<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Player Skills Reference</title> <link rel="StyleSheet" href="style.css" type="text/css" media="screen" /> </head> <body> <center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr><td width=100% colspan=2 bgcolor=#DFDFDF align=left> <h1>Player Skills Reference</h1> <h2> CoffeeMud 5.9 </h2> </td></tr> <tr><td width=100% colspan=2 BGCOLOR=LIGHTBLUE> <table width=100% cellpadding=0 cellspacing=0> <tr> <td width=16%><a href="skillsp.html"><B>Prayers</B></a></td> <td width=16%><a href="skillsc.html"><B>Chants</B></a></td> <td width=16%><a href="skillsd.html"><B>Songs/Dances/Plays</B></a></td> <td width=16%><a href="skillss.html"><B>Spells</B></a></td> <td width=16%><a href="skillse.html"><B>Expertises</B></a></td> <td width=16%><B>Skills</B></td> </tr> </table> </td></tr> <tr><td width=20% valign=top align=left> <B>Skills</B><BR> <ul> <li><a href="#Paladin_AbidingAura">Abiding Aura</a> <li><a href="#Skill_AboveTheLaw">Above The Law</a> <li><a href="#Archon_Accuse">Accuse</a> <li><a href="#Skill_AdLib">Ad Lib</a> <li><a href="#Alchemy">Alchemy</a> <li><a href="#Thief_Alertness">Alertness</a> <li><a href="#Paladin_Defend">All Defence</a> <li><a href="#Thief_Ambush">Ambush</a> <li><a href="#Amputation">Amputation</a> <li><a href="#Thief_AnalyzeMark">Analyze Mark</a> <li><a href="#AnimalBonding">Animal Bonding</a> <li><a href="#Ranger_AnimalFrenzy">Animal Frenzy</a> <li><a href="#AnimalHusbandry">Animal Husbandry</a> <li><a href="#AnimalTaming">Animal Taming</a> <li><a href="#AnimalTrading">Animal Trading</a> <li><a href="#AnimalTraining">Animal Training</a> <li><a href="#Apothecary">Apothecary</a> <li><a href="#Thief_Appraise">Appraise</a> <li><a href="#Specialization_Armor">Armor Specialization</a> <li><a href="#Fighter_ArmorTweaking">Armor Tweaking</a> <li><a href="#Armorsmithing">Armorsmithing</a> <li><a href="#Skill_Arrest">Arrest</a> <li><a href="#Skill_ArrestingSap">Arresting Sap</a> <li><a href="#Thief_Arsonry">Arsonry</a> <li><a href="#Thief_Assassinate">Assassinate</a> <li><a href="#Fighter_AtemiStrike">Atemi Strike</a> <li><a href="#Fighter_AutoBash">AutoBash</a> <li><a href="#Thief_Autocaltrops">AutoCaltrops</a> <li><a href="#Thief_AutoDetectTraps">AutoDetect Traps</a> <li><a href="#Thief_AutoMarkTraps">AutoMark Traps</a> <li><a href="#Thief_Autosneak">AutoSneak</a> <li><a href="#Thief_AvoidTraps">Avoid Traps</a> <li><a href="#Fighter_AxKick">Ax Kick</a> <li><a href="#Specialization_Axe">Axe Specialization</a> <li><a href="#Fighter_BackHand">Back Hand</a> <li><a href="#Thief_BackStab">Back Stab</a> <li><a href="#Baking">Baking</a> <li><a href="#Bandaging">Bandaging</a> <li><a href="#Archon_Banish">Banish</a> <li><a href="#Fighter_Battlecry">Battle Cry</a> <li><a href="#Skill_Befriend">Befriend</a> <li><a href="#Fighter_Behead">Behead</a> <li><a href="#Skill_BellyRolling">Belly Rolling</a> <li><a href="#Fighter_Berzerk">Berzerk</a> <li><a href="#Thief_Bind">Bind</a> <li><a href="#Druid_Bite">Bite</a> <li><a href="#Blacksmithing">Blacksmithing</a> <li><a href="#Fighter_BlindFighting">Blind Fighting</a> <li><a href="#Specialization_BluntWeapon">Blunt Weapon Specialization</a> <li><a href="#Fighter_BodyFlip">Body Flip</a> <li><a href="#BodyPiercing">Body Piercing</a> <li><a href="#Fighter_BodyShield">Body Shield</a> <li><a href="#Fighter_BodyToss">Body Toss</a> <li><a href="#Specialization_Bow">Bow Specialization</a> <li><a href="#Skill_BreakALeg">Break A Leg</a> <li><a href="#Paladin_Breakup">Breakup Fight</a> <li><a href="#Thief_Bribe">Bribe</a> <li><a href="#Skill_Buffoonery">Buffoonery</a> <li><a href="#Fighter_BullRush">Bullrush</a> <li><a href="#Butchering">Butchering</a> <li><a href="#Skill_Cage">Cage</a> <li><a href="#CageBuilding">Cage Building</a> <li><a href="#Paladin_SummonMount">Call Mount</a> <li><a href="#Fighter_CalledShot">Called Shot</a> <li><a href="#Fighter_CalledStrike">Called Strike</a> <li><a href="#Thief_Caltrops">Caltrops</a> <li><a href="#Ranger_Camouflage">Camouflage</a> <li><a href="#Thief_CarefulStep">Careful Step</a> <li><a href="#Carpentry">Carpentry</a> <li><a href="#Fighter_Cartwheel">Cartwheel</a> <li><a href="#Skill_CastBlocking">Cast Blocking</a> <li><a href="#Fighter_CatchProjectile">Catch Projectile</a> <li><a href="#Skill_CenterOfAttention">Center of Attention</a> <li><a href="#Skill_Chantcraft">Chantcraft</a> <li><a href="#Fighter_Charge">Charge</a> <li><a href="#Skill_Chirgury">Chirurgy</a> <li><a href="#Fighter_CircleParry">Circle Parry</a> <li><a href="#Fighter_CircleTrip">Circle Trip</a> <li><a href="#ClanCrafting">Clan Crafting</a> <li><a href="#Fighter_Cleave">Cleave</a> <li><a href="#Skill_Climb">Climb</a> <li><a href="#Cobbling">Cobbling</a> <li><a href="#Skill_CollectBounty">Collect Bounty</a> <li><a href="#Paladin_CommandHorse">Command Horse</a> <li><a href="#Thief_Con">Con</a> <li><a href="#Thief_ConcealDoor">Conceal Door</a> <li><a href="#Thief_ConcealItem">Conceal Item</a> <li><a href="#Thief_ConcealWalkway">Conceal Walkway</a> <li><a href="#Skill_Conduct">Conduct Symphony</a> <li><a href="#Construction">Construction</a> <li><a href="#Thief_ContractHit">Contract Hit</a> <li><a href="#Skill_ControlUndead">Control Undead</a> <li><a href="#Skill_Convert">Convert</a> <li><a href="#Cooking">Cooking</a> <li><a href="#Costuming">Costuming</a> <li><a href="#Fighter_CounterAttack">Counter-Attack</a> <li><a href="#Thief_Countertracking">Counter-Tracking</a> <li><a href="#Fighter_CoupDeGrace">Coup de Grace</a> <li><a href="#Fighter_CoverDefence">Cover Defence</a> <li><a href="#Paladin_CraftHolyAvenger">Craft Holy Avenger</a> <li><a href="#Fighter_CriticalShot">Critical Shot</a> <li><a href="#Fighter_CritStrike">Critical Strike</a> <li><a href="#Skill_CurtainCall">Curtain Call</a> <li><a href="#Thief_CutThroat">Cut Throat</a> <li><a href="#Thief_DaggerDefense">Dagger Defense</a> <li><a href="#Specialization_Dagger">Dagger Specialization</a> <li><a href="#Thief_DampenAuras">Dampen Auras</a> <li><a href="#Thief_DazzlingCaltrops">Dazzling Caltrops</a> <li><a href="#Thief_DeathTrap">Death Trap</a> <li><a href="#Thief_DeepCut">Deep Cut</a> <li><a href="#Fighter_DeflectProjectile">Deflect Projectile</a> <li><a href="#Fighter_DesertTactics">Desert Tactics</a> <li><a href="#Fighter_DesperateMoves">Desperate Moves</a> <li><a href="#Thief_DetectTraps">Detect Traps</a> <li><a href="#Thief_Detection">Detection</a> <li><a href="#Skill_Dirt">Dirt</a> <li><a href="#Thief_DisablingCaltrops">Disabling Caltrops</a> <li><a href="#Skill_Disarm">Disarm</a> <li><a href="#Paladin_DiseaseImmunity">Disease Immunity</a> <li><a href="#Skill_Disguise">Disguise</a> <li><a href="#Distilling">Distilling</a> <li><a href="#Thief_Distract">Distract</a> <li><a href="#Skill_Dodge">Dodge</a> <li><a href="#Domesticating">Domesticating</a> <li><a href="#Drilling">Drilling</a> <li><a href="#Druid_DruidicPass">Druidic Pass</a> <li><a href="#Fighter_DualParry">Dual Parry</a> <li><a href="#Dyeing">Dyeing</a> <li><a href="#Specialization_EdgedWeapon">Edged Weapon Specialization</a> <li><a href="#Thief_Embezzle">Embezzle</a> <li><a href="#Embroidering">Embroidering</a> <li><a href="#Fighter_Endurance">Endurance</a> <li><a href="#Engraving">Engraving</a> <li><a href="#Skill_Enslave">Enslave</a> <li><a href="#Thief_EscapeBonds">Escape Bonds</a> <li><a href="#Thief_Espionage">Espionage</a> <li><a href="#Thief_Evesdrop">Evesdrop</a> <li><a href="#Excavation">Excavation</a> <li><a href="#Skill_ExitStageLeft">Exit Stage Left</a> <li><a href="#Skill_FalseArrest">False Arrest</a> <li><a href="#Fighter_FarShot">Far Shot</a> <li><a href="#Farming">Farming</a> <li><a href="#Ranger_Enemy1">Favored Enemy 1</a> <li><a href="#Ranger_Enemy2">Favored Enemy 2</a> <li><a href="#Ranger_Enemy3">Favored Enemy 3</a> <li><a href="#Ranger_Enemy4">Favored Enemy 4</a> <li><a href="#Skill_Feint">Feint</a> <li><a href="#Ranger_FierceCompanions">Fierce Companions</a> <li><a href="#Druid_ShapeShift5">Fifth Totem</a> <li><a href="#Ranger_FindWater">Find Water</a> <li><a href="#Skill_FireBreathing">Fire Breathing</a> <li><a href="#FireBuilding">Fire Building</a> <li><a href="#Fishing">Fishing</a> <li><a href="#Specialization_FlailedWeapon">Flailing Weapon Specialization</a> <li><a href="#Thief_Flank">Flank</a> <li><a href="#Thief_Flay">Flay</a> <li><a href="#Fletching">Fletching</a> <li><a href="#Fighter_FlyingKick">Flying Kick</a> <li><a href="#FoodPrep">Food Prep</a> <li><a href="#Thief_Footlocks">Footlocks</a> <li><a href="#Foraging">Foraging</a> <li><a href="#Fighter_ForestTactics">Forest Tactics</a> <li><a href="#Thief_Forgery">Forgery</a> <li><a href="#Druid_ShapeShift4">Fourth Totem</a> <li><a href="#Fighter_Fragmentation">Fragmentation</a> <li><a href="#Thief_FrameMark">Frame Mark</a> <li><a href="#Archon_Freeze">Freeze</a> <li><a href="#Digging">Gem Digging</a> <li><a href="#GlassBlowing">Glass Blowing</a> <li><a href="#Druid_GolemForm">Golem Form</a> <li><a href="#Fighter_Gouge">Gouge</a> <li><a href="#Thief_Graffiti">Graffiti</a> <li><a href="#Skill_Haggle">Haggle</a> <li><a href="#Skill_AttackHalf">Half Attack</a> <li><a href="#Specialization_Hammer">Hammer Specialization</a> <li><a href="#Specialization_Natural">Hand to hand combat</a> <li><a href="#Skill_HandCuff">Handcuff</a> <li><a href="#Paladin_HealingHands">Healing Hands</a> <li><a href="#Herbalism">Herbalism</a> <li><a href="#Herbology">Herbology</a> <li><a href="#Fighter_Heroism">Heroism</a> <li><a href="#Thief_Hide">Hide</a> <li><a href="#Thief_HideInPlainSight">Hide In Plain Sight</a> <li><a href="#Thief_HideOther">Hide Other</a> <li><a href="#Thief_Hideout">Hideout</a> <li><a href="#Thief_HighMarks">High Marks</a> <li><a href="#Fighter_HillsTactics">Hills Tactics</a> <li><a href="#Paladin_HolyStrike">Holy Strike</a> <li><a href="#Ranger_HuntersEndurance">Hunters Endurance</a> <li><a href="#Hunting">Hunting</a> <li><a href="#Archon_Hush">Hush</a> <li><a href="#Thief_IdentifyBombs">Identify Bombs</a> <li><a href="#Skill_IdentifyPoison">Identify Poison</a> <li><a href="#Thief_IdentifyTraps">Identify Traps</a> <li><a href="#Skill_Imitation">Imitate</a> <li><a href="#Thief_ImprovedDistraction">Improved Distraction</a> <li><a href="#Thief_ImprovedHiding">Improved Hiding</a> <li><a href="#Thief_ImprovedPeek">Improved Peek</a> <li><a href="#Fighter_ImprovedShieldDefence">Improved Shield Defence</a> <li><a href="#Thief_ImprovedSteal">Improved Steal</a> <li><a href="#Thief_ImprovedSwipe">Improved Swipe</a> <li><a href="#Fighter_ImprovedThrowing">Improved Throwing</a> <li><a href="#Archon_Injure">Injure</a> <li><a href="#Skill_InstrumentBash">Instrument Bash</a> <li><a href="#InstrumentMaking">Instrument Making</a> <li><a href="#Fighter_Intimidate">Intimidation</a> <li><a href="#Thief_MarkInvisibility">Invisibility to Mark</a> <li><a href="#Irrigation">Irrigation</a> <li><a href="#Skill_JailKey">Jail Key</a> <li><a href="#JewelMaking">Jewel Making</a> <li><a href="#Skill_Joke">Joke</a> <li><a href="#Skill_Juggle">Juggle</a> <li><a href="#Fighter_JungleTactics">Jungle Tactics</a> <li><a href="#Thief_Kamikaze">Kamikaze</a> <li><a href="#Fighter_KiStrike">Ki