wileymud-1.187b/
wileymud-1.187b/attic/
wileymud-1.187b/attic/bin/
wileymud-1.187b/attic/lib/
wileymud-1.187b/attic/lib/adm/
wileymud-1.187b/attic/lib/man/
wileymud-1.187b/attic/lib/new-wld/
wileymud-1.187b/attic/lib/new-wld/default/
wileymud-1.187b/attic/lib/old/
wileymud-1.187b/attic/lib/wld/
wileymud-1.187b/attic/public_html/
wileymud-1.187b/attic/public_html/gfx/
wileymud-1.187b/attic/src/bin/
wileymud-1.187b/attic/src/etc/
wileymud-1.187b/attic/src/libauth-4.0-p5/
wileymud-1.187b/attic/src/sedna/
wileymud-1.187b/backups/
wileymud-1.187b/bin/
wileymud-1.187b/docs/
wileymud-1.187b/etc/
wileymud-1.187b/lib/
wileymud-1.187b/lib/adm/
wileymud-1.187b/lib/boards/
wileymud-1.187b/lib/log/
wileymud-1.187b/lib/man/
wileymud-1.187b/lib/ply/
wileymud-1.187b/lib/ply/a/
wileymud-1.187b/lib/ply/b/
wileymud-1.187b/lib/ply/c/
wileymud-1.187b/lib/ply/d/
wileymud-1.187b/lib/ply/g/
wileymud-1.187b/lib/ply/k/
wileymud-1.187b/lib/ply/m/
wileymud-1.187b/lib/ply/s/
wileymud-1.187b/lib/ply/t/
wileymud-1.187b/public_html/gfx/
wileymud-1.187b/src/bin/
wileymud-1.187b/src/convert/attic/
wileymud-1.187b/src/convert/obj/
wileymud-1.187b/src/convert/perl/
wileymud-1.187b/src/convert/perl/MudConvert/
wileymud-1.187b/src/convert/perl/MudConvert/DUMP/
wileymud-1.187b/src/convert/perl/MudConvert/Report/
wileymud-1.187b/src/convert/perl/MudConvert/WileyMUD/
wileymud-1.187b/src/convert/perl/output/
wileymud-1.187b/src/convert/perl/output/DUMP/
wileymud-1.187b/src/convert/perl/output/Report/
wileymud-1.187b/src/convert/perl/output/WileyMUD/
wileymud-1.187b/src/etc/
wileymud-1.187b/src/etc/init.d/
wileymud-1.187b/src/etc/rc.d/
wileymud-1.187b/src/etc/rc.d/init.d/
wileymud-1.187b/src/lib/
wileymud-1.187b/src/lib/adm/
wileymud-1.187b/src/lib/boards/
wileymud-1.187b/src/lib/log/
wileymud-1.187b/src/lib/man/
wileymud-1.187b/src/lib/ply/
wileymud-1.187b/src/lib/ply/a/
wileymud-1.187b/src/lib/ply/b/
wileymud-1.187b/src/lib/ply/c/
wileymud-1.187b/src/lib/ply/d/
wileymud-1.187b/src/lib/ply/e/
wileymud-1.187b/src/lib/ply/f/
wileymud-1.187b/src/lib/ply/g/
wileymud-1.187b/src/lib/ply/h/
wileymud-1.187b/src/lib/ply/i/
wileymud-1.187b/src/lib/ply/j/
wileymud-1.187b/src/lib/ply/k/
wileymud-1.187b/src/lib/ply/l/
wileymud-1.187b/src/lib/ply/m/
wileymud-1.187b/src/lib/ply/n/
wileymud-1.187b/src/lib/ply/o/
wileymud-1.187b/src/lib/ply/p/
wileymud-1.187b/src/lib/ply/q/
wileymud-1.187b/src/lib/ply/r/
wileymud-1.187b/src/lib/ply/s/
wileymud-1.187b/src/lib/ply/t/
wileymud-1.187b/src/lib/ply/u/
wileymud-1.187b/src/lib/ply/v/
wileymud-1.187b/src/lib/ply/w/
wileymud-1.187b/src/lib/ply/x/
wileymud-1.187b/src/lib/ply/y/
wileymud-1.187b/src/lib/ply/z/
wileymud-1.187b/src/obj/
wileymud-1.187b/src/utils/
wileymud-1.187b/src/utils/mobmaker/
  Skills...hmmm, here are some that might work.
  (heraldry)  cackle
Warrior:
  unarmed combat
    > slight bonus to hit when fighting without a weapon
  endurance
    > use less movement in combat depending on your ability in it, shouldn't
      ever be better than 1 for every 3rd round.
  two-handed fighting style
  dual wielding fighting style
    > how well you are at wielding two weapons, at superb should only be
      normal with primary weapon, -2 with secondary.
  shield bash
    > must have shield, does a bit more damage than normal bash which does
      only like one point.
  throw
    > throws oppenent down and gives them some damage.
  critical strike
    > how well you are at hitting a vital area, possibly for double, perhaps
      triple damage at superb.
  door bash
    > chance to bash down a door.  (calls in mobs from adjoining rooms??)
  multi-attack
    > perhaps a 30% chance of extra attack at superb.
  presence
    > how fearful you look, at superb could cause fear into mobs of way
      lower level. (they run away)
  grab
    > try to grab a oppents weapon and steal it away.
  shield block
    > chance to block a blow each round, if you have a shield.
  blind-fighting
    > better chance to see oppenent in darkness, and better chance to hit
      them.
  arms evaluation
    > decide the craftmanship of a weapon or armor.  if armor value is
      1 = poor, 2 = not too bad, 3 = reasonable, 4 = a good make, 
      5 = very well made, 6 = exquisite
  weapon specialization
    > sharp, bludgeoning, piercing weapons.  at superb, +1 to hit +2 to 
      damage if wielding that weapon class.

