Player Skills Reference

CoffeeMud 5.7

Prayers
Chants
Songs/Dances/Plays
Spells
Expertises
Skills


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.