Strike</a> <li><a href="#Fighter_Kick">Kick</a> <li><a href="#Thief_KillLog">Kill Log</a> <li><a href="#Fighter_KnifeHand">Knife Hand</a> <li><a href="#Druid_KnowPlants">Know Plants</a> <li><a href="#Lacquerring">Lacquering</a> <li><a href="#Landscaping">Landscaping</a> <li><a href="#Thief_MinorTrap">Lay Minor Traps</a> <li><a href="#Thief_Trap">Lay Traps</a> <li><a href="#LeatherWorking">Leather Working</a> <li><a href="#Skill_Leeching">Leeching</a> <li><a href="#Fighter_LightningStrike">Lightning Strike</a> <li><a href="#Thief_Comprehension">Linguistic Comprehension</a> <li><a href="#Thief_Listen">Listen</a> <li><a href="#LockSmith">Locksmithing</a> <li><a href="#Thief_Lore">Lore</a> <li><a href="#Thief_Lure">Lure</a> <li><a href="#Thief_MakeBomb">Make Bombs</a> <li><a href="#Skill_Map">Make Maps</a> <li><a href="#Thief_Mark">Mark</a> <li><a href="#Skill_MarkDisguise">Mark Disguise</a> <li><a href="#Thief_MarkTrapped">Mark Trapped</a> <li><a href="#Thief_MarkerSpying">Marker Spying</a> <li><a href="#Merchant">Marketeering</a> <li><a href="#Masonry">Masonry</a> <li><a href="#MasterArmorsmithing">Master Armorsmithing</a> <li><a href="#MasterBaking">Master Baking</a> <li><a href="#MasterCooking">Master Cooking</a> <li><a href="#MasterCostuming">Master Costuming</a> <li><a href="#MasterDistilling">Master Distilling</a> <li><a href="#MasterDrilling">Master Drilling</a> <li><a href="#MasterFarming">Master Farming</a> <li><a href="#MasterFishing">Master Fishing</a> <li><a href="#MasterFoodPrep">Master Food Prep</a> <li><a href="#MasterForaging">Master Foraging</a> <li><a href="#MasterDigging">Master Gem Digging</a> <li><a href="#MasterLeatherWorking">Master Leather Working</a> <li><a href="#MasterMining">Master Mining</a> <li><a href="#MasterShearing">Master Shearing</a> <li><a href="#MasterTailoring">Master Tailoring</a> <li><a href="#MasterWeaponsmithing">Master Weaponsmithing</a> <li><a href="#MasterChopping">Master Wood Chopping</a> <li><a href="#Skill_Meditation">Meditation</a> <li><a href="#Skill_ScrollCopy">Memorize</a> <li><a href="#Archon_Metacraft">Metacrafting</a> <li><a href="#Skill_Mimicry">Mimicry</a> <li><a href="#Mining">Mining</a> <li><a href="#Fighter_MonkeyPunch">Monkey Punch</a> <li><a href="#Skill_Monologue">Monologue</a> <li><a href="#Fighter_MountainTactics">Mountain Tactics</a> <li><a href="#Paladin_MountedCharge">Mounted Charge</a> <li><a href="#Skill_MountedCombat">Mounted Combat</a> <li><a href="#Thief_Mug">Mug</a> <li><a href="#Archon_Multiwatch">Multiwatch</a> <li><a href="#Druid_MyPlants">My Plants</a> <li><a href="#Thief_Nondetection">Nondetection</a> <li><a href="#Thief_Observation">Observe</a> <li><a href="#Fighter_SizeOpponent">Opponent Knowledge</a> <li><a href="#Druid_PackCall">Pack Call</a> <li><a href="#Painting">Painting</a> <li><a href="#Paladin_Aura">Paladin`s Aura</a> <li><a href="#Paladin_Courage">Paladin`s Courage</a> <li><a href="#Paladin_Goodness">Paladin`s Goodness</a> <li><a href="#Paladin_PaladinsMount">Paladin`s Mount</a> <li><a href="#Paladin_Purity">Paladin`s Purity</a> <li><a href="#Paladin_ImprovedResists">Paladin`s Resistance</a> <li><a href="#Thief_Palm">Palm</a> <li><a href="#Thief_Panhandling">Panhandling</a> <li><a href="#PaperMaking">Paper Making</a> <li><a href="#Skill_Parry">Parry</a> <li><a href="#Thief_Peek">Peek</a> <li><a href="#Thief_Pick">Pick Locks</a> <li><a href="#Fighter_Pin">Pin</a> <li><a href="#Fighter_PlainsTactics">Plains Tactics</a> <li><a href="#Druid_PlantForm">Plant Form</a> <li><a href="#Thief_PlantItem">Plant Item</a> <li><a href="#PlantLore">Plant Lore</a> <li><a href="#Fighter_PointBlank">Point Blank Shot</a> <li><a href="#Paladin_PoisonImmunity">Poison Immunity</a> <li><a href="#Specialization_Polearm">Polearm Specialization</a> <li><a href="#Pottery">Pottery</a> <li><a href="#Thief_PowerGrab">Power Grab</a> <li><a href="#Skill_Prayercraft">Prayercraft</a> <li><a href="#Fighter_PressurePoints">Pressure Points</a> <li><a href="#Skill_Puppeteer">Puppeteer</a> <li><a href="#Skill_QuickChange">QuickChange</a> <li><a href="#Thief_Racketeer">Racketeer</a> <li><a href="#Fighter_Rallycry">Rally Cry</a> <li><a href="#Specialization_Ranged">Ranged Weapon Specialization</a> <li><a href="#Fighter_RapidShot">Rapid Shot</a> <li><a href="#Skill_Recall">Recall</a> <li><a href="#Archon_Record">Record</a> <li><a href="#Druid_RecoverVoice">Recover Voice</a> <li><a href="#Skill_RegionalAwareness">Regional Awareness</a> <li><a href="#Thief_RemoveTraps">Remove Traps</a> <li><a href="#Druid_Rend">Rend</a> <li><a href="#Fighter_Rescue">Rescue</a> <li><a href="#Skill_Resistance">Resistance</a> <li><a href="#Fighter_ReturnProjectile">Return Projectile</a> <li><a href="#Skill_Revoke">Revoke</a> <li><a href="#Thief_Robbery">Robbery</a> <li><a href="#Fighter_Roll">Roll With Blows</a> <li><a href="#Thief_RunningFight">Running Fight</a> <li><a href="#Thief_Safecracking">Safecracking</a> <li><a href="#Thief_Safehouse">Safehouse</a> <li><a href="#Thief_Sap">Sap</a> <li><a href="#Skill_Satire">Satire</a> <li><a href="#Scalp">Scalping</a> <li><a href="#Scrapping">Scrapping</a> <li><a href="#Thief_Scratch">Scratch</a> <li><a href="#ScrimShaw">Scrimshawing</a> <li><a href="#ScrollScribing">Scroll Scribing</a> <li><a href="#Sculpting">Sculpting</a> <li><a href="#Searching">Searching</a> <li><a href="#Skill_Attack2">Second Attack</a> <li><a href="#Druid_ShapeShift2">Second Totem</a> <li><a href="#Thief_SenseLaw">Sense Law</a> <li><a href="#Ranger_SenseTraps">Sense Snares and Pits</a> <li><a href="#Thief_SetAlarm">Set Alarm</a> <li><a href="#Thief_SetDecoys">Set Decoys</a> <li><a href="#Ranger_SetSnare">Set Snare</a> <li><a href="#Thief_Shadow">Shadow</a> <li><a href="#Thief_Shadowpass">Shadowpass</a> <li><a href="#Thief_Shadowstrike">Shadowstrike</a> <li><a href="#Druid_ShapeShift">Shape Shift</a> <li><a href="#Shearing">Shearing</a> <li><a href="#Skill_Bash">Shield Bash</a> <li><a href="#Fighter_ShieldBlock">Shield Block</a> <li><a href="#Specialization_Shield">Shield Specialization</a> <li><a href="#Shipwright">Ship Building</a> <li><a href="#Fighter_Shrug">Shrug Off</a> <li><a href="#Skill_Shuffle">Shuffle</a> <li><a href="#Fighter_SideKick">Side Kick</a> <li><a href="#Thief_SilentGold">Silent AutoGold</a> <li><a href="#Thief_SilentLoot">Silent AutoLoot</a> <li><a href="#Thief_SilentDrop">Silent Drop</a> <li><a href="#Thief_SilentOpen">Silent Open</a> <li><a href="#Skill_Slapstick">Slapstick</a> <li><a href="#SlaveTrading">Slave Trading</a> <li><a href="#Thief_SlipItem">Slip Item</a> <li><a href="#Thief_SlipperyMind">Slippery Mind</a> <li><a href="#Skill_SlowFall">Slow Fall</a> <li><a href="#Smelting">Smelting</a> <li><a href="#SmokeRings">Smoke Rings</a> <li><a href="#Fighter_SmokeSignals">Smoke Signals</a> <li><a href="#Thief_Sneak">Sneak</a> <li><a href="#Thief_SneakAttack">Sneak Attack</a> <li><a href="#Thief_Snipe">Snipe</a> <li><a href="#Skill_SongWrite">Song Write</a> <li><a href="#Skill_Songcraft">Songcraft</a> <li><a href="#Speculate">Speculating</a> <li><a href="#Skill_Spellcraft">Spellcraft</a> <li><a href="#Fighter_Spring">Spring Attack</a> <li><a href="#Thief_Spying">Spying</a> <li><a href="#Thief_Squatting">Squatting</a> <li><a href="#Skill_Stability">Stability</a> <li><a href="#Specialization_Staff">Staff Specialization</a> <li><a href="#Thief_Steal">Steal</a> <li><a href="#Archon_Stinkify">Stinkify</a> <li><a href="#Fighter_Stonebody">Stone Body</a> <li><a href="#Thief_StrategicRetreat">Strategic Retreat</a> <li><a href="#Skill_StrikeTheSet">Strike The Set</a> <li><a href="#Thief_StripItem">Strip Item</a> <li><a href="#Skill_Struggle">Struggle</a> <li><a href="#Skill_Subdue">Subdue</a> <li><a href="#Thief_Surrender">Surrender</a> <li><a href="#Fighter_SwampTactics">Swamp Tactics</a> <li><a href="#Fighter_Sweep">Sweep</a> <li><a href="#Skill_Swim">Swim</a> <li><a href="#Thief_Swipe">Swipe gold</a> <li><a href="#Specialization_Sword">Sword Specialization</a> <li><a href="#Thief_TagTurf">Tag Turf</a> <li><a href="#Tailoring">Tailoring</a> <li><a href="#Thief_TapRoom">Tap Room</a> <li><a href="#Thief_TarAndFeather">Tar And Feather</a> <li><a href="#Tattooing">Tattooing</a> <li><a href="#Taxidermy">Taxidermy</a> <li><a href="#Skill_Attack3">Third Attack</a> <li><a href="#Druid_ShapeShift3">Third Totem</a> <li><a href="#Torturesmithing">Torturesmithing</a> <li><a href="#Fighter_Toughness">Toughness</a> <li><a href="#Fighter_Toughness2">Toughness II</a> <li><a href="#Fighter_Toughness3">Toughness III</a> <li><a href="#Ranger_Track">Track</a> <li><a href="#Ranger_TrackAnimal">Track Animal</a> <li><a href="#Thief_TrapImmunity">Trap Immunity</a> <li><a href="#Skill_Trip">Trip</a> <li><a href="#Thief_TrophyCount">Trophy Count</a> <li><a href="#Fighter_TrueShot">True Shot</a> <li><a href="#Fighter_Tumble">Tumble</a> <li><a href="#Skill_TuneInstrument">Tune Instrument</a> <li><a href="#Thief_TurfWar">Turf War</a> <li><a href="#Skill_TurnUndead">Turn Undead</a> <li><a href="#Skill_TwoDaggerFighting">Two Dagger Fighting</a> <li><a href="#Skill_TwoWeaponFighting">Two Weapon Fighting</a> <li><a href="#Unbinding">Unbinding</a> <li><a href="#Thief_UndergroundConnections">Underground Connections</a> <li><a href="#Skill_Upstage">Upstage</a> <li><a href="#Fighter_UrbanTactics">Urban Tactics</a> <li><a href="#Thief_UsePoison">Use Poison</a> <li><a href="#Wainwrighting">Wainwrighting</a> <li><a href="#Skill_WandUse">Wands</a> <li><a href="#Fighter_Warcry">War Cry</a> <li><a href="#Skill_Warrants">Warrants</a> <li><a href="#Fighter_WeaponBreak">Weapon Break</a> <li><a href="#Fighter_WeaponCatch">Weapon Catch</a> <li><a href="#Fighter_WeaponSharpening">Weapon Sharpening</a> <li><a href="#Thief_Snatch">Weapon Snatch</a> <li><a href="#Weaponsmithing">Weaponsmithing</a> <li><a href="#Weaving">Weaving</a> <li><a href="#Welding">Welding</a> <li><a href="#Fighter_Whomp">Whomp</a> <li><a href="#Skill_WildernessLore">Wilderness Lore</a> <li><a href="#Chopping">Wood Chopping</a> <li><a href="#Ranger_WoodlandCreep">Woodland Creep</a> <li><a href="#Ranger_Hide">Woodland Hide</a> <li><a href="#Ranger_WoodlandLore">Woodland Lore</a> <li><a href="#Ranger_Sneak">Woodland Sneak</a> <li><a href="#Archon_Wrath">Wrath</a> <li><a href="#Skill_Write">Write</a> </ul> </td><td valign=top align=left> <P> <br><a name="Paladin_AbidingAura"><B>Abiding Aura (Paladin_AbidingAura)</B></a> <pre><BR>Skill : Abiding Aura<BR>Domain : Holy protection<BR>Available: Paladin(25) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>This powerful paladin aura holds back the death of the paladin's nearby allies<BR>for a few seconds. From the moment the aura prevents a death, that person has<BR>10 seconds to get above 10 percent of their health before the delayed death<BR>finally occurs. In the meantime, so long as he or she remains in the paladin's<BR>presence, death will not occur.