    : shipwright scan
    : shipwright scan bob
    This skill allows a player to craft wooden boats.  The extent of the items
    which can be crafted expands as the player goes up in level.  This command also
    allows the player to repair any damaged wooden boats.  To begin carving a new item,
    the player must have placed the wood he or she wishes to make the item from on the
    ground. The player may also scan the room or other players for equipment that may
    be mended by this skill, using the scan parameter. Items crafted with balsa can be
    done with half the required wood listed, while items crafted with ironwood will
    require twice the required wood listed. The raw wood for building is found using
    the Chopping skill.
Arrest (Skill_Arrest)
    Skill    : Arrest
    Domain   : Legal
    Available: Gaoler(19)
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ARREST
    Usage    : ARREST [TARGET NAME]
    Example  : arrest orc
    This powerful skill allows the player to automagically knock out the target,
    and instantly handcuff them for travel to the local judge for trial.  The Collect
    Bounty skill is required to turn the prisoner over to the judge. Otherwise, your
    own recourse is to turn the prisoner over to a cityguard.
Arresting Sap (Skill_ArrestingSap)
    Skill    : Arresting Sap
    Domain   : Legal
    Available: Gaoler(12)
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ASAP
    Usage    : ASAP [TARGET NAME]
    Example  : asap orc
    If the target has warrants out in the area, this skill will knock them out and
    cuff them for transport to the judge for trial.  The Collect Bounty skill is
    required to turn the prisoner over to the judge.  Otherwise, your own recourse is
    to turn the prisoner over to a cityguard.
Second Attack (Skill_Attack2)
    Skill    : Second Attack
    Domain   : Martial lore
    Available: Assassin(15) Beastmaster(12) Fighter(8) Templar(21)
    Available: Several Classes(9) Numerous Classes(17)
    Allows   : Third Attack, Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Allows the affected character to deliver a second attack during their round.
    These attacks will be slightly less effective than primary attacks.
Third Attack (Skill_Attack3)
    Skill    : Third Attack
    Domain   : Martial lore
    Available: Fighter(18)
    Requires : 'Second Attack'
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Allows the character to deliver a third attack during their round.  These
    attacks will be slightly less effective than primary attacks.
Half Attack (Skill_AttackHalf)
    Skill    : Half Attack
    Domain   : Martial lore
    Available: Assassin(16) Beastmaster(22) Monk(18) Templar(11)
    Available: Trapper(22) Numerous Classes(20) Numerous Classes(17)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Allows the affected character to deliver a second attack during every other
    combat round.  These attacks will be slightly less effective than primary attacks.
Shield Bash (Skill_Bash)
    Skill    : Shield Bash
    Domain   : Shield use
    Available: Arcanist(15) Templar(14) Several Classes(4)
    Allows   : AutoBash, Shield Using I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BASH
    Usage    : BASH [TARGET NAME]
    Example  : bash orc
    The fighter uses their shield as a weapon, delivering an otherwise additional
    blow to the target in combat.
Befriend (Skill_Befriend)
    Skill    : Befriend
    Domain   : Influential
    Available: Several Classes(1)
    Allows   : Influencing I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BEFRIEND
    Usage    : BEFRIEND [TARGET NAME]
    Example  : befriend vagabond
    This ability allows the bard to pick up new followers to join his or her
    adventures. The target must be a mobile npc mob, and must be the same racial
    category, and of a similar alignment.  The bard suffers penalties for trying to
    befriend mobs of higher or lower levels, though only 10% higher levels are
    forbidden entirely.
Belly Rolling (Skill_BellyRolling)
    Skill    : Belly Rolling
    Domain   : Foolishness
    Available: Jester(1)
    Allows   : Foolmaking I
    Invoked  : Automatic
    During combat, the fighter gains the ability to dodge attacks while sitting or
    on the floor.
Buffoonery (Skill_Buffoonery)
    Skill    : Buffoonery
    Domain   : Foolishness
    Available: Jester(30)
    Allows   : Foolmaking I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BUFFOONERY
    Usage    : BUFFOONERY [TARGET NAME] [ITEM NAME]
    Example  : buffoonery orc banana
    This strange skill allows the player to swap out an existing worn or wielded
    item on the target with one of his or her own.  The item must not be an effective
    weapon or piece of armor for the skill to work effectively.  This powerful skill
    overcomes curses and other inhibitions by the amazing power of silliness.
Cage (Skill_Cage)
    Skill    : Cage
    Domain   : Animal affinity
    Available: Artisan(15) Trapper(21)
    Allows   : Animal Affinity I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CAGE
    Usage    : CAGE [TARGET NAME] [CAGE ITEM]
    Example  : cage rabbit wagon
    The thief will attempt to get a sleeping or otherwise bound or subdued animal
    into a cage for safe keeping.  The cage door must be closed afterwards.  If the
    door to a cage is left open, the creatures inside may escape within a few minutes!
Chantcraft (Skill_Chantcraft)
    Skill    : Chantcraft
    Domain   : Arcane lore
    Available: Charlatan(15)
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    The player is so knowledgable about druidic magic that he or she can identify
    chants cast in his or her presence by name.  The players ability to identify more
    powerful magic will go up in level as he or she does.
Chirgury (Skill_Chirgury)
    Skill    : Chirgury
    Domain   : Anatomy
    Available: Gaoler(25)
    Requires : 'Butchering'
    Allows   : Anatomy I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CHIRGURY
    Usage    : CHIRGURY [BODY PART] [TARGET NAME]
    Example  : chirgury heart corpse
    The player is able to remove body parts from the dead, blood from the living or
    the dead, or an unborn fetus from the living.
Climb (Skill_Climb)
    Skill    : Climb
    Domain   : Fitness
    Available: Monk(2) Numerous Classes(15) Several Classes(3) Numerous Classes(1)
    Allows   : Fitness I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CLIMB
    Usage    : CLIMB [DIRECTION]
    Example  : climb up
    In some places, one may be able (or required) to climb up or down a surface in
    order to get there safely.  Without using this skill, someone attempting the climb
    such a surface is certain to fall.
Collect Bounty (Skill_CollectBounty)
    Skill    : Collect Bounty
    Domain   : Legal
    Available: Gaoler(18)
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : COLLECTBOUNTY, BOUNTY
    Usage    : COLLECTBOUNTY [TARGET NAME]
    Example  : collectbounty orc
    If the player is able to bring a legitimately wanted criminal up before a judge
    in the same area, the judge will pay the player a bounty on the criminal and bring
    in an authorized cityguard to complete the trial.
Conduct Symphony (Skill_Conduct)
    Skill    : Conduct Symphony
    Domain   : Playing
    Available: Minstrel(30)
    Allows   : Bold Playing I, Resounding Playing I, Rhythmic Playing I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch - Range 2
    Commands : CONDUCT
    Usage    : CONDUCT
    Example  : conduct
    This powerful bard skill allows the bard to conduct their group as if it were a
    symphony.  If the bards group all have instruments, and all are prepared to play
    them, then using this skill will grant them all the ability to play the magical
    "symphony" as per the bard song.
Control Undead (Skill_ControlUndead)
    Skill    : Control Undead
    Domain   : Death lore
    Available: Cleric(5) Necromancer(1) Oracle(5)
    Allows   : Death Lore I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CONTROL
    Usage    : CONTROL [TARGET NAME]
    Example  : control skeleton
    The evil or neutral priest attempts to frighten the heck out of an undead
    creature. Depending upon the level of the priest versus the level of the creature,
    the effect of the skill may be to either cause it to become submissive for a time,
    or come completely under the clerics control.
Convert (Skill_Convert)
    Skill    : Convert
    Domain   : Evangelism
    Available: Numerous Classes(1)
    Allows   : Evangelising I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CONVERT
    Usage    : CONVERT [PLAYER NAME/DEITY NAME]
    Example  : convert bob
    Example  : convert odin
    This skill allows Clerics to convert themselves or others to the worship of
    specific deities.  If a player is specified, the target player must not be
    worshiping another deity at the time, which means that to change deities, the
    player must first REBUKE their current deity.  If an npc mob is specified, then a
    failed conversion will be followed by a 30 minute period of doubt where the npc may
    not be converted by anyone.  That is then followed by another 30 minute period
    where the mob will be susceptable to conversion.  A converted npc mob will remain
    so for a period of time, but any religious servicesin the area attended by the mob
    will extend the period.

    A deity may be also be specified as a parameter, allowing the cleric to convert
    themselves to the worship of a deity.  Use the DEITIES command to list available
    deities.  See also the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS
    for more information.
Dirt (Skill_Dirt)
    Skill    : Dirt
    Domain   : Dirty fighting
    Available: Assassin(5) Barbarian(11) Fighter(11) Minstrel(2)
    Available: Monk(14) SkyWatcher(12) Thief(5)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : DIRT
    Usage    : DIRT [TARGET NAME]
    Example  : dirt orc
    The fighter attempts to kick dirt into the eyes of the target, making them
    temporarily blind.
Disarm (Skill_Disarm)
    Skill    : Disarm
    Domain   : Martial lore
    Available: Barbarian(7) Beastmaster(9) Fighter(6) Monk(6)
    Available: Dancer(9) Numerous Classes(8)
    Allows   : Combat Fluidity I, Martial Lore I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DISARM
    Usage    : DISARM [TARGET NAME]
    Example  : disarm orc
    The fighter attempts use his or her weapon to disarm the target, hurling their
    weapon onto the floor and out of reach.  To succeed, the player must be armed, make
    their profficiency check, "hit" their opponent, and not be too underpowered
    compared to their opponent.
Disguise (Skill_Disguise)
    Skill    : Disguise
    Domain   : Deceptive
    Available: Charlatan(3)
    Allows   : Deceptive I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : DISGUISE
    Usage    : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
    Example  : disguise race orc
    Example  : disguise class thief
    Example  : disguise height 1000
    This powerful ability allows the bard to disguise his or her appearance in
    numerous ways.  The disguise command, without any arguments, will list the
    attributes which may be changed.  Once a disguise has been put on, entering
    disguise again without any arguments will remove the disguise.
Dodge (Skill_Dodge)
    Skill    : Dodge
    Domain   : Evasive
    Available: Beastmaster(4) Charlatan(10) Minstrel(9) Monk(4)
    Available: Dancer(5) Numerous Classes(7) Several Classes(6)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  : dodge
    During combat, the character begins to dance around on their feet, making them
    harder to hit in combat.
Enslave (Skill_Enslave)
    Skill    : Enslave
    Domain   : Criminal
    Available: Gaoler(23)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ENSLAVE
    Usage    : ENSLAVE [TARGET NAME]
    Example  : enslave orc
    This skill allows the player to break down an intelligent mob and enslave them.
    Once enslaved, a mob can be sold to slave traders, brought to the players clan
    homes or personal homes to remain as permanent residents, ORDERed as vassals of the
    owner, and, of course, command them to perform tasks.  Tasks for the slave to
    perform must be directed to the slave with the SAY command, and must begin with the
    words "I command you to" or "I order you to".  The slave will then wander around as
    in a GEAS trying to perform the task.  The slave can be released from the task by
    saying "cancel" to them.  Slaves are different from pets in that they require food
    and drink to survive.  If given the food and water, they will eat and drink as
    necessary from what they have been given.  Slaves eventually lose loyalty as well.
    If they starve, or if they take damage for any reason, their loyalty will decrease,
    making them more and more likely to leave their masters homes, or attack their
    masters.
Escape Bonds (Skill_EscapeBonds)
    Skill    : Escape Bonds
    Domain   : Binding
    Requires : A base dexterity of at least 14.