Thief
  set traps
    > if they had a trap item they could set it.
  peer/scout
    > look into a adjoining room provided no doors stand in your way.
  detect noise
    > if mob is within a room away, tell them of such.
  find/remove traps
    > would allow me to put traps in the game.  :)
  dodge
    > ability to dodge a attack.  low percentage even at superb
  parry
    > ability to parry a attack.  same as above
  climb walls
    > there will be a use for this in the future, a adventure i am making.
  evaluate
    > find the value of something, of course this would have to be off
      a lot.  cackle
  forgery/pawn/fencing
    > get a better price for something in a shop.
  feign death
    > this skill would allow a mob to think you were dead, causing the 
      combat to end.  this could work like hide, touch a key and it is
      ruined.
  night sight
    > see better in the dark
  disguise
    > temporarily change their name and title, only as it appears in a room
      and in a who.  Therefore if you look at a thief desguised as ryan who's
      real name is chris, you can't look at ryan.  Thus, no thief could do
      something as someone else without a intelligent person looking at them
      and finding out if that really was them.
  trip
    > puts oppenent on their ass, like bash
  retreat
    > chance to remove yourself from a combat without fleeing.  of course
      the mob must come after you.  cackle
  read arcane
    > chance to read scrolls
  knockout
    > real low chance to knockout oppenent with a pounding weapon.
  detect doors
    > chance of finding secret doors
  thieves cant
    > a language only thieves can understand...definatley need this one

Mage
 Perhaps with the casting classes you could seperate skills from spells by
 creating a new commands calls 'spells'  or  'skills'.  All this would really
 do is stop your screen from becoming a jumbled mess since the pager doesn't
 work when you type a prac.
  scribe
    > allow you to create a scroll of a spell you know.
  read magic
    > how well you are at reading scrolls, especially ones of higher level
  brewing/cooking
    > making Zorn's scorn, how well you can do it.
  spellcraft
    > could make your chance of learning a spell slightly better.  or perhaps
      give you a 4% increase instead of a 2% while doing it on your own.
  cantrip
    > options for cantrip
       > smoke = make smoke come from your fingertips to cloud a room for a
	 short period of time.
       > energize = would give your body a energized effect, the first thing
	 to attack you would take a point of damage per learning phase.  So
	 8 points max if cantrip is superb.
       > cheeseball neet effects.  cackle
  speed reading
    > allows you to read from you spellbooks faster, thusly casting faster
  alteration spells
    > might as well get these started for all the spheres...at this point
      could allow a bit more damage, or faster casting.
  religion
    > chance of understanding a cleric spell...low, very low.

Cleric
  healing/herbalism
    > cure a few points of damage.  needs bloodmoss
  gathering
    > chance of finding bloodmoss
  commune
    > low chance of your god giving you mana, move, hits, or rem curses.
      we would need to add another item to the player and that woule be
      a god.  i have invented Tyken(good), Aklan(evil), Ya'vell(neutral)
  repent
    > would allow your aling to shift a few points good or evil depending
      on which way you repent.

Ranger
  gather/survival
    > gather berries and shit.
  set snares
    > catch small animals for food.  come back after so many ticks and there
      might be some food in the snare.
  gaming/hunting
    > again, able to get food on their own.
  two-handed weapon style
  dual wield
    > a ranger shouldn't really get anything off if he is real good at this
  animal handling
    > if a ranger comes across a mobile that isn't aggresive and is race_animal
      a slight chance of charming the animal.