</pre></P> <P> <br><a name="Skill_AboveTheLaw"><B>Above The Law (Skill_AboveTheLaw)</B></a> <pre><BR>Skill : Above The Law<BR>Domain : Legal<BR>Available: Oracle(25) <BR>Invoked : Automatic<BR>Example : <BR>Some people, Oracles for instance, are so beloved and respected in their home<BR>cities that they are instantly forgiven any crimes they might commit. </pre></P> <P> <br><a name="Archon_Accuse"><B>Accuse (Archon_Accuse)</B></a> <pre><FONT COLOR=CYAN><BR>Social : <FONT COLOR=CYAN style="background-color: #000099">accuse</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><BR><FONT COLOR=CYAN>Target ^?: <FONT COLOR=CYAN style="background-color: #000099">none</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>You see : Accuse who??<BR>Others see : Is in an accusing mood.<BR><BR><FONT COLOR=CYAN>Target ^?: <FONT COLOR=CYAN style="background-color: #000099">someone</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>No Target : Accuse somebody who's not even there ??<BR>You see : You look accusingly at him.<BR>Target sees: Looks accusingly at you.<BR>Others see : Looks accusingly at the target.<BR><BR><FONT COLOR=CYAN>Target ^?: <FONT COLOR=CYAN style="background-color: #000099">self</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>You see : You accuse yourself.<BR>Others see : Seems to have a bad conscience.<BR></pre></P> <P> <br><a name="Skill_AdLib"><B>Ad Lib (Skill_AdLib)</B></a> <pre><BR>Skill : Ad Lib<BR>Domain : Theatre<BR>Available: Charlatan(22) <BR>Allows : Acting I<BR>Use Cost : Mana (36) Movement (36) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ADLIB<BR>Usage : ADLIB [TARGET]<BR>Example : adlib bob<BR>The bard begins watching the target carefully. If the target uses a skill that<BR>is unknown to the bard within the short time of this effect, even if it is not<BR>one the bard is capable of learning, the bard will immediately attempt to<BR>ad-lib the skill towards the exact same target, and at the same proficiency. <BR>If either leaves the room, or the short time limit runs out, the effect just<BR>quietly ends.</pre></P> <P> <br><a name="Alchemy"><B>Alchemy (Alchemy)</B></a> <pre><BR>Skill : Alchemy<BR>Domain : Crafting<BR>Available: Arcanist(1) Jester(1) Shaman(5) Numerous Classes(21) <BR>Requires : A base intelligence of at least 12. A base wisdom of at least 12. <BR>Allows : Wise Crafting I, Home Cooking I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : BREW, ALCHEMY<BR>Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]<BR>Example : brew heal flask<BR>: brew list<BR>: brew list cure<BR>: brew list all<BR>This skill allows the player to brew a potion from one of the spells or prayers<BR>the player knows. To do this, the player must have a glass drinking container<BR>to make the potion out of. Many potions require ingredients, and all require<BR>water or some other liquid base to start from. Also, the player must have<BR>mastered the spell or prayer before attempting to brew a potion from it.<BR>Lastly, the player will lose some experience for brewing the potion.</pre></P> <P> <br><a name="Thief_Alertness"><B>Alertness (Thief_Alertness)</B></a> <pre><BR>Skill : Alertness<BR>Domain : Alert<BR>Available: Thief(20) <BR>Allows : Vigilantly I<BR>Use Cost : Mana (70) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ALERTNESS<BR>Usage : ALERTNESS<BR>Example : alertness<BR>The thief uses his or her acute vision to notice details about rooms he might<BR>otherwise miss. The higher his alertness expertise, the more he will catch.</pre></P> <P> <br><a name="Paladin_Defend"><B>All Defence (Paladin_Defend)</B></a> <pre><BR>Skill : All Defence<BR>Domain : Evasive<BR>Available: Minstrel(22) Paladin(11) <BR>Allows : Evasively I<BR>Use Cost : Movement (61) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : DEFENCE<BR>Usage : DEFENCE<BR>Example : defence<BR>During combat, the Paladin can use this skill to stop attacking in favor of an<BR>all-out defensive posture. Should the Paladin go two full rounds without being<BR>hit, the battle will end peacefully.</pre></P> <P> <br><a name="Thief_Ambush"><B>Ambush (Thief_Ambush)</B></a> <pre><BR>Skill : Ambush<BR>Domain : Stealthy<BR>Available: Assassin(22) Beastmaster(24) Thief(25) <BR>Allows : Stealthy I<BR>Use Cost : Mana (36) Movement (36) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : AMBUSH<BR>Usage : AMBUSH<BR>Example : ambush<BR>The thief directs the movements of his or her group members, positioning them<BR>so that they are in a hidden state, ready for an ambush.</pre></P> <P> <br><a name="Amputation"><B>Amputation (Amputation)</B></a> <pre><BR>Skill : Amputation<BR>Domain : Anatomy<BR>Available: Gaoler(30) <BR>Allows : Anatomy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : AMPUTATE<BR>Usage : AMPUTATE [TARGET NAME] [PART]<BR>Example : amputate orc arm<BR>This ability governs the careful removal of body parts as a punishment for<BR>crimes. The target is, amazingly, not harmed during the procedure, but merely<BR>loses the specified limb. The target must be lying on an operating table or<BR>bed, bound.</pre></P> <P> <br><a name="Thief_AnalyzeMark"><B>Analyze Mark (Thief_AnalyzeMark)</B></a> <pre><BR>Skill : Analyze Mark<BR>Domain : Combat lore<BR>Available: Assassin(13) Charlatan(14) <BR>Allows : Combat Lore I<BR>Invoked : Automatic<BR>Example : <BR>The thief, after marking a target for death (see the MARK skill), and<BR>"observing" the mark for awhile (15 ticks), gains great insight into the<BR>target. The thief will be able to see all vital information about the mark<BR>every time they examine the mark directly (LOOK).</pre></P> <P> <br><a name="AnimalBonding"><B>Animal Bonding (AnimalBonding)</B></a> <pre><BR>Skill : Animal Bonding<BR>Domain : Animal affinity<BR>Available: Beastmaster(1) Ranger(1) <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : ANIMALBOND, ANIMALBONDING<BR>Usage : ANIMALBOND [MOB NAME]<BR>Example : animalbond bear<BR>This skill allows the player to form a bond with the given animal follower,<BR>allowing the animal to understand ORDERs given to them. It does not cause the<BR>animal to follow the player, but only improves communication between them.</pre></P> <P> <br><a name="Ranger_AnimalFrenzy"><B>Animal Frenzy (Ranger_AnimalFrenzy)</B></a> <pre><BR>Skill : Animal Frenzy<BR>Domain : Animal affinity<BR>Available: Ranger(30) <BR>Allows : Animal Affinity I<BR>Invoked : Automatic<BR>Example : <BR>All animal followers of the ranger gain amazing attack feats, and up to<BR>quadruple damage bonuses.</pre></P> <P> <br><a name="AnimalHusbandry"><B>Animal Husbandry (AnimalHusbandry)</B></a> <pre><BR>Skill : Animal Husbandry<BR>Domain : Animal affinity<BR>Available: Artisan(16) <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : HUSBAND, ANIMALHUSBANDRY<BR>Usage : HUSBAND [MOB NAME] [MOB NAME]<BR>Example : husband bull cow<BR>This skill allows the player to coax two animals on his or her own property to<BR>reproduce. If successful, the female animal will be pregnant, and some time<BR>later, will give birth to a baby. This skill can also be used to tell if an<BR>animal is pregnant -- just select the female mob twice.</pre></P> <P> <br><a name="AnimalTaming"><B>Animal Taming (AnimalTaming)</B></a> <pre><BR>Skill : Animal Taming<BR>Domain : Animal affinity<BR>Available: Trapper(18) <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : TAME, TAMING, ANIMALTAMING<BR>Usage : TAME [MOB NAME] ([CAGE NAME])<BR>Example : tame bear cage<BR>This skill allows the player to remove any behaviors, such as aggressiveness or<BR>the tendency to roam around, or other behaviors from the target caged or bound<BR>mob.</pre></P> <P> <br><a name="AnimalTrading"><B>Animal Trading (AnimalTrading)</B></a> <pre><BR>Skill : Animal Trading<BR>Domain : Animal affinity<BR>Available: Trapper(23) <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL<BR>Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])<BR>Example : asell bear cage shopkeeper<BR>Example : asell bear<BR>Example : asell bear shopkeeper<BR>This skill allows the player to sell bound or caged animals to shopkeepers who<BR>deal in them. As can be seen from the parameters, the player may also sell<BR>mobs right out of cages, or animals in their group who are bound.</pre></P> <P> <br><a name="AnimalTraining"><B>Animal Training (AnimalTraining)</B></a> <pre><BR>Skill : Animal Training<BR>Domain : Animal affinity<BR>Available: Beastmaster(15) Trapper(24) <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : ANIMALTRAINING<BR>Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]<BR>Example : animaltrain bear cage kill<BR>Example : animaltrain bear wander<BR>This skill allows the player to add behaviors, such as aggressiveness or the<BR>tendency to roam around, or other behaviors and skills to the bound or caged<BR>animal.</pre></P> <P> <br><a name="Apothecary"><B>Apothecary (Apothecary)</B></a> <pre><BR>Skill : Apothecary<BR>Domain : Crafting<BR>Available: Barbarian(10) Numerous Classes(1) <BR>Requires : A base wisdom of at least 12. <BR>Allows : Identify Poison, Poisoning I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : APOTHECARY, MIX<BR>Skill : APOTHECARY<BR>Usage : MIX LIST/[BREWING CONTAINER]<BR>Example : mix pot<BR>: mix list<BR>: mix list slumber<BR>: mix list all<BR>This skill allows the player to create a deadly poison from basic ingredients. <BR>The player must be near a fire over which the poison can be brewed. The<BR>ingredients must be placed in a fire-safe container, like a pot or pan. A pot<BR>may be filled with water or other liquids, if water or the liquid is required<BR>for the recipe.</pre></P> <P> <br><a name="Thief_Appraise"><B>Appraise (Thief_Appraise)</B></a> <pre><BR>Skill : Appraise<BR>Domain : Street smarts<BR>Available: Artisan(17) Bard(4) Burglar(3) Dancer(4) <BR>Allows : Street Lore I<BR>Use Cost : Mana (53) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : APPRAISE<BR>Usage : APPRAISE [ITEM NAME] <BR>Example : appraise sword<BR>The thief carefully examines the item, determining (perhaps even successfully),<BR>the items material, weight, size (for armor), and base gold value.</pre></P> <P> <br><a name="Specialization_Armor"><B>Armor Specialization (Specialization_Armor)</B></a> <pre><BR>Skill : Armor Specialization<BR>Domain : Armor use<BR>Available: Several Classes(1) <BR>Allows : Armor Optimizing I, Armor Focus I, Master Weaponsmithing<BR>Allows : Weaponsmithing<BR>Invoked : Automatic<BR>The player is an expert at getting the most from armor. This allows a small<BR>bonus per piece of armor worn, and with the use of focus expertise, can permit<BR>higher level armor to be worn.</pre></P> <P> <br><a name="Fighter_ArmorTweaking"><B>Armor Tweaking (Fighter_ArmorTweaking)</B></a> <pre><BR>Skill : Armor Tweaking<BR>Domain : Armor use<BR>Available: Barbarian(9) Fighter(2) Monk(5) Paladin(3) <BR>Available: Ranger(4) <BR>Allows : Armor Optimizing I<BR>Use Cost : Mana (52) <BR>Quality : Always Beneficial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : ARMORTWEAK, TWEAK<BR>Usage : TWEAK [ARMOR PIECE]<BR>Example : tweak leggings<BR>The fighter becomes familiar enough with his or her armor that he is able to<BR>properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece<BR>to get maximum benefit from it. The result is a 10% benefit bonus from the<BR>armor. The benefits of the tweaking last as long as the armor is worn by the<BR>same wearer.