    Allows   : Binding I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESCAPEBONDS, ESCAPE

    Skill    : Escape Bonds
    Available: Jester(6) Minstrel(18) Thief(24)
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESCAPEBONDS, ESCAPE
    Usage    : ESCAPEBONDS
    Example  : escape
    This skill allows the thief to apply both his or her dexterity and strength to
    escaping from common binds, such as handcuffs, ropes, or webbing.
False Arrest (Skill_FalseArrest)
    Skill    : False Arrest
    Domain   : Deceptive
    Available: Charlatan(11)
    Allows   : Deceptive I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FALSEARREST
    Usage    : FALSEARREST [CRIMINAL NAME]
    Example  : falsearrest joe
    This skill allows the player to act as a bounty hunter or arresting officer for
    any area which enforces law.  The target must be a player wanted for some crime in
    some area.  The arresting player or the target player need not be in that area to
    use this skill.  However, unless both players are allowed by the mud rules to
    attack each other, certain aspects (such as hand-cuffing or subdueing) will fizzle
    out when the arresting player attempts them.
Feint (Skill_Feint)
    Skill    : Feint
    Domain   : Evasive
    Available: Jester(22) Minstrel(20)
    Allows   : Evasively I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FEINT
    Usage    : FEINT
    Example  : feint
    During combat, the player feints a attack in order to put his or her opponent
    off balance.  The next attack then will have a much better chance of hitting.  The
    feinting skill of the player increases with level.
Fire Breathing (Skill_FireBreathing)
    Skill    : Fire Breathing
    Available: Jester(9)
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 5
    Commands : FIREBREATHING, FIREBREATH
    Usage    : FIREBREATH [TARGET NAME]
    Example  : firebreath orc
    If the player has a torch, or other burning object in his or her hands, they
    can use it to breathe fire at a target.
Haggle (Skill_Haggle)
    Skill    : Haggle
    Domain   : Influential
    Available: Several Classes(1)
    Allows   : Influencing I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HAGGLE
    Usage    : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
    Example  : haggle buy sword
    Example  : haggle sell sword
    This skill allows the user to get better rates on buying and selling items by
    haggling with the shopkeeper over the price.
Handcuff (Skill_HandCuff)
    Usage    : HANDCUFF [TARGET NAME]
    Example  : cuff orc
    Allows the player to bind another mob that is sitting or lying down, and force
    them to follow them around.  This skill also makes the prisoner temporarily
    not-assist in combat.  This skill can only be used if the target has a warrant out
    for their arrest.  See Arresting Sap for more information.
Identify Poison (Skill_IdentifyPoison)
    Skill    : Identify Poison
    Domain   : Poisoning
    Available: Assassin(4) Barbarian(19) Jester(2) Several Classes(7)
    Requires : 'Apothecary'
    Allows   : Poisoning I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : IDPOISON, IDENTIFYPOISON
    Usage    : IDPOISON [ITEM NAME]
    Example  : idpoison orc
    This skill allows the player to sniff and taste a potentially poisoned item
    (like a drink, or a sword) and tell what kind of poison (if any) is on the item.
Imitate (Skill_Imitation)
    Skill    : Imitate
    Domain   : Deceptive
    Available: Charlatan(7)
    Allows   : Deceptive I
    Invoked  : Automatic
    Usage    : IMITATE [SPELL NAME] [TARGET NAME]
    Example  : imitate Fireball Orc
    This strange pseudo-magical skill allows spells, prayers, songs, and chants
    learned through Spellcraft, Prayercraft, etc to be faked at a later time. The spell
    or skill will not yield any actual results (no damage or benefits from casting),
    but will enable the character to deceive others into believing that he can use that
    type of magic.
Instrument Bash (Skill_InstrumentBash)
    Skill    : Instrument Bash
    Domain   : Dirty fighting
    Available: Minstrel(10)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : INSTRUMENTBASH, IBASH
    Usage    : IBASH [TARGET NAME]
    Example  : ibash orc
    The bard uses their instrument as a weapon, delivering an otherwise additional
    blow to the target in combat.
Jail Key (Skill_JailKey)
    Skill    : Jail Key
    Domain   : Legal
    Available: Gaoler(24)
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Exits
    Range    : Touch, or not applicable
    Commands : JAILKEY, JKEY
    Usage    : JAILKEY [DIRECTION]
    Example  : jailkey north
    Allows the player to lock or unlock any door to a jail room in the area.
Joke (Skill_Joke)
    Skill    : Joke
    Domain   : Foolishness
    Available: Jester(10)
    Allows   : Foolmaking I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : JOKE
    Usage    : JOKE [TARGET NAME]
    Example  : joke orc
    This will cause the player to tell a random joke to the target. The joke has a
    75% chance of giving the target the giggles, and a 25% chance of putting them under
    the spell of Laughter.
Juggle (Skill_Juggle)
    Skill    : Juggle
    Domain   : Foolishness
    Available: Jester(1)
    Allows   : Foolmaking I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : JUGGLE
    Usage    : JUGGLE [ITEM NAME]
    Example  : juggle all
    Example  : juggle dagger
    Example  : juggle
    This will cause the player to begin juggling one or more items.  The number of
    items the player may juggle is limited by level.  Entering juggle without an item
    name will stop juggling.  GETting an item being juggled will also remove that item
    from the juggle list.  During combat, the juggler will be able to throw one item
    per 5 levels per combat round for a little extra damage.
Leeching (Skill_Leeching)
    Skill    : Leeching
    Domain   : Anatomy
    Available: Gaoler(17)
    Allows   : Anatomy I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LEECH, LEECHING
    Usage    : LEECHING [TARGET NAME]
    Example  : leech org
    The player is able to apply leeches to the target.  The target will be unable
    to heal, but will have any poisons removed for the duration of the leeches
    presence.
Make Maps (Skill_Map)
    Skill    : Make Maps
    Domain   : Calligraphy
    Available: Burglar(18) Several Classes(13)
    Allows   : Fine Calligraphy I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MAP
    Usage    : MAP [PAPER NAME]
    Example  : map parchment
    Allows you to begin mapping on the targeted piece of paper.  As you walk around
    the parchment will be filled with a pictoral map of the rooms you walk through.
Mark Disguise (Skill_MarkDisguise)
    Skill    : Mark Disguise
    Domain   : Deceptive
    Available: Charlatan(25)
    Allows   : Deceptive I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : MARKDISGUISE
    Usage    : MARKDISGUISE (!)
    Example  : markdisguise
    Example  : markdisguise !
    This powerful ability allows the bard to disguise him or herself to be
    identical to his or her mark.  The bard must first mark a target using the Mark
    skill.  After that, the bard must observe the mark from a hidden position for an
    amount of time.  After sufficient time, the bard may use this skill to take on the
    apperance of the mark through disguise.  Entering the command word again will
    remove the disguise.  The optional ! parameter may be given for the bard to
    disguise him or herself as the same person they did before, regardless of whether
    they are presently marked.
Meditation (Skill_Meditation)
    Skill    : Meditation
    Domain   : Fitness
    Available: Shaman(23) SkyWatcher(22) Numerous Classes(16)
    Allows   : Fitness I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MEDITATE
    Usage    : MEDITATE
    Example  : meditate
    If the mage is in a quiet, sitting position, this skill will allow him or her
    to gain mana back at an accellerated rate.
Mimicry (Skill_Mimicry)
    Skill    : Mimicry
    Domain   : Foolishness
    Available: Jester(5)
    Allows   : Foolmaking I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MIMICRY, MIMIC
    Usage    : MIMICRY [TARGET NAME]
    Example  : mimcry orc
    The player begins to mimic the actions of the target, thus annoying them.
Mounted Combat (Skill_MountedCombat)
    Skill    : Mounted Combat
    Domain   : Animal affinity
    Available: Barbarian(17) Several Classes(11)
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Example  :
    This skill helps negate the bad consequences of fighting from horseback or from
    a boat or other vehicle.
Parry (Skill_Parry)
    Skill    : Parry
    Domain   : Evasive
    Available: Charlatan(22) Minstrel(14) Templar(6) Trapper(11)
    Available: Several Classes(9) Several Classes(3)
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    Parrying is the ability to cancel an armed attack by an opponent using your own
    weapon.  The character with this skill will parry the attacks of his or her armed
    opponents whenever possible.
Prayercraft (Skill_Prayercraft)
    Skill    : Prayercraft
    Domain   : Arcane lore
    Available: Charlatan(18)
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    The player is so knowledgable about divine magic that he or she can identify
    prayers cast in his or her presence by name.  The players ability to identify more
    powerful magic will go up in level as he or she does.
Puppeteer (Skill_Puppeteer)
    Skill    : Puppeteer
    Domain   : Foolishness
    Available: Jester(25)
    Allows   : Foolmaking I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : PUPPETEER, PUPPET
    Usage    : PUPPETEER [ITEM NAME]
    Example  : puppeteer [item name]
    This skill allows the player to animate one or more puppets.  While animated,
    the puppets will fight for the player.  However, the player is unable to attack or
    perform many other actions while animating the puppets.  Puppets may be created
    with the carpentry skill.  To stop animating a puppet, the player need only pick it
    up.
Recall (Skill_Recall)
    Skill    : Recall
    Available: Numerous Classes(1)
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : RECALL, /
    Usage    : RECALL
    Example  : recall
    The player calls upon the power of the gods to return to his or her place of
    origin, along with any npc group members present with him or her.  Normal fleeing
    penalties apply during combat.
Regional Awareness (Skill_RegionalAwareness)
    Skill    : Regional Awareness
    Domain   : Nature lore
    Available: Ranger(24)
    Allows   : Nature Lore I
    Use Cost : Mana (24)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : REGION, REGIONALAWARENESS
    Usage    : REGIONAL
    Example  : regional
    The player scans the horizon, getting a rough estimate of the lay of the
    wilderness around him or her.  The depth of the map expands as the player gains
    levels.   The key to the map is as follows:
    ~ water
    T forest
    : rocks/badlands
    J jungle
    = city/street
    M mountains
    _ plains
    . desert
    * here
    x swamp
    h hills
Resistance (Skill_Resistance)
    Ability    : Skill_Resistance
    Parameters : see Prop_HaveResister
    Example    : see Prop_HaveResister
    Description:
    Gives the mob skill-based resistances and immunities.
Revoke (Skill_Revoke)
    Skill    : Revoke
    Available: Arcanist(5) Paladin(6) Ranger(6) Numerous Classes(1)
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items Creatures Exits Rooms
    Range    : Touch - Range 10
    Commands : REVOKE
    Usage    : REVOKE [TARGET NAME]
    Example  : revoke bob
    Mages, Clerics, and at later levels, Rangers and Paladins can revoke their
    magical abilities using the revoke command.  Only one spell or prayer is revoked
    using this skill, usually the most recent spell.
Memorize (Skill_ScrollCopy)
    Usage    : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
    Example  : memorize magic missile scroll
    By spending the necessary practice points or trains, a Mage may use this
    command to gain the ability to learn some spell that is written on a scroll.  If
    the memorization is successful, the spell may be practiced and cast as normal, and
    the mage will gain experience based on the level of himself and the spell learned.
Shuffle (Skill_Shuffle)
    Skill    : Shuffle
    Domain   : Foolishness
    Available: Charlatan(16)
    Allows   : Foolmaking I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SHUFFLE
    Example  :
    This strange but very useful skill allows the player to rearrange the order of
    the people in the room by running around and bumping into them.
Slapstick (Skill_Slapstick)
    Skill    : Slapstick
    Domain   : Foolishness
    Available: Jester(4)
    Allows   : Foolmaking I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLAPSTICK
    Usage    : SLAPSTICK [TARGET NAME]
    Example  : slapstick orc
    This will cause the player to perform some random slapstick comedy to or for
    the target.  The result will be a loss of mana, which the target will not even
    feel.