</pre></P> <P> <br><a name="Armorsmithing"><B>Armorsmithing (Armorsmithing)</B></a> <pre><BR>Skill : Armorsmithing<BR>Domain : Crafting<BR>Available: Artisan(7) Numerous Classes(5) <BR>Requires : 'Blacksmithing' at 75%<BR>Requires : A base strength of at least 12. <BR>Allows : Master Armorsmithing, Light Crafting I, Durable Crafting I<BR>Allows : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : ARMORSMITH, ARMORSMITHING<BR>Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN) [ARMOR TYPE]<BR>Example : armorsmith platemail shirt<BR>: armorsmith list<BR>: armorsmith list vest<BR>: armorsmith list all<BR>: armorsmith mend vest<BR>: armorsmith refit sleeves<BR>: armorsmith scan<BR>: armorsmith scan bob<BR>: armorsmith learn vest<BR>This skill allows a player to craft armor pieces from metal. This skill<BR>requires Blacksmithing in order to learn it. The extent of the items which can<BR>be crafted expands as the player goes up in level. To begin smithing, the<BR>player must be in a room with an open fire burning, and must have placed the<BR>metal he or she wishes to make the item from on the ground. This command may<BR>also be used to mend damaged metal armors, refit metal armors which are the<BR>wrong size, or learn to how to smith a found item, provided a blank recipe<BR>page, or recipe book with blank pages is in his or her inventory. The player<BR>may also scan the room or other players for equipment that may be mended by<BR>this skill, using the scan parameter. The raw metal for armorsmithing can be<BR>obtained using the Mining skill, and better metals through the Smelting skill.<BR>Using better metals will increase both the strength and the required level of<BR>the crafted item.<BR><BR>This skill also allows the player to learn how to smith an item he or she has<BR>found. To do this, the player needs to have a blank Recipe page, or a Recipe<BR>book with blank pages in his or her inventory.</pre></P> <P> <br><a name="Skill_Arrest"><B>Arrest (Skill_Arrest)</B></a> <pre><BR>Skill : Arrest<BR>Domain : Legal<BR>Available: Gaoler(19) <BR>Use Cost : Movement (69) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ARREST<BR>Usage : ARREST [TARGET NAME] <BR>Example : arrest orc<BR>This powerful skill allows the player to automagically knock out the target,<BR>and instantly handcuff them for travel to the local judge for trial. The<BR>Collect Bounty skill is required to turn the prisoner over to the judge.<BR>Otherwise, your other recourse is to turn the prisoner over to a cityguard.</pre></P> <P> <br><a name="Skill_ArrestingSap"><B>Arresting Sap (Skill_ArrestingSap)</B></a> <pre><BR>Skill : Arresting Sap<BR>Domain : Legal<BR>Available: Gaoler(12) <BR>Use Cost : Movement (62) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ASAP<BR>Usage : ASAP [TARGET NAME] <BR>Example : asap orc<BR>If the target has warrants out in the area, this skill will knock them out so<BR>that they can be cuffed for transport to the judge for trial. The Handcuff<BR>skill is required to cuff them, and the Collect Bounty skill is required to<BR>turn the prisoner over to the judge. Otherwise, your other recourse is to turn<BR>the prisoner over to a cityguard.</pre></P> <P> <br><a name="Thief_Arsonry"><B>Arsonry (Thief_Arsonry)</B></a> <pre><BR>Skill : Arsonry<BR>Domain : Criminal<BR>Available: Thief(13) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (63) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : ARSON, ARSONRY<BR>Usage : ARSONRY [TARGET ITEM]/[DIRECTION]<BR>Example : arsonry pile of wood<BR>Example : arsonry east<BR>If the thief is holding a torch or something else usable to spread fire, he may<BR>quickly light an available item, or a random item in an adjacent room using<BR>this skill.</pre></P> <P> <br><a name="Thief_Assassinate"><B>Assassinate (Thief_Assassinate)</B></a> <pre><BR>Skill : Assassinate<BR>Domain : Dirty fighting<BR>Available: Assassin(14) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ASSASSINATE<BR>Usage : ASSASSINATE ([TARGET NAME]) <BR>Example : <BR>The thief begins to track their mark for assassination. When the track is<BR>complete, the thief will automatically attack. If the thief is hidden, then<BR>the attack will be as a backstab. Non-players with this skill will accept a<BR>parameter of a name, and will sneak into the room with the target. Players<BR>with the Mark skill, however, must Mark the target first.</pre></P> <P> <br><a name="Fighter_AtemiStrike"><B>Atemi Strike (Fighter_AtemiStrike)</B></a> <pre><BR>Skill : Atemi Strike<BR>Domain : Punching<BR>Available: Monk(30) <BR>Allows : Iron Punching I, Combat Fluidity I<BR>Use Cost : Movement (100) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ATEMI<BR>Usage : ATEMI [TARGET NAME]<BR>Example : atemi orc<BR>The Monk delivers a lethal, deadly, and powerful strike to the target. Some<BR>time later, the target WILL die.</pre></P> <P> <br><a name="Fighter_AutoBash"><B>AutoBash (Fighter_AutoBash)</B></a> <pre><BR>Skill : AutoBash<BR>Domain : Shield use<BR>Available: Fighter(20) <BR>Requires : 'Shield Bash'<BR>Allows : Shield Using I<BR>Use Cost : Movement (70) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : AUTOBASH<BR>Usage : AUTOBASH<BR>Example : autobash<BR>Using this command will toggle Auto Shield Bashing on and off. If the Fighter<BR>turns this feature on, and knows Shield Bashing, he will attempt a free shield<BR>bash attempt every combat round in which his autobash proficiency check is<BR>made.</pre></P> <P> <br><a name="Thief_Autocaltrops"><B>AutoCaltrops (Thief_Autocaltrops)</B></a> <pre><BR>Skill : AutoCaltrops<BR>Domain : Trapping<BR>Available: Trapper(12) <BR>Requires : 'Caltrops'<BR>Allows : Trapping I<BR>Component: 10 pounds of metal, or 10 pounds of mithril<BR>Use Cost : Mana (62) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : AUTOCALTROPS<BR>Usage : AUTOCALTROPS<BR>Example : <BR>The thief quickly prepares a handful of caltrops and drops them into every room<BR>he or she enters automatically.</pre></P> <P> <br><a name="Thief_AutoDetectTraps"><B>AutoDetect Traps (Thief_AutoDetectTraps)</B></a> <pre><BR>Skill : AutoDetect Traps<BR>Domain : Alert<BR>Available: Trapper(10) <BR>Requires : 'Detect Traps'<BR>Allows : Vigilantly I<BR>Use Cost : Mana (60) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : AUTODETECTTRAPS<BR>Usage : AUTODETECTTRAPS<BR>Example : autodetecttraps<BR>The thief concentrates on scanning all exits and obvious items in a room for<BR>signs of traps whenever entering a room.</pre></P> <P> <br><a name="Thief_AutoMarkTraps"><B>AutoMark Traps (Thief_AutoMarkTraps)</B></a> <pre><BR>Skill : AutoMark Traps<BR>Domain : Alert<BR>Available: Trapper(10) <BR>Requires : 'Mark Trapped', and 'Detect Traps'<BR>Allows : Vigilantly I<BR>Use Cost : Mana (60) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : AUTOMARKTRAPS<BR>Usage : AUTOMARKTRAPS<BR>Example : automarktraps<BR>The thief concentrates on scanning all exits and obvious items in a room for<BR>signs of traps whenever entering a room. When one is spotted, the thief places<BR>the mark upon it so others will know their peril.</pre></P> <P> <br><a name="Thief_Autosneak"><B>AutoSneak (Thief_Autosneak)</B></a> <pre><BR>Skill : AutoSneak<BR>Domain : Stealthy<BR>Available: Thief(4) <BR>Requires : (One of: 'Woodland Sneak', or 'Sneak')<BR>Allows : Stealthy I<BR>Use Cost : Mana (54) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : AUTOSNEAK<BR>Usage : AUTOSNEAK<BR>Example : <BR>The thief begins using his or her sneaking skill every time they move. By<BR>turning this on, the thief uses half their normal movement cost for sneaking. <BR>Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can<BR>depend on the level of the mobs in the room the thief is trying to sneak into,<BR>and on the thiefs stealth expertise.</pre></P> <P> <br><a name="Thief_AvoidTraps"><B>Avoid Traps (Thief_AvoidTraps)</B></a> <pre><BR>Skill : Avoid Traps<BR>Domain : Find/remove traps<BR>Available: Jester(20) Trapper(3) <BR>Allows : Trap Disabling I<BR>Invoked : Automatic<BR>Example : <BR>The player gains the ability to skirt, dodge, withstand, avoid, and otherwise<BR>survive traps which he may trigger or be fixing to trigger.</pre></P> <P> <br><a name="Fighter_AxKick"><B>Ax Kick (Fighter_AxKick)</B></a> <pre><BR>Skill : Ax Kick<BR>Domain : Kicking<BR>Available: Monk(8) <BR>Requires : 'Kick'<BR>Allows : Flying Kick, Iron Kicking I, Combat Fluidity I<BR>Use Cost : Movement (58) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : AXKICK<BR>Usage : AXKICK [TARGET NAME]<BR>Example : axkick orc<BR>The Monk delivers swift and powerful kick to the target.</pre></P> <P> <br><a name="Specialization_Axe"><B>Axe Specialization (Specialization_Axe)</B></a> <pre><BR>Skill : Axe Specialization<BR>Domain : Weapon use<BR>Available: Assassin(15) Templar(14) Several Classes(1) <BR>Allows : Axe Striking I, Axe Slicing I, Axe Piercing I, Axe Focus I<BR>Allows : Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is an axe master, gaining bonuses to attack when using an axe in<BR>combat. Can also allow the use of higher level axes if the focus expertise is<BR>taken.</pre></P> <P> <br><a name="Fighter_BackHand"><B>Back Hand (Fighter_BackHand)</B></a> <pre><BR>Skill : Back Hand<BR>Domain : Punching<BR>Available: Monk(9) <BR>Allows : Iron Punching I, Combat Fluidity I<BR>Invoked : Automatic<BR>Example : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift, closed fist. This attack is only delivered to a<BR>combatant which the monk is not currently targeting, but with whom the monk is<BR>in melee combat all the same.</pre></P> <P> <br><a name="Thief_BackStab"><B>Back Stab (Thief_BackStab)</B></a> <pre><BR>Skill : Back Stab<BR>Domain : Dirty fighting<BR>Available: Trapper(15) Several Classes(10) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (60) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BACKSTAB, BS<BR>Usage : BACKSTAB [TARGET NAME] <BR>Example : backstab orc<BR>Shorts : BS<BR>If the thief is hidden, or otherwise invisible to the target, this ability will<BR>allow him or her to deal a massive one-time attack to them.</pre></P> <P> <br><a name="Baking"><B>Baking (Baking)</B></a> <pre><BR>Skill : Baking<BR>Domain : Crafting<BR>Available: Gaoler(1) Numerous Classes(5) <BR>Requires : 'Cooking'<BR>Allows : Master Baking, Home Cooking I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : BAKING, BAKE<BR>Usage : BAKE LIST/[BAKING CONTAINER]<BR>Example : bake list<BR>Example : bake list oven<BR>Example : bake list all<BR>Example : bake oven<BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients. The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, that is closeable,<BR>and is closed. The container may be filled with water, if water is required<BR>for the recipe. The ingredients for cooking are best obtained through the<BR>Butchering skill and the Foraging skill.</pre></P> <P> <br><a name="Bandaging"><B>Bandaging (Bandaging)</B></a> <pre><BR>Skill : Bandaging<BR>Domain : Anatomy<BR>Available: Numerous Classes(1) <BR>Allows : Anatomy I<BR>Component: 1 pound of cloth, or 5 pounds of dust held<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BANDAGE, BANDAGING<BR>Usage : BANDAGE [MOB NAME]<BR>Example : bandage bob<BR>This skill allows the player to use a small bit of raw cloth to bandage up any<BR>serious wounds. This skill will stop bleeding, and protect extreme injuries,<BR>allowing the body to heal normally. This skill also allows broken bones to be<BR>properly set, so that they will begin healing on their own. The skill allows a<BR>small amount of hit points to be restored during the process.</pre></P> <P> <br><a name="Archon_Banish"><B>Banish (Archon_Banish)</B></a> <pre><BR>Skill : Banish<BR>Domain : Archon<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : BANISH<BR>Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)<BR>Example : banish gunther<BR>Example : banish gunther Midgaard#3001<BR>Example : banish gunther 3 hours<BR>Example : banish gunther 14 years<BR>From anywhere on the map, the player with this skill can send the target<BR>mob/player to a prison from which they can not escape magically. Use this<BR>skill again on the same player to release them. The Archon can optionally<BR>specify a room on the map which this skill will copy and use as the jail. The<BR>Archon can also optionally end the command with the number of seconds, ticks,<BR>minutes, hours, days, weeks, or years in which to keep the player imprisoned. <BR>It is up to the Archon to make sure there are no mundane ways out of the<BR>prison; Banish will take care of the magical ways of escape.</pre></P> <P> <br><a name="Fighter_Battlecry"><B>Battle Cry (Fighter_Battlecry)</B></a> <pre><BR>Skill : Battle Cry<BR>Domain : Singing<BR>Available: Barbarian(6) <BR>Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I<BR>Use Cost : Movement (56) <BR>Quality : Always Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BATTLECRY<BR>Usage : BATTLECRY<BR>Example : battlecry<BR>The Barbarian lets out a primal scream of battle, inspiring all group members<BR>to his or her banner. Those under the affect of the cry will hit more<BR>frequently. The affect wears off when battle is concluded, or if battle is not<BR>joined swiftly enough after the cry is made.</pre></P> <P> <br><a name="Skill_Befriend"><B>Befriend (Skill_Befriend)</B></a> <pre><BR>Skill : Befriend<BR>Domain : Influential<BR>Available: Several Classes(1) <BR>Allows : Influencing I<BR>Use Cost : Mana (51) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BEFRIEND<BR>Usage : BEFRIEND [TARGET NAME]<BR>Example : befriend vagabond<BR>This ability allows the bard to pick up new followers to join his or her<BR>adventures. The target must be a mobile npc mob, and must be the same racial<BR>category, and of a similar alignment. The bard suffers penalties for trying to<BR>befriend mobs of higher or lower levels, though only 10% higher levels are<BR>forbidden entirely.</pre></P> <P> <br><a name="Fighter_Behead"><B>Behead (Fighter_Behead)</B></a> <pre><BR>Skill : Behead<BR>Domain : Anatomy<BR>Available: Gaoler(20) <BR>Allows : Anatomy I<BR>Use Cost : Movement (70) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BEHEAD<BR>Usage : BEHEAD [TARGET NAME]<BR>Example : behead orc<BR>This skill is an execution skill whereby the fighter rears back and beheads a<BR>target which has been bound and is lying prone. The target must be wanted for<BR>a crime in the area for this skill to work.</pre></P> <P> <br><a name="Skill_BellyRolling"><B>Belly Rolling (Skill_BellyRolling)</B></a> <pre><BR>Skill : Belly Rolling<BR>Domain : Foolishness<BR>Available: Jester(1) <BR>Allows : Foolmaking I<BR>Invoked : Automatic<BR>During combat, the fighter gains the ability to dodge attacks while sitting or<BR>on the floor.</pre></P> <P> <br><a name="Fighter_Berzerk"><B>Berzerk (Fighter_Berzerk)</B></a> <pre><BR>Skill : Berzerk<BR>Domain : Martial lore<BR>Available: Barbarian(8) Beastmaster(21) Fighter(22) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (58) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : BERZERK<BR>Usage : BERZERK<BR>Example : berzerk<BR>Allows the fighter to gain some temporary bonus hit points, bonus attack<BR>points, and bonus damage, at the expense of a slightly lower armor score.</pre></P> <P> <br><a name="Thief_Bind"><B>Bind (Thief_Bind)</B></a> <pre><BR>Skill : Bind<BR>Domain : Binding<BR>Available: Beastmaster(13) Jester(11) Thief(13) Trapper(16) <BR>Allows : Binding I<BR>Use Cost : Movement (61) <BR>Quality : Malicious<BR>Targets : Creatures Rooms <BR>Range : Touch, or not applicable<BR>Commands : BIND<BR>Usage : BIND [TARGET NAME] <BR>Example : bind orc<BR>The thief uses ropes to bind the target, making them unable to move. The<BR>target must be completely incapacitated (asleep) for the binding to work. The<BR>bound creature can break free eventually, but the skill of the binding improves<BR>with the level of the thief.</pre></P> <P> <br><a name="Druid_Bite"><B>Bite (Druid_Bite)</B></a> <pre><BR>Skill : Bite<BR>Domain : Weapon use<BR>Available: Beastmaster(7) <BR>Allows : Unarmed Striking I, Unarmed Piercing I<BR>Use Cost : Movement (57) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BITE<BR>Usage : BITE [TARGET NAME] <BR>Example : bite orc<BR>While in his or her animal form (see ShapeShift), the Druid gains the ability<BR>to deliver an especially powerful and piercing bite of damage.</pre></P> <P> <br><a name="Blacksmithing"><B>Blacksmithing (Blacksmithing)</B></a> <pre><BR>Skill : Blacksmithing<BR>Domain : Crafting<BR>Available: Artisan(4) Gaoler(5) Numerous Classes(3) <BR>Requires : A base strength of at least 10. <BR>Allows : Armorsmithing, Weaponsmithing, Smelting, Jewel Making<BR>Allows : Locksmithing, Light Crafting I, Quality Crafting I<BR>Allows : Quick Worker I, Torturesmithing<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : BLACKSMITH, BLACKSMITHING<BR>Usage : BLACKSMITH (LIST/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : blacksmith pot<BR>: blacksmith bundle 100 iron<BR>: blacksmith list<BR>: blacksmith list pot<BR>: blacksmith list all<BR>: blacksmith learn pot<BR>This skill allows a player to craft metal items, such as pots and pans. The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level. To begin smithing, the player must be in a room with an open fire<BR>burning, and must have placed the metal he or she wishes to make the item from<BR>on the ground. The player may also learn how to smith an item he or she has<BR>found, so long as he or she has a blank recipe page or a recipe book with blank<BR>pages in his or her inventory. The raw metal for blacksmithing can be obtained<BR>using the Mining skill, and better metals through the Smelting skill. </pre></P> <P> <br><a name="Fighter_BlindFighting"><B>Blind Fighting (Fighter_BlindFighting)</B></a> <pre><BR>Skill : Blind Fighting<BR>Domain : Martial lore<BR>Available: Beastmaster(15) Burglar(17) Fighter(10) Jester(23) <BR>Available: Monk(11) Paladin(12) Dancer(23) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Negates the affects of not being able to see your opponent during combat.</pre></P> <P> <br><a name="Specialization_BluntWeapon"><B>Blunt Weapon Specialization (Specialization_BluntWeapon)</B></a> <pre><BR>Skill : Blunt Weapon Specialization<BR>Domain : Weapon use<BR>Available: Assassin(12) Gaian(5) Numerous Classes(1) <BR>Allows : Blunt Striking I, Blunt Piercing I, Blunt Bashing I<BR>Allows : Blunt Focus I, Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is a master of blunt weapons, gaining bonuses to attack when using a<BR>blunt weapon in combat. Can also allow the use of higher level weapons if the<BR>focus expertise is taken.</pre></P> <P> <br><a name="Fighter_BodyFlip"><B>Body Flip (Fighter_BodyFlip)</B></a> <pre><BR>Skill : Body Flip<BR>Domain : Grappling<BR>Available: Monk(10) Dancer(10) <BR>Allows : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Movement (60) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BODYFLIP<BR>Usage : BODYFLIP [TARGET NAME]<BR>Example : bodyflip orc<BR>The Monk slips in and turns the target head over heels, dropping them to the<BR>ground stunned for a few moments.</pre></P> <P> <br><a name="BodyPiercing"><B>Body Piercing (BodyPiercing)</B></a> <pre><BR>Skill : Body Piercing<BR>Domain : Artistic<BR>Available: Gaoler(3) <BR>Allows : Artsy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : BODYPIERCE, BODYPIERCING<BR>Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]<BR>Example : bodypiercing bob ears<BR>Example : bodypiercing remove bob ears<BR>This skill allows a player to pierce (and heal the piercings) of the body parts<BR>of a target. The target must hold still for it, of course. What results can<BR>only be seen when the proper wear location is not covered by clothing. Parts<BR>available for piercing include the lip, nose, ears, eyebrows, nipples, and<BR>belly button.</pre></P> <P> <br><a name="Fighter_BodyShield"><B>Body Shield (Fighter_BodyShield)</B></a> <pre><BR>Skill : Body Shield<BR>Domain : Grappling<BR>Available: Monk(16) <BR>Allows : Vice-Gripping I, Combat Fluidity I<BR>Invoked : Automatic<BR>Example :<BR>This skill allows a fighter to use an opponent pinned using the PIN skill as a<BR>shield against weapon attacks.</pre></P> <P> <br><a name="Fighter_BodyToss"><B>Body Toss (Fighter_BodyToss)</B></a> <pre><BR>Skill : Body Toss<BR>Domain : Grappling<BR>Available: Monk(9) <BR>Allows : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Movement (59) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BODYTOSS<BR>Usage : BODYTOSS [TARGET NAME]<BR>Example : bodytoss orc<BR>The fighter picks up the target and tosses them away from himself, doing a bit<BR>of damage and putting them out of range.</pre></P> <P> <br><a name="Specialization_Bow"><B>Bow Specialization (Specialization_Bow)</B></a> <pre><BR>Skill : Bow Specialization<BR>Domain : Weapon use<BR>Available: Ranger(2) <BR>Allows : Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is a master with bows, gaining bonuses to attack when using a bow in<BR>combat. Can also allow the use of higher level bows if the focus expertise is<BR>taken. This specialization stacks its bonuses on top of the more general ranged<BR>weapon specialization.</pre></P> <P> <br><a name="Skill_BreakALeg"><B>Break A Leg (Skill_BreakALeg)</B></a> <pre><BR>Skill : Break A Leg<BR>Domain : Theatre<BR>Available: Charlatan(9) <BR>Allows : Acting I<BR>Use Cost : Mana (29) Movement (29) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BREAKALEG<BR>Usage : BREAKALEG<BR>Example : breakaleg<BR>The bard begins wishing everyone good luck (but especially his or her enemies),<BR>saying 'Break A Leg!'. This will create a 5% chance per tick that everyone who<BR>heard him or her will actually break their leg.</pre></P> <P> <br><a name="Paladin_Breakup"><B>Breakup Fight (Paladin_Breakup)</B></a> <pre><BR>Skill : Breakup Fight<BR>Domain : Legal<BR>Available: Paladin(15) <BR>Use Cost : Movement (65) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BREAKUP<BR>Usage : BREAKUP [TARGET NAME] <BR>Example : breakup bob<BR>If the Paladin is not fighting, he or she may use this skill to break up a<BR>fight between any two other creatures or players.