Slow Fall (Skill_SlowFall)
    Skill    : Slow Fall
    Domain   : Fitness
    Available: Jester(12)
    Allows   : Fitness I
    Invoked  : Automatic
    If the proficiency check is made, this player does not fall from high places,
    but floats instead.
Songcraft (Skill_Songcraft)
    Skill    : Songcraft
    Domain   : Arcane lore
    Available: Charlatan(6)
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    The player is so knowledgable about bardic magic that he or she can identify
    magical songs sung in his or her presence by name.  The players ability to identify
    more powerful magic will go up in level as he or she does.
Song Write (Skill_SongWrite)
    Usage    : SONGWRITE [SONG NAME] [TARGET NAME]
    Example  : songwrite "valor" scroll
    This skill allows the bard to place any song he or she knows onto a scroll.
    Once placed on the scroll, the song may be sung off it.  Song writing is very
    draining on the caster however.  The caster will lose some experience points for
    using this skill.  Song writing also requires that the caster be at full mana.
Spellcraft (Skill_Spellcraft)
    Skill    : Spellcraft
    Domain   : Arcane lore
    Available: Arcanist(7) Charlatan(12) Oracle(12) Numerous Classes(8)
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    The player is so knowledgable about arcane magic that he or she can identify
    spells cast in his or her presence by name.  The players ability to identify more
    powerful magic will go up in level as he or she does.

    Arcanists have the ability to remember how to cast a number of spells (based on
    level) learned through this skill.
Stability (Skill_Stability)
    Skill    : Stability
    Domain   : Acrobatic
    Available: Artisan(17) Assassin(21) Jester(16)
    Allows   : Acrobatic I, Combat Fluidity I
    Invoked  : Automatic
    This skill allows the player to remain on his or her feet despite certain
    magical or physical attempts to get them on the ground.
Swim (Skill_Swim)
    Skill    : SWIM
    Usage    : SWIM [DIRECTION]
    Available: ALL
    Example  : swim e
    This skill allows the character to travel on a water surface.  The amount of
    weight being carried can affect this skill.
Trip (Skill_Trip)
    Skill    : Trip
    Domain   : Dirty fighting
    Available: Beastmaster(8) Fighter(14) Monk(8) Paladin(18)
    Available: Ranger(17) Several Classes(13) Several Classes(11)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : TRIP
    Usage    : TRIP [TARGET NAME]
    Example  : trip orc
    The fighter attempts to trip the target, putting them on the floor for a short
    time.  During that time, the tripped target is much easier to hit.
Tune Instrument (Skill_TuneInstrument)
    Skill    : Tune Instrument
    Domain   : Artistic
    Available: Minstrel(5)
    Allows   : Artsy I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : TUNEINSTRUMENT, TUNE
    Usage    : TUNE
    Example  :
    The Bard tunes their instrument, which can provide bonuses to many songs which
    are played with it.
Turn Undead (Skill_TurnUndead)
    Skill    : Turn Undead
    Domain   : Death lore
    Available: Cleric(5) Healer(1) Oracle(5) Purist(1)
    Allows   : Death Lore I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : TURN
    Usage    : TURN [TARGET NAME]
    Example  : turn skeleton
    The good or neutral priest attempts to frighten the heck out of an undead
    creature. Depending upon the level of the priest versus the level of the creature,
    the effect of the skill may be to either frighten the creature away or cause it to
    be completely destroyed
Two Weapon Fighting (Skill_TwoWeaponFighting)
    Skill    : Two Weapon Fighting
    Domain   : Martial lore
    Available: Assassin(12) Bard(14) Dancer(14) Ranger(4)
    Available: Thief(12) Several Classes(3)
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    While in combat, this skill allows the fighter to attack with a second weapon
    in the hold position, assuming the fighter is in range for the second weapon. The
    fighter suffers a 20% attack and 5% damage penalty for using 2 weapons.
Wands (Skill_WandUse)
    Skill    : Wands
    Available: Almost All
    Example  :
    A wand is an holdable item that can be used to create magical affects.

    This skill allows one to effectively use a magical wand or staff.  To invoke a
    wand or staff, it must first be held.  Then the magic word is spoken to the target.
     For instance, if the magic word is `zuy`, you would enter the following to invoke
    your wand: sayto orc zuy.

    If the spell on the wand requires extra parameters, then you can include those
    after the casting words.  For a wand of Summon, for instance, you might try: say
    zuy cityguard.
    Wands generally require a small amount of mana to use, and less if the wand
    user is capable of learning the spell cast by the wand.
Warrants (Skill_Warrants)
    Skill    : Warrants
    Domain   : Legal
    Available: Artisan(5) Charlatan(9) Gaoler(9) Thief(23)
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WARRANTS
    Example  :
    The player, using nothing more than local contacts and charismatic persuasion,
    gathers information about all warrants and wanted criminals.
Wilderness Lore (Skill_WildernessLore)
    Skill    : Wilderness Lore
    Domain   : Nature lore
    Available: Oracle(9) Several Classes(1)
    Allows   : Nature Lore I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : WILDERNESSLORE, WLORE
    Usage    : WLORE
    Example  : wlore
    Tells you what type of terrain you are presently in or on.
Write (Skill_Write)
    Skill    : WRITE
    Usage    : WRITE [ITEM] ([TEXT TO WRITE])
    Available: ALL
    Example  : write parchment From recall, go nseeseenwesee
    This skill allows one to write ordinary messages onto ordinary paper,
    parchments, and similar writing material.  The language the player will write in
    will depend on which language the player is currently SPEAKing.

    When writing on a journal, you need not specify any parameters when using this
    command.
Slave Trading (SlaveTrading)
    Skill    : Slave Trading
    Domain   : Criminal
    Available: Gaoler(22)
    Allows   : Criminal Deviousness I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
    Usage    : SSELL [MOB NAME] ([SHOPKEEPER NAME])
    Example  : ssell boy shopkeeper
    Example  : ssell boy
    This skill allows the player to sell slaves to shopkeepers who deal in them.
Smelting (Smelting)
    Skill    : Smelting
    Domain   : Crafting
    Available: Artisan(6) Gaoler(30) Numerous Classes(10)
    Requires : 'Blacksmithing'
    Requires : A base constitution of at least 12.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SMELT, SMELTING
    Usage    : SMELT (LIST) [ITEM TYPE] ([MAX AMOUNT OF BASE METALS TO SMELT])
    Example  : smelt steel
    : smelt list
    : smelt list steel
    : smelt bronze 10
    This skill allows a player to create metal alloys, such as steel, bronze, and
    adamantium.  You can also make very strong cloths, such as spidersteel.  To begin
    smelting, the player must be in a room with an open fire burning, and must have
    placed the two base metals he or she wishes to make the alloy from on the ground.
    If you have excess metals, you may specify a max amount of each base metal to
    smelt. The default is to smelt as much as possible. The raw metal for smelting is
    found using the Mining skill.
Smoke Rings (SmokeRings)
    Skill    : Smoke Rings
    Domain   : Artistic
    Available: Numerous Classes(1)
    Requires : A base charisma of at least 5.
    Allows   : Artsy I, Quick Worker I
    Invoked  : Automatic
    Usage    : (automatic)
    This skill allows the player to produce beautiful smoke rings whenever smoking
    a pipe or cigar.
Axe Specialization (Specialization_Axe)
    Skill    : Axe Specialization
    Domain   : Weapon use
    Available: Assassin(15) Templar(14) Several Classes(1)
    Allows   : Axe Striking I, Axe Slicing I, Axe Piercing I, Master Weaponsmithing
    Allows   : Weaponsmithing
    Invoked  : Automatic
    The player is an axe master, gaining bonuses to attack when using an axe in
    combat.
Blunt Weapon Specialization (Specialization_BluntWeapon)
    Skill    : Blunt Weapon Specialization
    Domain   : Weapon use
    Available: Assassin(12) Gaian(5) Numerous Classes(1)
    Allows   : Blunt Striking I, Blunt Piercing I, Blunt Bashing I
    Allows   : Master Weaponsmithing, Weaponsmithing
    Invoked  : Automatic
    The player is a master of blunt weapons, gaining bonuses to attack when using a
    blunt weapon in combat.
Edged Weapon Specialization (Specialization_EdgedWeapon)
    Skill    : Edged Weapon Specialization
    Domain   : Weapon use
    Available: Templar(3) Numerous Classes(1)
    Allows   : Edged Striking I, Edged Bashing I, Edged Piercing I
    Allows   : Master Weaponsmithing, Weaponsmithing
    Invoked  : Automatic
    The player is a master of sharp edges, gaining bonuses to attack when using an
    edged weapon in combat.
Flailing Weapon Specialization (Specialization_FlailedWeapon)
    The player is a master of flails, gaining bonuses to attack when using a
    flailed weapon in combat.
Hammer Specialization (Specialization_Hammer)
    Skill    : Hammer Specialization
    Domain   : Weapon use
    Available: Assassin(17) Templar(9) Numerous Classes(1)
    Allows   : Hammer Striking I, Hammer Bashing I, Master Weaponsmithing
    Allows   : Weaponsmithing
    Invoked  : Automatic
    The player is a master of hammers, gaining bonuses to attack when using a
    hammer in combat.
Hand to hand combat (Specialization_Natural)
    The player becomes so specialized at hand to hand combat that they gain bonuses
    to attack when fighting unarmed.
Polearm Specialization (Specialization_Polearm)
    Skill    : Polearm Specialization
    Domain   : Weapon use
    Available: Assassin(19) Templar(8) Numerous Classes(1)
    Allows   : Polearm Striking I, Polearm Slicing I, Polearm Piercing I
    Allows   : Master Weaponsmithing, Weaponsmithing
    Invoked  : Automatic
    The player is a polearm master, gaining bonuses to attack when using a polearm
    in combat.
Ranged Weapon Specialization (Specialization_Ranged)
    Skill    : Ranged Weapon Specialization
    Domain   : Weapon use
    Available: Templar(10) Numerous Classes(1)
    Allows   : Fletching, Set Decoys, Ranged Striking I, Ranged Piercing I
    Allows   : Ranged Bashing I, Master Weaponsmithing, Weaponsmithing
    Invoked  : Automatic
    The player becomes so specialized at thrown and ranged combat that they gain
    bonuses to attack when fighting from afar.
Staff Specialization (Specialization_Staff)
    Skill    : Staff Specialization
    Domain   : Weapon use
    Available: Druid(1)
    Allows   : Master Weaponsmithing, Weaponsmithing
    Invoked  : Automatic
    The player is proficient with staffs, gaining bonuses to attack when using a
    staff in combat.
Sword Specialization (Specialization_Sword)
    Skill    : Sword Specialization
    Domain   : Weapon use
    Available: Numerous Classes(1)
    Allows   : Craft Holy Avenger, Sword Striking I, Sword Slicing I
    Allows   : Sword Piercing I, Master Weaponsmithing, Weaponsmithing
    Invoked  : Automatic
    The player is a sword master, gaining bonuses to attack when using a sword in
    combat.
Speculating (Speculate)
    Skill    : Speculating
    Domain   : Nature lore
    Available: Artisan(11) Gaoler(30) Numerous Classes(10)
    Requires : A base wisdom of at least 10.
    Allows   : Nature Lore I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SPECULATE, SPECULATING
    Usage    : SPECULATE
    Example  : speculate
    This skill allows a player to carefully evaluate the present area, and all
    surrounding to see what resources might be available for hunting, fishing,
    foraging, chopping, mining, digging, etc..
Tailoring (Tailoring)
    Skill    : Tailoring
    Domain   : Crafting
    Available: Artisan(4) Gaoler(30) Numerous Classes(3)
    Requires : A base dexterity of at least 10.