</pre></P> <P> <br><a name="Thief_Bribe"><B>Bribe (Thief_Bribe)</B></a> <pre><BR>Skill : Bribe<BR>Domain : Influential<BR>Available: Burglar(14) Thief(24) <BR>Allows : Influencing I<BR>Use Cost : Mana (64) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BRIBE<BR>Usage : BRIBE [TARGET NAME] [COMMAND]<BR>Example : bribe orc sleep<BR>The thief will attempt to use money to get a target to do something for him or<BR>her. </pre></P> <P> <br><a name="Skill_Buffoonery"><B>Buffoonery (Skill_Buffoonery)</B></a> <pre><BR>Skill : Buffoonery<BR>Domain : Foolishness<BR>Available: Jester(30) <BR>Allows : Foolmaking I<BR>Use Cost : Movement (80) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BUFFOONERY<BR>Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]<BR>Example : buffoonery orc banana<BR>This strange skill allows the player to swap out an existing worn or wielded<BR>item on the target with one of his or her own. The item must not be an<BR>effective weapon or piece of armor for the skill to work effectively. This<BR>powerful skill overcomes curses and other inhibitions by the amazing power of<BR>silliness.</pre></P> <P> <br><a name="Fighter_BullRush"><B>Bullrush (Fighter_BullRush)</B></a> <pre><BR>Skill : Bullrush<BR>Domain : Acrobatic<BR>Available: Barbarian(23) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (73) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : BULLRUSH<BR>Usage : BULLRUSH [TARGET NAME] [DIRECTION]<BR>Example : bullrush orc east<BR>The fighter takes a strong charge at the target, and runs them into the next<BR>room or area in one mighty heroic move.</pre></P> <P> <br><a name="Butchering"><B>Butchering (Butchering)</B></a> <pre><BR>Skill : Butchering<BR>Domain : Gathering<BR>Available: Numerous Classes(2) <BR>Allows : Chirurgy, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : BUTCHER, BUTCHERING, SKIN<BR>Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]<BR>Example : butcher body<BR>Example : butcher bundle 10 bones<BR>With this common skill, a dead body can be cut up and its useful parts<BR>separated. You can also bundle multiple resources together using this skill. <BR>The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="Skill_Cage"><B>Cage (Skill_Cage)</B></a> <pre><BR>Skill : Cage<BR>Domain : Animal affinity<BR>Available: Artisan(15) Trapper(21) <BR>Allows : Animal Affinity I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CAGE<BR>Usage : CAGE [TARGET NAME] [CAGE ITEM]<BR>Example : cage rabbit wagon<BR>The thief will attempt to get a sleeping or otherwise bound or subdued animal<BR>into a cage for safe keeping. The cage door must be closed afterwards. If the<BR>door to a cage is left open, the creatures inside may escape within a few<BR>minutes!</pre></P> <P> <br><a name="CageBuilding"><B>Cage Building (CageBuilding)</B></a> <pre><BR>Skill : Cage Building<BR>Domain : Crafting<BR>Available: Artisan(5) Trapper(19) <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : BUILDCAGE, CAGEBUILDING<BR>Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]<BR>Example : cagebuild cage<BR>: cagebuild list<BR>: cagebuild list cage<BR>: cagebuild list all<BR>: cagebuild learn cage<BR>This skill allows a player to craft cages and wagon cages. The extent of the<BR>items which can be crafted expands as the player goes up in level. The player<BR>may also learn how to craft cages he or she finds, provided a blank recipe<BR>page, or a recipe book with blank pages is in his or her inventory. To begin<BR>carving a new item, the player must have placed the wood he or she wishes to<BR>make the item from on the ground. </pre></P> <P> <br><a name="Paladin_SummonMount"><B>Call Mount (Paladin_SummonMount)</B></a> <pre><BR>Skill : Call Mount<BR>Domain : Animal affinity<BR>Available: Paladin(5) <BR>Allows : Animal Affinity I<BR>Use Cost : Mana (55) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : CALLMOUNT<BR>Usage : CALLMOUNT<BR>Example : callmount<BR>Allows the Paladin to call upon a white steed which can bear him from place to<BR>place.</pre></P> <P> <br><a name="Fighter_CalledShot"><B>Called Shot (Fighter_CalledShot)</B></a> <pre><BR>Skill : Called Shot<BR>Domain : Martial lore<BR>Available: Ranger(25) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (75) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CALLEDSHOT<BR>Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]<BR>Example : calledshot left arm<BR>Example : calledshot orc left arm<BR>The player calls out a body part on the target to destroy. If the player<BR>manages to take more than 10% of the target`s hit points on the next hit, the<BR>body part will be removed. Requires the use of a ranged or thrown weapon.</pre></P> <P> <br><a name="Fighter_CalledStrike"><B>Called Strike (Fighter_CalledStrike)</B></a> <pre><BR>Skill : Called Strike<BR>Domain : Martial lore<BR>Available: Fighter(24) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (74) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CALLEDSTRIKE<BR>Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]<BR>Example : calledstrike left arm<BR>Example : calledstrike orc left arm<BR>The player calls out a body part on the target to destroy. If the player<BR>manages to take more than 10% of the target`s hit points on the next hit, the<BR>body part will be removed. Requires the use of a slashing melee weapon.</pre></P> <P> <br><a name="Thief_Caltrops"><B>Caltrops (Thief_Caltrops)</B></a> <pre><BR>Skill : Caltrops<BR>Domain : Trapping<BR>Available: Trapper(1) <BR>Allows : AutoCaltrops, Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality : Malicious<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : CALTROPS<BR>Usage : CALTROPS<BR>Example : caltrops<BR>The thief drops numerous small metal spikes on the ground around him or her.<BR>While the thief will be able to avoid them, anyone entering, leaving,<BR>advancing, or retreating from the room will be damaged by them.</pre></P> <P> <br><a name="Ranger_Camouflage"><B>Camouflage (Ranger_Camouflage)</B></a> <pre><BR>Skill : Camouflage<BR>Domain : Nature lore<BR>Available: Ranger(21) <BR>Requires : 'Woodland Hide'<BR>Allows : Nature Lore I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CAMOUFLAGE<BR>Usage : CAMOUFLAGE [TARGET]<BR>Example : camouflage bob<BR>Example : camouflage table<BR>The ranger covers the target so that they resemble the surrounding country,<BR>making them more difficult to see.</pre></P> <P> <br><a name="Thief_CarefulStep"><B>Careful Step (Thief_CarefulStep)</B></a> <pre><BR>Skill : Careful Step<BR>Domain : Acrobatic<BR>Available: Thief(17) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (67) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : CARESTEP, CAREFULSTEP<BR>Usage : CARESTEP [DIRECTION]<BR>Example : carestep east<BR>The thief moves slowly, watching every single footfall with utter care. This<BR>has the effect of helping to prevent certain traps from springing, as well as<BR>preventing one from falling off a tightrope or narrow bridge.</pre></P> <P> <br><a name="Carpentry"><B>Carpentry (Carpentry)</B></a> <pre><BR>Skill : Carpentry<BR>Domain : Crafting<BR>Available: Artisan(4) Gaoler(6) Trapper(1) Numerous Classes(3) <BR>Requires : A base constitution of at least 10. <BR>Allows : Fletching, Construction, Ship Building, Wainwrighting<BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I, Lethal Crafting I, Counterbalance Crafting I<BR>Allows : Torturesmithing<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : CARVE, CARPENTRY<BR>Usage : CARVE (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : carve small table<BR>: carve bundle 100 maple<BR>: carve list<BR>: carve list table<BR>: carve list all<BR>: carve mend club<BR>: carve refit club<BR>: carve scan<BR>: carve scan bob<BR>: carve learn club<BR>This skill allows a player to craft wooden items, such as chairs and wooden<BR>shields. The extent of the items which can be crafted expands as the player<BR>goes up in level. This command also allows the player to repair any damaged<BR>wooden weapons or armor, refit any armor which may be the wrong size, or learn<BR>to how to carve a found item, provided a blank recipe page, or recipe book with<BR>blank pages is in his or her inventory. To begin carving a new item, the player<BR>must have placed the wood he or she wishes to make the item from on the ground.<BR> The player may also scan the room or other players for equipment that may be<BR>mended by this skill, using the scan parameter. Items crafted with balsa can be<BR>done with half the required wood listed, while items crafted with ironwood will<BR>require twice the required wood listed. The raw wood for carpentry can be<BR>obtained using the Chopping skill. Using better materials may increase both the<BR>strength and the required level of the crafted item.</pre></P> <P> <br><a name="Fighter_Cartwheel"><B>Cartwheel (Fighter_Cartwheel)</B></a> <pre><BR>Skill : Cartwheel<BR>Domain : Acrobatic<BR>Available: Jester(24) Monk(15) Dancer(19) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (65) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : CARTWHEEL<BR>Usage : CARTWHEEL<BR>Example : cartwheel<BR>The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.<BR> This can put the Monk as far as range 2 from enemies.</pre></P> <P> <br><a name="Skill_CastBlocking"><B>Cast Blocking (Skill_CastBlocking)</B></a> <pre><BR>Skill : Cast Blocking<BR>Domain : Theatre<BR>Available: Charlatan(7) <BR>Allows : Acting I<BR>Use Cost : Mana (28) Movement (28) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CASTBLOCKING<BR>Usage : CASTBLOCKING<BR>Example : castblocking<BR>The bard carefully re-arranges all the people in the room who are in combat,<BR>possibly changing who they are fighting, and at what range.</pre></P> <P> <br><a name="Fighter_CatchProjectile"><B>Catch Projectile (Fighter_CatchProjectile)</B></a> <pre><BR>Skill : Catch Projectile<BR>Domain : Evasive<BR>Available: Monk(12) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>The Monk gains the uncanny ability to catch arrows, spears, and other<BR>projectiles in mid flight. The Monk requires a free hand to perform this<BR>skill.</pre></P> <P> <br><a name="Skill_CenterOfAttention"><B>Center of Attention (Skill_CenterOfAttention)</B></a> <pre>Usage : CENTEROFATTENTION<BR>Example : centerofattention<BR>The bard begins performing loudly, flailing about dramatically. The<BR>performance then causes all enemies in the room to stop fighting and freeze in<BR>place, watching the bard attentively. This skill can only be used<BR>approximately twice every mud hour. </pre></P> <P> <br><a name="Skill_Chantcraft"><B>Chantcraft (Skill_Chantcraft)</B></a> <pre><BR>Skill : Chantcraft<BR>Domain : Arcane lore<BR>Available: Charlatan(15) <BR>Allows : Arcane Lore I<BR>Invoked : Automatic<BR>Example : <BR>The player is so knowledgable about druidic magic that he or she can identify<BR>chants cast in his or her presence by name. The players ability to identify<BR>more powerful magic will go up in level as he or she does. </pre></P> <P> <br><a name="Fighter_Charge"><B>Charge (Fighter_Charge)</B></a> <pre><BR>Skill : Charge<BR>Domain : Acrobatic<BR>Available: Barbarian(1) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Range 1 - Range 2<BR>Commands : CHARGE<BR>Usage : CHARGE [TARGET NAME]<BR>Example : charge orc<BR>The Barbarian runs at top speed at an target, delivering a deadly attack, but<BR>sacrificing armor.</pre></P> <P> <br><a name="Skill_Chirgury"><B>Chirurgy (Skill_Chirgury)</B></a> <pre><BR>Skill : Chirurgy<BR>Domain : Anatomy<BR>Available: Gaoler(25) <BR>Requires : 'Butchering'<BR>Allows : Anatomy I<BR>Use Cost : Mana (75) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : CHIRURGY<BR>Usage : CHIRURGY [BODY PART] [TARGET NAME]<BR>Example : chururgy heart corpse<BR>The player is able to remove body parts from the dead, blood from the living or<BR>the dead, or an unborn fetus from the living.</pre></P> <P> <br><a name="Fighter_CircleParry"><B>Circle Parry (Fighter_CircleParry)</B></a> <pre><BR>Skill : Circle Parry<BR>Domain : Evasive<BR>Available: Monk(17) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>The Monk gains the skill to block and parry melee attacks while unarmed.</pre></P> <P> <br><a name="Fighter_CircleTrip"><B>Circle Trip (Fighter_CircleTrip)</B></a> <pre><BR>Skill : Circle Trip<BR>Domain : Dirty fighting<BR>Available: Monk(22) Dancer(25) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (72) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CIRCLETRIP, CTRIP<BR>Usage : CIRCLETRIP<BR>Example : circletrip<BR>Short(s) : ctrip<BR>The Monk becomes capable of swinging his foot along the floor, tripping all<BR>opponents in range.</pre></P> <P> <br><a name="ClanCrafting"><B>Clan Crafting (ClanCrafting)</B></a> <pre><BR>Skill : Clan Crafting<BR>Domain : Crafting<BR>Available: Numerous Classes(3) Several Classes(1) <BR>Allows : Wise Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : CLANCRAFT<BR>Usage : CLANCRAFT (LIST) [ITEM TYPE]<BR>Available: Enchanter Clan Members<BR>Example : clancraft flag<BR>: clancraft list<BR>: clancraft list flag<BR>: clancraft list all<BR>This skill allows a player to craft clan items. The clan items from this skill<BR>require that the clan have a certain amount of experience in order to make the<BR>item. For this reason, only clan members who have the rank of Enchanter (or<BR>the equivalent privileges), may use this skill even if they have the skill. <BR>The majority of items crafted using this skill serve the CONQUEST system. See<BR>the help on CONQUEST for more information on how to use the items. The extent<BR>of the items which can be crafted expands as the player goes up in level. To<BR>begin crafting, the player must have placed the materials he or she wishes to<BR>make the item from on the ground. Using better materials will increase both<BR>the strength and the required level of the crafted item.</pre></P> <P> <br><a name="Fighter_Cleave"><B>Cleave (Fighter_Cleave)</B></a> <pre><BR>Skill : Cleave<BR>Domain : Martial lore<BR>Available: Assassin(23) Barbarian(6) Beastmaster(6) Fighter(5) <BR>Available: Paladin(15) Ranger(10) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>This skill allows a fighter who is in combat against more than one opponent to<BR>take an extra attack against the next opponent on the same round in which the<BR>first opponent is killed.</pre></P> <P> <br><a name="Skill_Climb"><B>Climb (Skill_Climb)</B></a> <pre><BR>Skill : Climb<BR>Domain : Fitness<BR>Available: Monk(2) Numerous Classes(15) Several Classes(3) Numerous Classes(1) <BR>Allows : Fitness I<BR>Use Cost : Movement (51) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CLIMB<BR>Usage : CLIMB [DIRECTION]<BR>Example : climb up<BR>In some places, one may be able (or required) to climb up or down a surface in<BR>order to get there safely. Without using this skill, someone attempting the<BR>climb such a surface is certain to fall. </pre></P> <P> <br><a name="Cobbling"><B>Cobbling (Cobbling)</B></a> <pre><BR>Skill : Cobbling<BR>Domain : Crafting<BR>Available: Artisan(9) Numerous Classes(5) <BR>Requires : 'Leather Working'<BR>Requires : A base constitution of at least 12. <BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : COBBLE, COBBLING<BR>Usage : COBBLE (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : cobble shoes<BR>: cobble bundle 100 oak<BR>: cobble list<BR>: cobble list shoe<BR>: cobble list all<BR>: cobble mend shoe<BR>: cobble refit boots<BR>: cobble scan<BR>: cobble scan bob<BR>: cobble learn boots<BR>This skill allows a player to craft shoes and footware. The extent of the<BR>items which can be crafted expands as the player goes up in level. This<BR>command also allows the player to mend any damaged footware, refit any footware<BR>which may be the wrong size, or learn to how to cobble a found item, provided a<BR>blank recipe page, or recipe book with blank pages is in his or her inventory.<BR>To begin crafting a new item, the player must have placed the material he or<BR>she wishes to make the item from on the ground. Using better materials will<BR>increase both the strength and the required level of the crafted item. The<BR>player may also scan the room or other players for equipment that may be mended<BR>by this skill, using the scan parameter. or a recipe book with blank pages in<BR>his or her inventory.</pre></P> <P> <br><a name="Skill_CollectBounty"><B>Collect Bounty (Skill_CollectBounty)</B></a> <pre><BR>Skill : Collect Bounty<BR>Domain : Legal<BR>Available: Gaoler(18) <BR>Use Cost : Mana (68) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : COLLECTBOUNTY, BOUNTY<BR>Usage : COLLECTBOUNTY [TARGET NAME]<BR>Example : collectbounty orc<BR>If the player is able to bring a legitimately wanted criminal up before a judge<BR>in the same area, the judge will pay the player a bounty on the criminal and<BR>bring in an authorized cityguard to complete the trial.</pre></P> <P> <br><a name="Paladin_CommandHorse"><B>Command Horse (Paladin_CommandHorse)</B></a> <pre><BR>Skill : Command Horse<BR>Domain : Animal affinity<BR>Available: Paladin(22) <BR>Allows : Animal Affinity I<BR>Use Cost : Mana (72) <BR>Quality : Circumstantial<BR>Targets : Items Creatures Exits Rooms <BR>Range : Touch, or not applicable<BR>Commands : COMMANDHORSE<BR>Usage : COMMANDHORSE [TARGET] [COMMAND]<BR>Example : commandhorse horse smile<BR>The Paladin`s affinity with horses has grown such that they have the natural<BR>ability to command equines of all sorts to do just about anything he wants. </pre></P> <P> <br><a name="Thief_Con"><B>Con (Thief_Con)</B></a> <pre><BR>Skill : Con<BR>Domain : Deceptive<BR>Available: Burglar(24) Charlatan(23) <BR>Allows : Deceptive I<BR>Use Cost : Mana (73) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CON<BR>Usage : CON [TARGET NAME] [COMMAND]<BR>Example : con orc sleep<BR>The thief will attempt to use trickery, and flattery to get a character to do<BR>something for him or her. The conned character will do almost anything, but<BR>some things even the gullible won't do, such as follow or sleep (among others).</pre></P> <P> <br><a name="Thief_ConcealDoor"><B>Conceal Door (Thief_ConcealDoor)</B></a> <pre><BR>Skill : Conceal Door<BR>Domain : Stealthy<BR>Available: Thief(21) <BR>Allows : Stealthy I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR<BR>Usage : DOORCONCEAL [EXIT NAME]<BR>Example : doorconceal east<BR>The thief is able to hide a door or gate. The level of the door he is able to<BR>hide is affected by level and stealth expertise. The door remains hidden from<BR>non-players for a long time, or permanently if owned.</pre></P> <P> <br><a name="Thief_ConcealItem"><B>Conceal Item (Thief_ConcealItem)</B></a> <pre><BR>Skill : Conceal Item<BR>Domain : Stealthy<BR>Available: Thief(15) <BR>Allows : Stealthy I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM<BR>Usage : ITEMCONCEAL [TARGET NAME]<BR>Example : itemconceal chest<BR>The thief is able to hide an item of moderate size. The size of the item he is<BR>able to hide is affected by level and stealth expertise. The item remains<BR>hidden for a long time, or permanently if owned.</pre></P> <P> <br><a name="Thief_ConcealWalkway"><B>Conceal Walkway (Thief_ConcealWalkway)</B></a> <pre><BR>Skill : Conceal Walkway<BR>Domain : Stealthy<BR>Available: Thief(24) <BR>Allows : Stealthy I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY<BR>Usage : WALKWAYCONCEAL [EXIT NAME]<BR>Example : walkway east<BR>The thief is able to hide a walkway to or within a building. The level of the<BR>walkway he is able to hide is affected by level and stealth expertise. The<BR>walkway remains hidden from non-players for a long time, or permanently if<BR>owned.</pre></P> <P> <br><a name="Skill_Conduct"><B>Conduct Symphony (Skill_Conduct)</B></a> <pre><BR>Skill : Conduct Symphony<BR>Domain : Playing<BR>Available: Minstrel(30) <BR>Allows : Bold Playing I, Resounding Playing I, Rhythmic Playing I<BR>Use Cost : Mana (80) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch - Range 2<BR>Commands : CONDUCT<BR>Usage : CONDUCT<BR>Example : conduct<BR>This powerful bard skill allows the bard to conduct their group as if it were a<BR>symphony. If the bards group all have instruments, and all are prepared to<BR>play them, then using this skill will grant them all the ability to play the<BR>magical "symphony" as per the bard song.</pre></P> <P> <br><a name="Construction"><B>Construction (Construction)</B></a> <pre><BR>Skill : Construction<BR>Domain : Crafting<BR>Available: Artisan(13) Numerous Classes(10) <BR>Requires : 'Carpentry'<BR>Requires : A base constitution of at least 12. <BR>Allows : Ingenious Engineering I, Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : CONSTRUCT<BR>Usage : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION]<BR>Example : construct wall north<BR>: construct list<BR>: construct roof<BR>: construct door east<BR>: construct title A messy room.<BR>: construct desc east This is my favorite Door.<BR>: construct desc room This is a messy room.<BR>: construct stairs<BR>: construct help Bob<BR>: construct demolish west<BR>: construct demolish room<BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls, stairs, and doors may be built following the<BR>construction of roof and framework. Fences and gates may be built outdoors.<BR>This skill also allows the demolition of unwanted walls and structures,<BR>upstairs rooms, and the giving of a title and description to a room. The<BR>parameters also allow more than one person to assist in a construction project.<BR>All of the structures made with this skill are made of wood. Items crafted<BR>with balsa can be done with half the required wood listed, while items crafted<BR>with ironwood will require twice the required wood listed. The raw wood for<BR>construction can be obtained using the Chopping skill.