    Allows   : Costuming, Master Tailoring, Light Crafting I, Durable Crafting I
    Allows   : Quality Crafting I, Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : KNIT, TAILOR, TAILORING
    Usage    : KNIT (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : knit shirt
    : knit bundle 100 cotton
    : knit list
    : knit list vest
    : knit mend vest
    : knit refit sleeves
    : knit scan
    : knit scan bob
    This skill allows a player to knit clothing, such as shirts and leggings.  The
    extent of the items which can be knitted expands as the player goes up in level.
    This command also allows the player to mend any damaged clothing, or refit any
    clothes which are the wrong size. To begin knitting a new item, the player must
    have placed the cloth he or she wishes to make the clothing from on the ground.
    The player may also scan the room or other players for equipment that may be mended
    by this skill, using the scan parameter.  The raw cloth for knitting is found using
    the Butchering or Foraging skills.
Tattooing (Tattooing)
    Skill    : Tattooing
    Domain   : Artistic
    Available: Gaoler(7)
    Allows   : Artsy I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TATTOO, TATTOOING
    Usage    : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
    Example  : tattooing bob arms a skull and crossbones
    Example  : tattooing bob arms remove
    This skill allows a player to tattoo the body parts of the target.  The target
    must hold still for it, of course.  What results can only be seen when the proper
    wear location is not covered by clothing.  Tattoos can also be removed with this
    skill.  Parts available for tattooing include: arms, legs, hands, head, feet,
    wrists, neck, and torso.
Taxidermy (Taxidermy)
    Skill    : Taxidermy
    Domain   : Crafting
    Available: Artisan(16) Gaoler(30) Trapper(1) Numerous Classes(10)
    Requires : A base intelligence of at least 12.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : STUFF, TAXIDERMY
    Usage    : STUFF ([POSE]/LIST) [BODY NAME]
    Example  : stuff body of an orc
    Example  : stuff list
    Example  : stuff list scary
    Example  : stuff scary body of a horse
    This skill allows a player to stuff a dead body with cloth, cotton, feathers,
    fur, or similar substances to make a light statue. To begin stuffing a body, the
    player must have placed the cloth he or she wishes to stuff with on the ground with
    the body. A pose for the body may optionally be specified.  A list of valid poses
    may be obtained by entering TAXIDERMY LIST.
Alertness (Thief_Alertness)
    Skill    : Alertness
    Domain   : Alert
    Available: Thief(20)
    Allows   : Vigilantly I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ALERTNESS
    Usage    : ALERTNESS
    Example  : alertness
    The thief uses his or her acute vision to notice details about rooms he might
    otherwise miss.  The higher his alertness expertise, the more he will catch.
Ambush (Thief_Ambush)
    Skill    : Ambush
    Domain   : Stealthy
    Available: Assassin(22) Beastmaster(24) Thief(25)
    Allows   : Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : AMBUSH
    Usage    : AMBUSH
    Example  : ambush
    The thief directs the movements of his or her group members, positioning them
    so that they are in a hidden state, ready for an ambush.
Analyze Mark (Thief_AnalyzeMark)
    Skill    : Analyze Mark
    Domain   : Combat lore
    Available: Assassin(13) Charlatan(14)
    Allows   : Combat Lore I
    Invoked  : Automatic
    Example  :
    The thief, after marking a target for death (see the MARK skill), and
    "observing" the mark for awhile (15 ticks), gains great insight into the target.
    The thief will be able to see all vital information about the mark every time they
    examine the mark directly (LOOK).
Appraise (Thief_Appraise)
    Skill    : Appraise
    Domain   : Street smarts
    Available: Artisan(17) Bard(4) Burglar(3) Dancer(4)
    Allows   : Street Lore I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : APPRAISE
    Usage    : APPRAISE [ITEM NAME]
    Example  : appraise sword
    The thief carefully examines the item, determining (perhaps even successfully),
    the items material, weight, size (for armor), and base gold value.
Arsonry (Thief_Arsonry)
    Skill    : Arsonry
    Domain   : Criminal
    Available: Thief(13)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : ARSON, ARSONRY
    Usage    : ARSONRY [TARGET ITEM]/[DIRECTION]
    Example  : arsonry pile of wood
    Example  : arsonry east
    If the thief is holding a torch or something else usable to spread fire, he may
    quickly light an available item, or a random item in an adjacent room using this
    skill.
Assassinate (Thief_Assassinate)
    Skill    : Assassinate
    Domain   : Dirty fighting
    Available: Assassin(14)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ASSASSINATE
    Usage    : ASSASSINATE ([TARGET NAME])
    Example  :
    The thief begins to track their mark for assassination.  When the track is
    complete, the thief will automatically attack.  If the thief is hidden, then the
    attack will be as a backstab.  Non-players with this skill will accept a parameter
    of a name, and will sneak into the room with the target.  Players with the Mark
    skill, however, must Mark the target first.
AutoCaltrops (Thief_Autocaltrops)
    Skill    : AutoCaltrops
    Domain   : Trapping
    Requires : 'Caltrops'
    Requires : A base constitution of at least 12.  A base dexterity of at least
    14.
    Allows   : Trapping I
    Component: 10 pounds of metal
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOCALTROPS
    Usage    : AUTOCALTROPS
    Example  :
    The thief quickly prepares a handful of caltrops and drops them into every room
    he or she enters automatically.
AutoDetect Traps (Thief_AutoDetectTraps)
    Usage    : AUTODETECTTRAPS
    Example  : autodetecttraps
    The thief concentrates on scanning all exits and obvious items in a room for
    signs of traps whenever entering a room.
AutoMark Traps (Thief_AutoMarkTraps)
    Usage    : AUTOMARKTRAPS
    Example  : automarktraps
    The thief concentrates on scanning all exits and obvious items in a room for
    signs of traps whenever entering a room.  When one is spotted, the thief places the
    mark upon it so others will know their peril.
AutoSneak (Thief_Autosneak)
    Skill    : AutoSneak
    Domain   : Stealthy
    Available: Thief(4)
    Requires : (One of: 'Woodland Sneak', or 'Sneak')
    Allows   : Stealthy I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOSNEAK
    Usage    : AUTOSNEAK
    Example  :
    The thief begins using his or her sneaking skill every time they move. By
    turning this on, the thief uses half their normal movement cost for sneaking.
    Enter AUTOSNEAK again to turn it off.   The success of a sneak attempt can depend
    on the level of the mobs in the room the thief is trying to sneak into, and on the
    thiefs stealth expertise.
Avoid Traps (Thief_AvoidTraps)
    Skill    : Avoid Traps
    Domain   : Find/remove traps
    Available: Jester(20) Trapper(3)
    Allows   : Trap Disabling I
    Invoked  : Automatic
    Example  :
    The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
    survive traps which he may trigger or be fixing to trigger.
Back Stab (Thief_BackStab)
    Skill    : Back Stab
    Domain   : Dirty fighting
    Available: Trapper(15) Several Classes(10)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BACKSTAB, BS
    Usage    : BACKSTAB [TARGET NAME]
    Example  : backstab orc
    Shorts   : BS
    If the thief is hidden, or otherwise invisible to the target, this ability will
    allow him or her to deal a massive one-time attack to them.
Bind (Thief_Bind)
    Skill    : Bind
    Domain   : Binding
    Available: Beastmaster(13) Jester(11) Thief(13) Trapper(16)
    Allows   : Binding I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures Rooms
    Range    : Touch, or not applicable
    Commands : BIND
    Usage    : BIND [TARGET NAME]
    Example  : bind orc
    The thief uses ropes to bind the target, making them unable to move.  The
    target must be completely incapacitated (asleep) for the binding to work.  The
    bound creature can break free eventually, but the skill of the binding improves
    with the level of the thief.
Bribe (Thief_Bribe)
    Skill    : Bribe
    Domain   : Influential
    Available: Burglar(14) Thief(24)
    Allows   : Influencing I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BRIBE
    Usage    : BRIBE [TARGET NAME] [COMMAND]
    Example  : bribe orc sleep
    The thief will attempt to use money to get a target to do something for him or
    her.
Caltrops (Thief_Caltrops)
    Skill    : Caltrops
    Domain   : Trapping
    Available: Trapper(1)
    Allows   : AutoCaltrops, Disabling Caltrops, Dazzling Caltrops
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : CALTROPS
    Usage    : CALTROPS
    Example  : caltrops
    The thief drops numerous small metal spikes on the ground around him or her.
    While the thief will be able to avoid them, anyone entering, leaving, advancing, or
    retreating from the room will be damaged by them.
Careful Step (Thief_CarefulStep)
    Skill    : Careful Step
    Domain   : Acrobatic
    Available: Thief(17)
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CARESTEP, CAREFULSTEP
    Usage    : CARESTEP [DIRECTION]
    Example  : carestep east
    The thief moves slowly, watching every single footfall with utter care.  This
    has the effect of helping to prevent certain traps from springing, as well as
    preventing one from falling off a tightrope or narrow bridge.
Linguistic Comprehension (Thief_Comprehension)
    Skill    : Linguistic Comprehension
    Domain   : Street smarts
    Available: Burglar(24) Thief(18)
    Allows   : Street Lore I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : COMPREHEND, COMPREHENSION
    Usage    : COMPREHEND
    Example  : comprehend
    This skill will cause the thief to begin listening intensely to what is being
    said around him in other languages, so that he or she may understand it. Depending
    upon proficiency, from a few seconds to a few minutes after each statement, the
    thief will understand.
Con (Thief_Con)
    Skill    : Con
    Domain   : Deceptive
    Available: Burglar(24) Charlatan(23)
    Allows   : Slippery Mind, Deceptive I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CON
    Usage    : CON [TARGET NAME] [COMMAND]
    Example  : con orc sleep
    The thief will attempt to use trickery, and flattery to get a character to do
    something for him or her.  The conned character will do almost anything, but some
    things even the gullible won't do, such as follow or sleep (among others).
Conceal Door (Thief_ConcealDoor)
    Skill    : Conceal Door
    Domain   : Stealthy
    Requires : 'Conceal Item'
    Requires : A base wisdom of at least 18.
    Allows   : Conceal Walkway, Stealthy I
    Use Cost : Mana (40) Movement (40)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR
    Usage    : DOORCONCEAL [EXIT NAME]
    Example  : doorconceal east
    The thief is able to hide a door or gate.  The level of the door he is able to
    hide is affected by level and stealth expertise.  The door remains hidden until
    opened.
Conceal Item (Thief_ConcealItem)
    Skill    : Conceal Item
    Domain   : Stealthy
    Requires : 'Hide'
    Requires : A base wisdom of at least 14.
    Allows   : Conceal Door, Tap Room, Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM
    Usage    : ITEMCONCEAL [TARGET NAME]
    Example  : itemconceal chest
    The thief is able to hide an item of moderate size.  The size of the item he is
    able to hide is affected by level and stealth expertise.  The item remains hidden
    until picked up.
Conceal Walkway (Thief_ConcealWalkway)
    Skill    : Conceal Walkway
    Domain   : Stealthy
    Requires : 'Conceal Door'
    Requires : A base wisdom of at least 20.
    Allows   : Stealthy I
    Use Cost : Mana (55) Movement (55)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY
    Usage    : WALKWAYCONCEAL [EXIT NAME]
    Example  : walkway east
    The thief is able to hide a walkway to or within a building.  The level of the
    walkway he is able to hide is affected by level and stealth expertise.
Contract Hit (Thief_ContractHit)
    Skill    : Contract Hit
    Domain   : Criminal
    Available: Burglar(30)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CONTRACTHIT
    Usage    : CONTRACTHIT [TARGET NAME]
    Example  : contracthit orc
    By spending an appropriate amount of money, the player can put a 'hit' out on
    the target.  The target will, after some time, be assaulted by 3-6 assassins of
    appropriate level.  The assassins will persist until their job is done, or are all
    killed.  They will track the target if necessary.
Counter-Tracking (Thief_Countertracking)
    Skill    : Counter-Tracking
    Domain   : Stealthy
    Available: Thief(3)
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    proficiency in this skills negates mundane tracking skill use against the
    target, such as the tracking done by rangers and assassins.
Dampen Auras (Thief_DampenAuras)
    Skill    : Dampen Auras
    Requires : 'Slippery Mind'
    Requires : A base charisma of at least 18.
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DAMPENAURAS
    Usage    : DAMPENAURAS
    Example  : dampenauras
    This skill eliminates any emanations and auras on the thief and his or her
    inventory items.  This includes emanations and auras which others might be using
    skills to detect (such as magic, goodness, metalicness, etc).
Dazzling Caltrops (Thief_DazzlingCaltrops)
    Skill    : Dazzling Caltrops
    Domain   : Trapping
    Requires : 'Caltrops'
    Requires : A base intelligence of at least 12.
    Allows   : Mana Sapping I, Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : DAZZLINGCALTROPS
    Usage    : DAZZLING CALTROPS
    Example  : dazzlingcaltrops
    The thief drops numerous small shiny colorful metal objects on the ground
    around him or her. While the thief will be able to avoid them, anyone entering,
    leaving, advancing, or retreating from the room will be have have to avoid meeting
    their dazzling gaze or else risk losing mana from doing so.
Death Trap (Thief_DeathTrap)
    Skill    : Death Trap
    Domain   : Trapping
    Available: Trapper(30)
    Allows   : Trapping I
    Use Cost : Mana (30) Movement (30)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : DEATHTRAP
    Usage    : DEATHTRAP
    Example  : deathtrap
    With 100 pounds of metal on the ground, the thief may construct a most horrible
    and astounding trap.  Anyone entering the room with the trap will be killed most
    horribly.
Detection (Thief_Detection)
    Skill    : Detection
    Domain   : Alert
    Available: Arcanist(18) Burglar(13) Charlatan(20) Monk(14)
    Available: Thief(13) Trapper(18)
    Allows   : Vigilantly I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DETECT, DETECTION
    Usage    : detect
    Example  :
    The thief takes a careful and meticulous look around, allowing him or her to
    spot any hidden things in the area. The longer the thief looks around, the more he
    will see.
Detect Traps (Thief_DetectTraps)
    Skill    : Detect Traps
    Domain   : Alert
    Available: Bard(15) Jester(15) Trapper(4) Several Classes(5)
    Allows   : Mark Trapped, Identify Traps, AutoDetect Traps, AutoMark Traps
    Allows   : Shadowpass, Vigilantly I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : CHECK

    Spell    : Detect Traps
    Domain   : Divination
    Available: Diviner(10)
    Allows   : Ranged Divining I, Reduced Divining I, Power Divining I
    Allows   : Extended Divining I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CHECK
    Example  : check east
    Example  : check chest
    The thief can take a careful look at an item, container, or door to see if it
    is trapped.
Disabling Caltrops (Thief_DisablingCaltrops)
    Skill    : Disabling Caltrops
    Domain   : Trapping
    Requires : 'Caltrops'
    Requires : A base wisdom of at least 10.
    Allows   : Fatiguing I, Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : DISABLINGCALTROPS
    Usage    : DISABLING CALTROPS
    Example  : disablingcaltrops
    The thief drops numerous small metal hooked spikes on the ground around him or
    her. While the thief will be able to avoid them, anyone entering, leaving,
    advancing, or retreating from the room will be have their feet caught on them,
    disabling movement.
Distract (Thief_Distract)
    Skill    : Distract
    Domain   : Deceptive
    Available: Dancer(7) Thief(19) Several Classes(8)
    Allows   : Improved Distraction, Deceptive I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DISTRACT
    Usage    : DISTRACT [TARGET NAME]
    Example  : distract orc
    The fighter forfeits his or her attacks in order to spend time distracting the
    target.  While distracted, the targets attack and defence skills are greatly
    reduced.
Embezzle (Thief_Embezzle)
    Skill    : Embezzle
    Domain   : Criminal
    Available: Burglar(25)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : EMBEZZLE
    Usage    : EMBEZZLE [BANKER NAME]
    Example  : embezzle bob
    The thief attempts to embezzle at least 2% of the value of a random bank
    account into his own account with the same bank.  If successful, the banker will
    notice that something has happened, and will watch their books closely for the
    coming month.
Escape Bonds (Thief_EscapeBonds)
    Skill    : Escape Bonds
    Domain   : Binding
    Requires : A base dexterity of at least 14.
    Allows   : Binding I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESCAPEBONDS, ESCAPE

    Skill    : Escape Bonds
    Available: Jester(6) Minstrel(18) Thief(24)
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESCAPEBONDS, ESCAPE
    Usage    : ESCAPEBONDS
    Example  : escape
    This skill allows the thief to apply both his or her dexterity and strength to
    escaping from common binds, such as handcuffs, ropes, or webbing.
Espionage (Thief_Espionage)
    Skill    : Espionage
    Domain   : Stealthy
    Requires : A base charisma of at least 18.  A base wisdom of at least 18.
    Allows   : Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESPIONAGE
    Usage    : ESPIONAGE [TARGET]
    Example  : espionage bob
    The thief uses the target to spy on the targets clan communications.  Any talk
    on the targets clan-only or clan-ally channels will also be heard by the thief, so
    long as the thief is in the same room, and remains unnoticed by the target. The
    level of the player that can be used by the thief for espionage will depend on the
    thiefs level and on stealth expertise.
Evesdrop (Thief_Evesdrop)
    Skill    : Evesdrop
    Domain   : Alert
    Requires : 'Listen'
    Requires : A base dexterity of at least 14.  A base wisdom of at least 16.
    Allows   : Tap Room, Vigilantly I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : EVESDROP
    Usage    : EVESDROP [TARGET]
    Example  : evesdrop bob
    The thief atunes his hearing so well that he can hear TELL messages to the
    target, so long as he remains in the same room as the target and remains unnoticed
    by the target.  The level of the player the thief can evesdrop on, and the duration
    of the evesdropping will depend on alertness expertise.
Flank (Thief_Flank)
    Skill    : Flank
    Domain   : Dirty fighting
    Available: Assassin(22) Thief(22)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FLANK
    Usage    : FLANK
    Example  : flank
    This skill allows the thief to deliver a more accurate attack and extra damage
    when flanking his or her opponent in combat.  The thief can only slip around into a
    flanking position if their opponent is targeting someone else.
Flay (Thief_Flay)
    Skill    : Flay
    Domain   : Legal
    Available: Gaoler(15)
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FLAY
    Example  : FLAY Orc
    The player with this skill is able to use a flailing leather weapon to so harm
    the target that it makes the wearing of equipment on the back or torso impossible
    for the duration.  The target must not be wearing anything on the torso or back for
    the skill to work.  They must also be bound or prone.
Footlocks (Thief_Footlocks)
    Skill    : Footlocks
    Domain   : Binding
    Requires : A base dexterity of at least 7.
    Allows   : Binding I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FOOTLOCK
    Usage    : FOOTLOCKS [TARGET NAME]
    Example  : footlocks orc
    Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
    of wood, the thief quickly constructs and deploys an ingenious device called the
    footlock.  The ropes and blocks wrap loosely around the targets feet.  They don't
    prevent movement, but will cause the target to stumble, preventing sudden movements
    such as advancing or retreating in combat, or fleeing. The footlocks don't stay in
    place long, but improves with expertise.
Forgery (Thief_Forgery)
    Skill    : Forgery
    Domain   : Calligraphy
    Available: Burglar(9)
    Allows   : Fine Calligraphy I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FORGERY
    Usage    : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
    Example  : forge Midgaard#3001 parchment
    Example  : forge "wish" scrollpaper
    Example  : forge "an Archon's Note" parchment
    The thief gains the ability to forge title's to land, spells onto scrolls (or
    at least in seeming), or payment notes.  While shopkeepers will not be fooled by
    these documents, other players may well be.
Frame Mark (Thief_FrameMark)
    Skill    : Frame Mark
    Domain   : Street smarts
    Available: Assassin(23) Charlatan(24)
    Allows   : Street Lore I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FRAME
    Usage    : FRAME
    Example  : frame
    This awesome skill allows the thief to effective place the blame for one crime
    he or she might have committed in the current area on their mark.  It requires 1000
    gold per level of the mark to accomplish this.
Graffiti (Thief_Graffiti)
    Skill    : Graffiti
    Domain   : Street smarts
    Available: Thief(12)
    Allows   : Street Lore I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : GRAFFITI
    Usage    : GRAFFITI [MESSAGE]
    Example  : graffiti kilroy was here
    This skill allows the thief to put graffiti on walls and on city streets.
    Others must READ the graffiti to see it, as it will not be obvious.
Hide (Thief_Hide)
    Skill    : Hide
    Domain   : Stealthy
    Available: Gaoler(10) Monk(1) Several Classes(3) Several Classes(2)
    Allows   : Conceal Item, Improved Hiding, Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : HIDE
    Usage    : HIDE
    Example  : hide
    The thief attempts to creep into some shadowy corner and remain perfectly
    still.  Doing this makes them invisible to any other creatures in the room.  Making
    any moves or sounds will negate the hidden advantage.  The quality of the hide
    against other players depends in part on the thieves stealth expertise. The thief
    can use the VISIBLE command to make themself visible again.
Hide In Plain Sight (Thief_HideInPlainSight)
    Skill    : Hide In Plain Sight
    Domain   : Stealthy
    Requires : 'Improved Hiding', 'Plant Item', 'Swipe gold', and 'Nondetection'
    Requires : A base dexterity of at least 24.
    Allows   : Stealthy I
    Use Cost : Mana (50) Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : HIDEINPLAINSITE, HIPS
    Usage    : HIDEINPLAINSIGHT
    Example  : hips
    The thief has become so adept at quick small movements, that he can do almost
    anything without being directly noticed.  Almost any quiet movement, such as
    getting or dropping items, wearing or removing items, or manipulating inventory,
    will be totally unnoticable by other players.  Even normally noisy actions will be
    done so that people aren't really sure who did it.  Direct speaking or giving is
    unaffected, however.
Hide Other (Thief_HideOther)
    Skill    : Hide Other
    Domain   : Stealthy
    Requires : 'Improved Hiding'
    Requires : A base intelligence of at least 18.
    Allows   : Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : OTHERHIDE
    Usage    : OTHERHIDE [TARGET]
    Example  : otherhide bob
    The thief attempts to hide a group member in some shadowy corner and directs
    them to remain perfectly still.  Doing this makes the target invisible to any other
    creatures in the room.  If the target makes any moves or sounds, it will negate the
    hidden advantage.  The quality of the hide will depend in part on the thieves
    stealth expertise. The VISIBLE command can be used to revoke this affect.
High Marks (Thief_HighMarks)
    Skill    : High Marks
    Domain   : Combat lore
    Available: Assassin(19)
    Requires : 'Mark'
    Allows   : Combat Lore I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to Mark higher level persons and
    creatures.
Identify Bombs (Thief_IdentifyBombs)
    Skill    : Identify Bombs
    Domain   : Find/remove traps
    Available: Trapper(3)
    Allows   : Trap Disabling I
    Invoked  : Automatic
    Example  :
    The thief can sense bombs just by looking at them, or looking at those who
    might be bearing them.
Identify Traps (Thief_IdentifyTraps)
    Skill    : Identify Traps
    Domain   : Alert
    Requires : 'Detect Traps'
    Requires : A base intelligence of at least 14.
    Allows   : Vigilantly I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : IDENTIFYTRAPS, IDTRAP
    Usage    : IDENTIFYTRAPS
    Example  : identifytraps east
    Example  : identifytraps chest
    The thief can take a careful look at an item, container, or door to see if it
    is trapped, and then identify its type and quality level.
Improved Distraction (Thief_ImprovedDistraction)
    Skill    : Improved Distraction
    Domain   : Deceptive
    Available: Thief(22)
    Requires : 'Distract'
    Allows   : Deceptive I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to distract higher and higher level
    opponents.
Improved Hiding (Thief_ImprovedHiding)
    Skill    : Improved Hiding
    Domain   : Stealthy
    Available: Burglar(10)
    Requires : 'Hide'
    Allows   : Hide Other, Hide In Plain Sight, Stealthy I
    Invoked  : Automatic
    Example  :
    The thief has become so adept at remaining hidden that he or she is able to
    speak and make other noises while remaining hidden.
Improved Peek (Thief_ImprovedPeek)
    Skill    : Improved Peek
    Domain   : Stealing
    Available: Burglar(12)
    Requires : 'Peek'
    Allows   : Theft Mastery I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to peek into the inventories of
    higher level persons and creatures.
Improved Steal (Thief_ImprovedSteal)
    Skill    : Improved Steal
    Domain   : Stealing
    Available: Burglar(22)
    Requires : 'Steal'
    Allows   : Theft Mastery I
    Invoked  : Automatic
    Example  :
    Proficiency in this skill allows the thief to steal from the inventories of
    higher level persons and creatures.  See help on STEAL.
Improved Swipe (Thief_ImprovedSwipe)
    Skill    : Improved Swipe
    Domain   : Stealing
    Available: Burglar(14)
    Requires : 'Swipe gold'
    Allows   : Theft Mastery I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to swipe the gold of higher level
    persons and creatures.
Kamikaze (Thief_Kamikaze)
    Skill    : Kamikaze
    Domain   : Criminal
    Available: Trapper(25)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : KAMIKAZE
    Usage    : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
    Example  : kamikaze orc east
    Example  : kamikaze orc 2e 3n e e e n w d
    The thief pays the target a sufficient amount of money for them to follow the
    directions given, drop any bombs (see Make Bombs) being carried, and blow them all
    up.
Kill Log (Thief_KillLog)
    Skill    : Kill Log
    Domain   : Combat lore
    Available: Assassin(3)
    Allows   : Combat Lore I
    Invoked  : Automatic
    Uage     : KILLLOG
    Example  : killlog
    The thief has the ability to keep track of their kill percentage on creatures
    which they have marked using the Mark still.  The player may use the KILLLOG
    command to review the log of kills.  Every new and unique creature added to the
    kill log will result in a small experience bonus.
Listen (Thief_Listen)
    Skill    : Listen
    Domain   : Alert
    Available: Burglar(9) Minstrel(12) Monk(23) Thief(12)
    Available: Trapper(9)
    Allows   : Evesdrop, Vigilantly I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : LISTEN
    Usage    : LISTEN [DIRECTION NAME]
    Example  : listen north
    Example  : listen
    The thief listens a particular direction for signs of movement (life). A very
    proficient thief may also tell the number of creatures, and may be able to listen
    in on private conversations and whispering that may be going on in the room.  You
    may only listen to the room you are in, or to an adjacent indoor room.  How well
    the thief can hear will depend on proficiency, how much higher in level than the
    thief those being listened to are, and alertness expertise.
Lore (Thief_Lore)
    Skill    : Lore
    Domain   : Arcane lore
    Available: Arcanist(11) Artisan(30) Bard(2) Burglar(20)
    Available: Dancer(2) Thief(20)
    Allows   : Arcane Lore I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : LORE
    Usage    : LORE [ITEM NAME]
    Example  : lore sword
    The bard carefully examines the item, using his extensive knowledge of magical
    lore to determine the items magical properties, if any.
Lure (Thief_Lure)
    Skill    : Lure
    Domain   : Deceptive
    Available: Trapper(14)
    Allows   : Deceptive I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LURE
    Usage    : LURE [ITEM NAME]
    Example  : lure monster east
    The thief gains the ability to lure a creature in the direction they want, when
    not in combat.
Make Bombs (Thief_MakeBomb)
    Skill    : Make Bombs
    Domain   : Trapping
    Available: Trapper(17)
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : BOMB
    Usage    : BOMB [ITEM] [BOMB NAME]
    Example  : bomb list
    Example  : bomb waterskin water bomb
    The thief attempts to make some sort of bomb from the item, or container
    specified.  The bomb may be of any of the listed sort.  The thief who makes the
    bomb may activate it by HOLDING the item. Once the item is held, the thief has but
    a few seconds to drop, throw, or do whatever they need to before the bomb goes off.
     The number of bombs available to the thief will go up as the thief advances in
    level, so bomb list may be used to see what new bombs are available as the thief
    advances.  Not all bombs may be set on all items, however.
Mark (Thief_Mark)
    Skill    : Invisibility to Mark
    Domain   : Stealthy
    Available: Assassin(7)
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    The thief is considered completely invisible whenever the mark is in the room,
    due to their extreme ability to go unnoticed when their energy is focused (as when
    the mark is present).  See the MARK ability for more information.
Marker Spying (Thief_MarkerSpying)
    Skill    : Marker Spying
    Requires : 'Mark', and 'Spying'
    Requires : A base wisdom of at least 20.  A base intelligence of at least 18.
    Use Cost : Mana (35) Movement (35)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MARKERSPYING, MARKSPY
    Usage    : MARKER SPYING [TARGET]
    Example  : markerspying
    The thief has become adept at rummaging through the papers of his marks.  Until
    this skill is disengaged, he will remember those parts of the papers of those he
    Marks that the marks themselves read, regardless of where they are in the world.

    This skill is identical to SPYING, but does not require that the thief and the
    one spyed on be in the same room, and it only works on those the thief has MARKed.
    The skill automatically transfers from Mark to Mark indefinitely, or until
    disengaged.
Invisibility to Mark (Thief_MarkInvisibility)
    Skill    : Invisibility to Mark
    Domain   : Stealthy
    Available: Assassin(7)
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    The thief is considered completely invisible whenever the mark is in the room,
    due to their extreme ability to go unnoticed when their energy is focused (as when
    the mark is present).  See the MARK ability for more information.
Mark Trapped (Thief_MarkTrapped)
    Skill    : Mark Trapped
    Domain   : Find/remove traps
    Requires : 'Detect Traps'
    Requires : A base wisdom of at least 12.
    Allows   : Trap Disabling I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items Exits Rooms
    Range    : Touch, or not applicable
    Commands : MARKTRAPPED
    Usage    : MARKTRAPPED [ITEM/DIRECTION/HERE]
    Example  : marktrapped north
    Example  : marktrapped chest
    The thief places an easily recognizable marker upon the target which all will
    recognize as meaning that it is trapped.  This can serve as a nice warning to team
    members that stumble that way, or a confusing countermeasure to force other thieves
    to be extra careful.
Lay Minor Traps (Thief_MinorTrap)
    Skill    : Lay Minor Traps
    Domain   : Trapping
    Available: Jester(6)
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Items Exits Rooms
    Range    : Touch, or not applicable
    Commands : MTRAP, MINORTRAP
    Usage    : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
    Example  : mtrap list
    Example  : mtrap east noise
    Example  : mtrap chest needle
    The thief attempts to lay some sort of trap upon the item, door, room,
    entryway, or container specified.  The trap may be gaseous, needles, blades, or
    pits, and may be triggered by unlocking, opening, getting, or moving through in the
    case of entryways, or entering in the case of rooms.  The thief who sets the trap
    may not trigger the trap.  The number of traps available to the thief will go up as
    the thief advances in level, so trap list may be used to see what new traps are
    available as the thief advances.  Not all traps may be set on all items, however.
    Lay Minor traps only allows a small subset of the traps avaiailable from the full
    Lay Traps skill.
Mug (Thief_Mug)
    Skill    : Mug
    Domain   : Stealing
    Available: Burglar(19)
    Allows   : Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MUG
    Usage    : MUG [ITEM NAME]
    Example  : mug bag
    The thief will attempt to pilfer some item from the inventory of the person he
    or she is fighting.  This skill can only be used in combat.
Nondetection (Thief_Nondetection)
    Skill    : Nondetection
    Domain   : Stealthy
    Available: Thief(30)
    Allows   : Hide In Plain Sight, Stealthy I
    Invoked  : Automatic
    Example  :
    The thief has so perfected his or her ability to hide that, when doing so, they
    are completely undetectable by any magical or other means.
Observe (Thief_Observation)
    Skill    : Observe
    Domain   : Alert
    Available: Arcanist(21) Assassin(13) Beastmaster(14) Burglar(7)
    Available: SkyWatcher(18) Thief(9) Trapper(13)
    Allows   : Vigilantly I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : OBSERVE
    Usage    : OBSERVE
    Example  : observe
    The thief opens his or her eyes and takes careful notice of his or her
    surroundings, allowing them to spot anyone that may try to sneak into the room.
Palm (Thief_Palm)
    Skill    : Palm
    Domain   : Stealing
    Available: Burglar(3)
    Allows   : Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : PALM
    Usage   : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
    Example : palm all dagger backpack
    Example : palm all body
    Example : palm pie
    Example : palm all
    Example : palm pie.2
    Example : palm all.pie container.3
    Short(s):
    This skill works exactly like GET except for two important advantages. One is
    that PALM is so quick that no other players in the room will see it happen. The
    other is that PALM can be done as a free action/skill during combat.
Panhandling (Thief_Panhandling)
    Skill    : Panhandling
    Domain   : Street smarts
    Available: Thief(21)
    Allows   : Street Lore I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PANHANDLE, PANHANDLING
    Example  :
    Using this skill, a thief can sit down along a city street and beg passer-bys
    for change.  Some may even hand it over.
Peek (Thief_Peek)
    Skill    : Peek
    Domain   : Stealing
    Available: Assassin(18) Bard(9) Burglar(7) Jester(9)
    Available: Thief(7)
    Allows   : Improved Peek, Cautiously I, Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PEEK
    Usage    : PEEK [TARGET NAME]
    Example  : peek orc
    The thief will attempt to sneak a look at the inventory of the target.
Pick Locks (Thief_Pick)
    Skill    : Pick Locks
    Domain   : Criminal
    Available: Several Classes(6)
    Allows   : Shadowpass, Safecracking, Criminal Deviousness I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : PICK
    Usage    : PICK [DIRECTION/ITEM NAME/EXIT NAME]
    Example  : pick e
    The thief attempts to pick the lock on a door, or container lid.  Success
    depends on the level of the thief and the level of the door or item as well as the
    thief`s proficiency.  This skill can be used to lock as well as unlock.
Plant Item (Thief_PlantItem)
    Skill    : Plant Item
    Domain   : Stealing
    Available: Burglar(13)
    Allows   : Hide In Plain Sight, Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PLANTITEM
    Usage    : PLANTITEM [ITEM NAME] [TARGET NAME]
    Example  : plantitem bomb orc
    Plant item is the ability to slip an item to another creature unaware.  If
    successful, the item will be hidden in the targets inventory.
Racketeer (Thief_Racketeer)
    Skill    : Racketeer
    Domain   : Criminal
    Available: Burglar(21)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : RACKETEER
    Usage    : RACKETEER [BANKER NAME]
    Example  : racketeer bob
    The thief, though intimidation and bluffing, attempts to convince a shopkeeper
    to pay him or her "protection" money.  The shopkeeper will then be safe from more
    payments for the coming month from any thief.
Remove Traps (Thief_RemoveTraps)
    Skill    : Remove Traps
    Domain   : Find/remove traps
    Available: Arcanist(9) Several Classes(8)
    Allows   : Trap Disabling I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : DETRAP, UNTRAP, REMOVETRAPS
    Usage    : DETRAP [ITEM, DIRECTION]
    Example  : detrap east
    Example  : detrap chest
    If an item is trapped, the thief can attempt to disable or safely trigger the
    trap, rendering it ineffective until it resets.
Robbery (Thief_Robbery)
    Skill    : Robbery
    Domain   : Stealing
    Available: Burglar(18)
    Allows   : Cautiously I, Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ROBBERY, ROB
    Usage    : ROBBERY [ITEM NAME] [SHOPKEEPER]
    Example  : robbery bob
    The thief may use this skill to steal items from the inventory of shopkeepers.
    Regardless of whether the thief is actually caught, the shopkeeper will be much
    less willing to deal with the thief for a period after the robbery.
Running Fight (Thief_RunningFight)
    Skill    : Running Fight
    Domain   : Dirty fighting
    Available: Trapper(19)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Invoked  : Automatic
    Example  :
    The Thief is able to maneuver his or her fighting opponent into another room by
    simply heading that way.  The opponent must be in one-on-one combat with the thief
    for it to work.
Safecracking (Thief_Safecracking)
    Skill    : Safecracking
    Domain   : Criminal
    Available: Burglar(16)
    Requires : 'Pick Locks'
    Allows   : Criminal Deviousness I
    Invoked  : Automatic
    Example  :
    This skill allows a thief the ability to pick the locks on doors which are
    normally reserved for a thief of a much higher level.  It also allows the thief to
    mundanely circumvent a Wizard Lock under certain circumstances.
Safehouse (Thief_Safehouse)
    Skill    : Safehouse
    Domain   : Street smarts
    Requires : 'Sneak', and 'Sense Law'
    Requires : A base wisdom of at least 18.
    Allows   : Street Lore I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : SAFEHOUSE
    Usage    : SAFEHOUSE
    Example  : safehouse
    The thief uses his knowledge of the city to hide out from the law. If the thief
    is in an indoor room just off the street, then using this skill will make him
    realize that he is probably already in a safehouse, and can remain safely until he
    leaves it. If the current room is not a safehouse, the thief will remember where
    one is nearby, so that he can go there and hide out
Sap (Thief_Sap)
    Skill    : Sap
    Domain   : Dirty fighting
    Available: Assassin(18) Thief(21) Trapper(13)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SAP
    Usage    : SAP [TARGET NAME]
    Example  : sap orc
    The thief delivers a strong well placed blow to the target, knocking them
    unconscious for a short amount of time.  Like a back-stab, the thief must not be
    visible to the target for this to work.
Sense Law (Thief_SenseLaw)
    Skill    : Sense Law
    Domain   : Street smarts
    Available: Burglar(19)
    Allows   : Safehouse, Street Lore I
    Invoked  : Automatic
    Example  :
    The thief gains an uncanny ability to sense law enforcement officials in the
    same room or any adjacent room, even if they are invisible or unseen.
Set Alarm (Thief_SetAlarm)
    Skill    : Set Alarm
    Domain   : Trapping
    Available: Trapper(20)
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Exits
    Range    : Touch, or not applicable
    Commands : SETALARM
    Usage    : SETALARM [DIRECTIONNAME]
    Example  : setalarm east
    This skill allows a trap to be set on a door.  Should the door be opened, an
    alarm will be set off which can be heard from many rooms away.  All mobile
    creatures in the area will come running to the rooms, curious about the noise.
    Once the alarm has run out, they will disperse.
Set Decoys (Thief_SetDecoys)
    Usage    : SETDECOYS
    Example  : setdecoys
    This skill sets a series of decoys that, during the heat of combat, will fool
    the thiefs opponents into thinking that he or she is actually where the decoy is.
    The victim is fooled into running towards the decoy until they realize their
    mistake.  This has the effect of putting the victim at a distant range from the
    thief for a time.  After the trap is set, the decoys will begin popping up every so
    often for a duration.
Shadow (Thief_Shadow)
    Skill    : Shadow
    Domain   : Stealthy
    Available: Arcanist(17) Assassin(8) Thief(17) Trapper(22)
    Allows   : Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SHADOW
    Usage    : shadow [TARGET NAME]
    Example  : shadow orc
    If the thief is hidden, or otherwise invisible to the target, this skill will
    allow the thief to follow them perfectly while remaining hidden.  Entering 'shadow'
    again will stop the shadowing.
Shadowpass (Thief_Shadowpass)
    Skill    : Shadowpass
    Domain   : Stealthy
    Requires : 'Pick Locks', and 'Detect Traps'
    Requires : A base wisdom of at least 18.  A base dexterity of at least 22.
    Allows   : Stealthy I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : SHADOWPASS
    Usage    : SHADOWPASS [DIRECTION LIST...]
    Example  : shadowpass 4n 3e 3s e s w
    This ability allows the thief to pass from one dark room to another, avoiding
    traps, and slipping through doors and entryways.  The starting room, and the room
    represented by the end of the trail must both be in utter darkness, regardless of
    the rooms in between, or the shadowpass will fail.  The thief is unable to take any
    followers or mounts on his journey.
Shadowstrike (Thief_Shadowstrike)
    Skill    : Shadowstrike
    Domain   : Stealthy
    Available: Assassin(30)
    Allows   : Stealthy I
    Use Cost : Movement (100)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SHADOWSTRIKE
    Usage    : SHADOWSTRIKE [TARGET NAME]
    Example  : shadowstrike orc
    If the thief is unseen (hidden especially) by the target, then a sneaky melee
    strike can be made.  Following the strike, the thief will instantly try to recover
    their hidden position.  The target will be totally unaware of where the attack came
    from.
Silent Drop (Thief_SilentDrop)
    Skill    : Silent Drop
    Domain   : Stealthy
    Requires : A base dexterity of at least 10.
    Allows   : Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : SILENTDROP, SDROP
    Usage    : SILENTDROP [TARGET ITEM]
    Example  : silentdrop gold
    This command is similar to the drop command, except that the thief is able to
    drop the item without anyone else knowing about it.
Silent AutoGold (Thief_SilentGold)
    Skill    : Silent AutoGold
    Domain   : Stealing
    Available: Burglar(15) Thief(16)
    Allows   : Theft Mastery I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SILENTGOLD
    Usage    : SILENTGOLD
    Example  : silentgold
    This command is similar to the AUTOGOLD command, which allows a player to
    automatically take gold from the corpse of a defeated monster.  If the player is in
    a group when AUTOGOLD is used, the gold is evenly distributed among the players.
    SILENTGOLD, like AUTOGOLD, is toggled on and off.  When on the thief will
    automatically, and without anyone knowing, take 10% of a defeated monsters gold.
    This will work regardless of whether the thief played any part in the defeat of the
    monster, or is even a member of the group which defeated the monster.  Also, the
    gold taken is "off the top" of any gold which may be obtained while the thief is
    part of a group.
Silent AutoLoot (Thief_SilentLoot)
    Skill    : Silent AutoLoot
    Domain   : Stealing
    Available: Burglar(16) Thief(18)
    Allows   : Theft Mastery I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SILENTLOOT
    Usage    : SILENTLOOT
    Example  : silentloot
    This command is similar to the AUTOLOOT command, which allows a player to
    automatically take items from the corpse of a defeated monster.  SILENTLOOT, like
    AUTOLOOT, is toggled on and off.  When on the thief will automatically, and without
    anyone knowing, take one of a defeated monsters items. This will work regardless of
    whether the thief played any part in the defeat of the monster, or is even a member
    of the group which defeated the monster.
Slip Item (Thief_SlipItem)
    Skill    : Slip Item
    Domain   : Stealing
    Available: Burglar(12)
    Allows   : Cautiously I, Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLIPITEM
    Usage    : "SLIPITEM" [ITEM NAME] [TARGET NAME]
    Example  : slipitem hat orc
    The thief will attempt to remove some item the target is wearing.  If
    successful, the item will appear in the target's inventory.  This skill is very
    sly, and may not be used in combat, lest the target notice what the thief is doing.
Slippery Mind (Thief_SlipperyMind)
    Skill    : Slippery Mind
    Requires : 'Con'
    Requires : A base charisma of at least 18.
    Allows   : Dampen Auras
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLIPPERYMIND
    Usage    : SLIPPERYMIND
    Example  : slipperymind
    The thief manages to convince himself and others that he is utterly neutral
    with regard to all factions (right in the middle of the range of each of his
    factions).
Weapon Snatch (Thief_Snatch)
    Skill    : Weapon Snatch
    Domain   : Stealing
    Available: Monk(20) Thief(19)
    Allows   : Theft Mastery I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SNATCH
    Usage    : SNATCH [TARGET NAME]
    Example  : snatch orc
    The thief attempts to disarm the target, flinging their weapon into the air so
    that it can be caught by the thieves other hand.
Sneak (Thief_Sneak)
    Skill    : Sneak Attack
    Domain   : Dirty fighting
    Available: Assassin(3) Thief(2) Trapper(9)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Invoked  : Automatic
    Example  :
    This skill allows the thief to deliver a more accurate attack and extra damage
    when attacking from a hidden position.
Sneak Attack (Thief_SneakAttack)
    Skill    : Sneak Attack
    Domain   : Dirty fighting
    Available: Assassin(3) Thief(2) Trapper(9)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Invoked  : Automatic
    Example  :
    This skill allows the thief to deliver a more accurate attack and extra damage
    when attacking from a hidden position.
Snipe (Thief_Snipe)
    Skill    : Snipe
    Domain   : Dirty fighting
    Available: Trapper(22)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Mana (50) Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SNIPE
    Usage    : SNIPE [TARGET NAME]
    Example  : snipe orc
    If the thief is unseen (hidden especially) by the target, then a sneaky ranged
    strike can be made.  Following the shot, the thief will instantly try to recover
    their hidden position.  The target will be totally unaware of where the attack came
    from.
Spying (Thief_Spying)
    Skill    : Spying
    Domain   : Stealthy
    Requires : A base wisdom of at least 18.
    Allows   : Marker Spying, Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SPYING, SPY
    Usage    : SPYING [TARGET]
    Example  : spy bob
    The thief, by lip reading and discrete over-the-shoulder glaces, is able to
    read anything the target reads while they are both in the same room. The thief must
    remain unnoticed by the target.  Otherwise, this skill lasts indefinitely once the
    thief has figured out how to spy on the target. The level of player the thief can
    spy on depends on part on stealth expertise.
Squatting (Thief_Squatting)
    Skill    : Squatting
    Domain   : Criminal
    Available: Thief(25)
    Allows   : Criminal Deviousness I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SQUAT, SQUATTING
    Usage    : SQUATTING
    Example  : squat
    To use this skill, the player must be sitting on a piece of property that is,
    or was once for sale.  If it is owned by another player or clan, then an owner must
    be online when squatting begins.  After a mud month of continuous sitting, the
    property will change ownership.  Property belonging to another player will go back
    on the market.  Property on the market will belong to the squatter.
Steal (Thief_Steal)
    Skill    : Steal
    Domain   : Stealing
    Available: Bard(23) Burglar(11) Jester(21) Thief(11)
    Allows   : Improved Steal, Cautiously I, Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : STEAL
    Usage    : STEAL [ITEM NAME] [TARGET NAME]
    Example  : steal paper orc
    The thief will attempt to pilfer some item from the inventory of the target.
    This skill can not be used in combat, and works best when the target can not see
    the thief.  This skill is almost always successful if the target is incapacitated
    (asleep, knocked out, bound, etc).
Strategic Retreat (Thief_StrategicRetreat)
    Skill    : Strategic Retreat
    Domain   : Dirty fighting
    Available: Trapper(5)
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : FREEFLEE, STRATEGICRETREAT
    Usage    : FREEFLEE ([DIRECTION])
    Example  : freeflee
    While in combat, your character may need to quickly disengage and flee the
    room.  A direction may be specified, but if one is not specified, a direction will
    be chosen for you.  Unlike FLEE, this command may be used without experience loss,
    provided the proficiency check is passed.
Strip Item (Thief_StripItem)
    Skill    : Strip Item
    Domain   : Stealing
    Available: Burglar(21)
    Allows   : Theft Mastery I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : STRIPITEM
    Usage    : "STRIPITEM" [ITEM NAME] [TARGET NAME]
    Example  : stripitem hat orc
    The thief will attempt to remove some item the target is wearing.  If
    successful, the item will appear in the target's inventory.  This skill is blatant,
    and may be used during combat.
Surrender (Thief_Surrender)
    Skill    : Surrender
    Domain   : Influential
    Available: Thief(14)
    Allows   : Influencing I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SURRENDER
    Usage    : SURRENDER
    Example  : surrender
    A unique thief skills which allows him or her to toss shiny coins at his
    opponents for allowing the thief to leave combat without losing experience.
Swipe gold (Thief_Swipe)
    Skill    : Swipe gold
    Domain   : Stealing
    Available: Bard(19) Burglar(1) Charlatan(2) Jester(19)
    Available: Thief(1)
    Allows   : Hide In Plain Sight, Improved Swipe, Cautiously I
    Allows   : Theft Mastery I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SWIPE
    Usage    : SWIPE [TARGET NAME]
    Example  : swipe orc
    The thief will attempt to pocket some of a targets gold. This skill can not be
    used in combat, and works best when the target can not see the thief. This skill is
    almost always successful if the target is incapacitated (asleep, knocked out,
    bound, etc).
Tag Turf (Thief_TagTurf)
    Skill    : Tag Turf
    Domain   : Street smarts
    Available: Burglar(5)
    Allows   : Street Lore I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : TAGTURF, TURFTAG
    Usage    : TAGTURF (UNTAG)
    Example  : tagturf
    Example  : tagturf untag
    The thief tags this place as their "turf" or, if they are a part of a clan,
    their clan's "turf".  Other thieves will not be able to use their skills here.  The
    tag can only be seen by the tagging thief, and those who can see hidden things.  A
    tag can be removed only by a turf war.
Tap Room (Thief_TapRoom)
    Example  : taproom
    The thief is able to use two glass drinking cups and some sort of raw cloth to
    stretch a long tapline between the room he wishes to tap, and some destination
    room.  The distance the line can be stretched depends upon the thieves level and
    alertness expertise.  If, while stretching the line, the thief runs out of either
    cloth or distance allowance, the second cup must be put down.  At the destination,
    the thief will hear, through the second cup, all that is said in the room where the
    skill was involved, where the first cup was hidden.
Tar And Feather (Thief_TarAndFeather)
    Skill    : Tar And Feather
    Domain   : Legal
    Available: Gaoler(14)
    Use Cost : Mana (50) Movement (50)
    Quality  : Malicious
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TARANDFEATHER, TAR
    Example  : TAR Orc
    The player with this skill is able to cover the target with tar and feathers,
    making the wearing of equipment impossible for the duration.  The target must not
    be wearing clothes for the skill to work.  They must also be bound or prone.
Lay Traps (Thief_Trap)
    Skill    : Lay Traps
    Domain   : Trapping
    Available: Assassin(20) Thief(23) Trapper(10)
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Items Exits Rooms
    Range    : Touch, or not applicable
    Commands : TRAP
    Usage    : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
    Example  : trap list
    Example  : trap east noise
    Example  : trap chest needle
    The thief attempts to lay some sort of trap upon the item, door, room,
    entryway, or container specified.  The trap may be gaseous, needles, blades, or
    pits, and may be triggered by unlocking, opening, getting, or moving through in the
    case of entryways, or entering in the case of rooms.  The thief who sets the trap
    may not trigger the trap.  The number of traps available to the thief will go up as
    the thief advances in level, so trap list may be used to see what new traps are
    available as the thief advances.  Not all traps may be set on all items, however.
Trap Immunity (Thief_TrapImmunity)
    Skill    : Trap Immunity
    Domain   : Find/remove traps
    Available: Trapper(25)
    Allows   : Trap Disabling I
    Invoked  : Automatic
    Example  :
    As the Thief's proficiency grows, he or she becomes more and more immune to
    traps and bombs.
Trophy Count (Thief_TrophyCount)
    Skill    : Trophy Count
    Domain   : Combat lore
    Available: Minstrel(6) Trapper(2)
    Allows   : Combat Lore I
    Invoked  : Automatic
    Uage     : TROPHYCOUNT
    Example  : trophycount
    The thief has the ability to keep track of their racial kills. The player may
    use the TROPHYCOUNT command to review the log of kills.
Turf War (Thief_TurfWar)
    Skill    : Turf War
    Domain   : Street smarts
    Available: Burglar(11)
    Allows   : Street Lore I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : TURFWAR
    Usage    : TURFWAR
    Example  : turfwar
    The thief declares the tagged room he is in to be in dispute.  Any turf tag on
    the room will be removed unless the thief who tagged the room successfully defends
    the turf in combat.  After declaring the turf war, the tagging thief will be
    notified that it is in dispute.  The tagger has until the expiration of the war to
    respond to the challenge.  As soon as the tagger arrives in the disputed room, the
    tagger and the challenger will immediately be entered into combat.  The combat will
    be non-lethal, with the loser merely being recalled instead of dying.  After combat
    begins, the first combatant to be forced from the disputed room (e.g. by non-lethal
    "death"), will be the winner.

    A TurfWar can only be infrequently declared.
Underground Connections (Thief_UndergroundConnections)
    Skill    : Underground Connections
    Domain   : Street smarts
    Requires : 'Sneak'
    Requires : A base charisma of at least 14.
    Allows   : Street Lore I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : UNDERGROUNDCONNECTIONS
    Usage    : UNDERGROUNDCONNECTIONS
    Example  : undergroundconnections
    The thief contacts his or her underground connections within the city.  The
    connections arrange quick (though seldom comfortable) transportation outside the
    current area into an adjoining one.  The thief and group members will make the trip
    in an environment free from the restrictions of law, geas, or spells, and without
    being harassed by the local law or any other aggressive monsters.
Use Poison (Thief_UsePoison)
    Skill    : Use Poison
    Domain   : Poisoning
    Available: Arcanist(8) Assassin(12) Burglar(22) Jester(8)
    Available: Thief(7) Trapper(7)
    Allows   : Poisoning I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : POISON, USEPOISON
    Usage    : POISON [ITEM NAME] [POISON SOURCE]
    Example  : poison sword beesting
    Example  : poison waterskin beesting
    This allows the player to poison a weapon, food, or drink with a pre-prepared
    poison source.  The Apothecary skill must be used to create the poison.  After
    that, the poison may be applied, where it will persist for a short time on weapons,
    and forever on food and drink.
Torturesmithing (Torturesmithing)
    Skill    : Torturesmithing
    Domain   : Crafting
    Available: Gaoler(16)
    Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
    Requires : A base intelligence of at least 14.
    Allows   : Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TORTURESMITH, TORTURESMITHING
    Usage    : TORTURESMITH [ITEM TYPE]
    Example  : torturesmith rack
    : torturesmith list
    : torturesmith list rack
    This skill allows a player to craft implements of execution and torture.  The
    extent of the items which can be crafted expands as the player goes up in level.
    To begin carving a new item, the player must have placed the wood he or she wishes
    to make the item from on the ground. The raw wood for building is found using the
    Chopping skill.  Some items require metal gathered with the Mining skill.  Most
    items require that the victim be bound, and some require that the MOUNT command be
    used to get them onto the implement.
Unbinding (Unbinding)
    Skill    : Unbinding
    Domain   : Binding
    Available: Bard(10) Thief(1)
    Allows   : Binding I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : UNBIND, UNTIE
    Usage    : UNBIND [TARGET NAME]
    Example  : unbind jack
    : untie bob
    This skill allows a player remove the bonds entangling or binding someone.  The
    length of time it takes to complete the task depends on the difficulty of the task
    and the level of the one trying to do it.
Wainwrighting (Wainwrighting)
    Skill    : Wainwrighting
    Domain   : Crafting
    Available: Artisan(8) Gaoler(30) Trapper(1) Numerous Classes(10)
    Requires : 'Carpentry'
    Requires : A base intelligence of at least 12.
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WAINWRIGHTING
    Usage    : WAINWRIGHT [ITEM TYPE]
    Example  : wainwright wagon
    : wainwright list
    : wainwright list wagon
    This skill allows a player to craft wagons and carts.  The extent of the items
    which can be crafted expands as the player goes up in level.  To begin carving a
    new item, the player must have placed the wood he or she wishes to make the item
    from on the ground. Items crafted with balsa can be done with half the required
    wood listed, while items crafted with ironwood will require twice the required wood
    listed. The raw wood for building is found using the Chopping skill.
Weaponsmithing (Weaponsmithing)
    Skill    : Weaponsmithing
    Domain   : Crafting
    Available: Artisan(7) Gaoler(30) Numerous Classes(5)
    Requires : 'Blacksmithing' at 75%, and (One of: 'Axe Specialization', 'Blunt
    Weapon Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
    Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
    Specialization', 'Ranged Weapon Specialization', 'Staff Specialization', 'Sword
    Specialization', or 'Weapon Specialization')
    Requires : A base strength of at least 12.
    Allows   : Master Weaponsmithing, Craft Holy Avenger, Light Crafting I
    Allows   : Quality Crafting I, Quick Worker I, Lethal Crafting I
    Allows   : Counterbalance Crafting I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WEAPONSMITH, WEAPONSMITHING
    Usage    : WEAPONSMITH (LIST/MEND/SCAN) [WEAPON TYPE]
    Example  : weaponsmith twohanded sword
    : weaponsmith list
    : weaponsmith list sword
    : weaponsmith scan
    : weaponsmith scan bob
    This skill allows a player to craft weapons from metal.  This skill requires
    Blacksmithing in order to learn it.  It also requires specialization in the weapon
    type the player wishes to make.  The extent of the weapons which can be crafted
    expands as the player goes up in level.  To begin smithing, the player must be in a
    room with an open fire burning, and must have placed the metal he or she wishes to
    make the weapon from on the ground.  The player may also scan the room or other
    players for equipment that may be mended by this skill, using the scan parameter.
    The metal for weaponsmithing is obtained using the Mining skill, or better metals
    from the Smelting skill. Using better materials will increase both the strength and
    the required level of the crafted item.
Weaving (Weaving)
    Skill    : Weaving
    Domain   : Crafting
    Available: Gaoler(30) Numerous Classes(4)
    Requires : A base wisdom of at least 10.
    Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I
    Allows   : Quick Worker I
    Use Cost : Movement (25)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WEAVING, WEAVE
    Usage    : WEAVE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : weave basket
    : weave bundle 100 vine
    : weave list
    : weave list vest
    : weave mend vest
    : weave refit sleeves
    : weave scan
    : weave scan bob
    This skill allows a player to weave items, such as baskets and ropes.  The
    extent of the items which can be weaved expands as the player goes up in level.
    This command also allows the player to mend any damaged items, or refit any clothes
    which are the wrong size. To begin weaving a new item, the player must have placed
    the material he or she wishes to make the item from on the ground. Weaving requires
    cotton, silk, hemp, leather, fur, or seaweed. The player may also scan the room or
    other players for equipment that may be mended by this skill, using the scan
    parameter.  The raw material for weaving is found using the Foraging or Butchering
    skills.
Winged Flight (WingFlying)
    Ability    : WingFlying
    Parameters :
    Example    :
    Usage      : FLAP
    Description:
    The ability to control winged flight.