</pre></P> <P> <br><a name="Thief_ContractHit"><B>Contract Hit (Thief_ContractHit)</B></a> <pre><BR>Skill : Contract Hit<BR>Domain : Criminal<BR>Available: Burglar(30) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (80) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CONTRACTHIT<BR>Usage : CONTRACTHIT [TARGET NAME]<BR>Example : contracthit orc<BR>By spending an appropriate amount of money, the player can put a 'hit' out on<BR>the target. The target will, after some time, be assaulted by 3-6 assassins of<BR>appropriate level. The assassins will persist until their job is done, or are<BR>all killed. They will track the target if necessary.</pre></P> <P> <br><a name="Skill_ControlUndead"><B>Control Undead (Skill_ControlUndead)</B></a> <pre><BR>Skill : Control Undead<BR>Domain : Death lore<BR>Available: Cleric(5) Necromancer(1) Oracle(5) <BR>Allows : Death Lore I<BR>Use Cost : Mana (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CONTROL<BR>Usage : CONTROL [TARGET NAME] <BR>Example : control skeleton<BR>The evil or neutral priest attempts to frighten the heck out of an undead<BR>creature. Depending upon the level of the priest versus the level of the<BR>creature, the effect of the skill may be to either cause it to become<BR>submissive for a time, or come completely under the clerics control.</pre></P> <P> <br><a name="Skill_Convert"><B>Convert (Skill_Convert)</B></a> <pre><BR>Skill : Convert<BR>Domain : Evangelism<BR>Available: Numerous Classes(1) <BR>Allows : Evangelising I<BR>Use Cost : Mana (50) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CONVERT<BR>Usage : CONVERT [PLAYER NAME/DEITY NAME]<BR>Example : convert bob<BR>Example : convert odin<BR>This skill allows Clerics to convert themselves or others to the worship of<BR>specific deities. If a player is specified, the target player must not be<BR>worshiping another deity at the time, which means that to change deities, the<BR>player must first REBUKE their current deity. If an npc mob is specified, then<BR>a failed conversion will be followed by a 30 minute period of doubt where the<BR>npc may not be converted by anyone. That is then followed by another 30 minute<BR>period where the mob will be susceptable to conversion. A converted npc mob<BR>will remain so for a period of time, but any religious servicesin the area<BR>attended by the mob will extend the period.<BR><BR>A deity may be also be specified as a parameter, allowing the cleric to convert<BR>themselves to the worship of a deity. Use the DEITIES command to list<BR>available deities. See also the help entries for RELIGION, BLESSINGS,<BR>SERVICES, and RITUALS for more information.</pre></P> <P> <br><a name="Cooking"><B>Cooking (Cooking)</B></a> <pre><BR>Skill : Cooking<BR>Domain : Crafting<BR>Available: Artisan(5) Gaoler(1) Numerous Classes(2) <BR>Allows : Distilling, Baking, Food Prep, Master Cooking, Home Cooking I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : COOK, COOKING<BR>Usage : COOK LIST/[COOKING CONTAINER]<BR>Example : cook list<BR>Example : cook list stew<BR>Example : cook list all<BR>Example : cook pot<BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients. The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, like a pot or pan. A<BR>pot may be filled with water, if water is required for the recipe. The<BR>ingredients for cooking are best obtained through the Butchering skill and the<BR>Foraging skill, and some Food Prep may be necessary for some dishes.</pre></P> <P> <br><a name="Costuming"><B>Costuming (Costuming)</B></a> <pre><BR>Skill : Costuming<BR>Domain : Crafting<BR>Available: Artisan(5) Numerous Classes(4) <BR>Requires : 'Tailoring'<BR>Requires : A base intelligence of at least 12. <BR>Allows : Master Costuming, Light Crafting I, Durable Crafting I<BR>Allows : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : COSTUME, COSTUMING<BR>Usage : COSTUME (LIST/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]<BR>Example : costume habit<BR>: costume list<BR>: costume list habit<BR>: costume list all<BR>: costume mend habit<BR>: costume refit habit<BR>: costume scan<BR>: costume scan bob<BR>: costume learn shirt<BR>This skill allows a player to knit specialized clothing, such as children's<BR>clothing and culture-based clothing. The extent of the items which can be<BR>costumed expands as the player goes up in level. This command also allows the<BR>player to mend any damaged clothing, refit any clothes which are the wrong<BR>size, or learn to how to knit a found item, provided a blank recipe page, or<BR>recipe book with blank pages is in his or her inventory. To begin costuming a<BR>new item, the player must have placed the cloth he or she wishes to make the<BR>clothing from on the ground. The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan<BR>parameter. The raw cloth for costuming is found using the Butchering or<BR>Foraging skills.</pre></P> <P> <br><a name="Fighter_CounterAttack"><B>Counter-Attack (Fighter_CounterAttack)</B></a> <pre><BR>Skill : Counter-Attack<BR>Domain : Martial lore<BR>Available: Fighter(24) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example :<BR>This skill allows a fighter to position themselves for an extra attack<BR>following a successful Parry.</pre></P> <P> <br><a name="Thief_Countertracking"><B>Counter-Tracking (Thief_Countertracking)</B></a> <pre><BR>Skill : Counter-Tracking<BR>Domain : Stealthy<BR>Available: Thief(3) <BR>Allows : Stealthy I<BR>Invoked : Automatic<BR>Example : <BR>proficiency in this skills negates mundane tracking skill use against the<BR>target, such as the tracking done by rangers and assassins.</pre></P> <P> <br><a name="Fighter_CoupDeGrace"><B>Coup de Grace (Fighter_CoupDeGrace)</B></a> <pre><BR>Skill : Coup de Grace<BR>Domain : Dirty fighting<BR>Available: Fighter(30) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (150) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : COUP, COUPDEGRACE<BR>Usage : COUP [TARGET NAME] <BR>Example : coup orc<BR>The fighter attempts to deliver a final fatal blow to the target which is very<BR>injured, below 25% of their hit points and completely prone (lying down). This<BR>is a difficult skill to use properly, so practice often! The typical fighter<BR>must quickly whomp their target to the ground and coup-de-grace them before<BR>they come back to their senses.</pre></P> <P> <br><a name="Fighter_CoverDefence"><B>Cover Defence (Fighter_CoverDefence)</B></a> <pre><BR>Skill : Cover Defence<BR>Domain : Evasive<BR>Available: Fighter(23) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>During combat, the fighter will keep an eye out for defensive cover positions<BR>to take against missile weapons. When the moment is right, the fighter may<BR>take cover behind these positions, negating the missile attack.</pre></P> <P> <br><a name="Paladin_CraftHolyAvenger"><B>Craft Holy Avenger (Paladin_CraftHolyAvenger)</B></a> <pre><BR>Skill : Craft Holy Avenger<BR>Domain : Crafting<BR>Available: Paladin(30) <BR>Requires : 'Sword Specialization', and 'Weaponsmithing'<BR>Allows : Light Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER<BR>Usage : CRAFTHOLY<BR>Example : <BR>Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack<BR>and damage are based on the Paladin's level.</pre></P> <P> <br><a name="Fighter_CriticalShot"><B>Critical Shot (Fighter_CriticalShot)</B></a> <pre><BR>Skill : Critical Shot<BR>Domain : Martial lore<BR>Available: Assassin(17) Fighter(16) Jester(14) Ranger(15) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Gives the fighter a bonus to all damage during combat when firing or throwing a<BR>ranged weapon in combat.</pre></P> <P> <br><a name="Fighter_CritStrike"><B>Critical Strike (Fighter_CritStrike)</B></a> <pre><BR>Skill : Critical Strike<BR>Domain : Martial lore<BR>Available: Assassin(11) Fighter(9) Jester(20) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Gives the fighter a bonus to all damage during combat when using a weapon in<BR>melee combat.</pre></P> <P> <br><a name="Skill_CurtainCall"><B>Curtain Call (Skill_CurtainCall)</B></a> <pre><BR>Skill : Curtain Call<BR>Domain : Theatre<BR>Available: Charlatan(19) <BR>Allows : Acting I<BR>Use Cost : Mana (34) Movement (34) <BR>Quality : Always Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CURTAINCALL<BR>Usage : CURTAINCALL<BR>Example : curtaincall<BR>The bard calls the curtain, making everyone in his or her group begin taking a<BR>bow until their health and mana is restored, at the cost of movement.</pre></P> <P> <br><a name="Thief_CutThroat"><B>Cut Throat (Thief_CutThroat)</B></a> <pre><BR>Skill : Cut Throat<BR>Domain : Dirty fighting<BR>Available: Assassin(16) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (66) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : CUTTHROAT, CT<BR>Usage : CUTTHROAT [TARGET NAME] <BR>Example : cutthroat orc<BR>Shorts : CT<BR>If the thief is hidden, or otherwise invisible to the target, and is wielding a<BR>dagger, this ability will allow him or her to cut the target`s throat, dealing<BR>a big burst of damage, and starting the bleeding effect.</pre></P> <P> <br><a name="Thief_DaggerDefense"><B>Dagger Defense (Thief_DaggerDefense)</B></a> <pre><BR>Skill : Dagger Defense<BR>Domain : Evasive<BR>Available: Assassin(6) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>This skill grants an extra attempt to parry when wielding a dagger. Parrying is<BR>the ability to cancel an armed attack by an opponent using your own weapon. <BR>The character with this skill will parry the attacks of his or her armed<BR>opponents whenever possible.</pre></P> <P> <br><a name="Specialization_Dagger"><B>Dagger Specialization (Specialization_Dagger)</B></a> <pre><BR>Skill : Dagger Specialization<BR>Domain : Weapon use<BR>Available: Assassin(2) <BR>Allows : Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is a master with daggers, gaining bonuses to attack when using a<BR>dagger in combat. Can also allow the use of higher level daggers if the focus<BR>expertise is taken. This specialization stacks its bonuses on top of the more<BR>general edged weapon specialization.</pre></P> <P> <br><a name="Thief_DampenAuras"><B>Dampen Auras (Thief_DampenAuras)</B></a> <pre><BR>Skill : Dampen Auras<BR>Domain : Deceptive<BR>Available: Arcanist(22) <BR>Allows : Deceptive I<BR>Use Cost : Mana (72) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : DAMPENAURAS<BR>Usage : DAMPENAURAS<BR>Example : dampenauras<BR>This skill eliminates any emanations and auras on the thief and his or her<BR>inventory items. This includes emanations and auras which others might be<BR>using skills to detect (such as magic, goodness, metalicness, etc).</pre></P> <P> <br><a name="Thief_DazzlingCaltrops"><B>Dazzling Caltrops (Thief_DazzlingCaltrops)</B></a> <pre><BR>Skill : Dazzling Caltrops<BR>Domain : Trapping<BR>Available: Trapper(16) <BR>Allows : Mana Sapping I, Trapping I<BR>Use Cost : Mana (33) Movement (33) <BR>Quality : Malicious<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : DAZZLINGCALTROPS<BR>Usage : DAZZLING CALTROPS<BR>Example : dazzlingcaltrops<BR>The thief drops numerous small shiny colorful metal objects on the ground<BR>around him or her. While the thief will be able to avoid them, anyone entering,<BR>leaving, advancing, or retreating from the room will be have have to avoid<BR>meeting their dazzling gaze or else risk losing mana from doing so.</pre></P> <P> <br><a name="Thief_DeathTrap"><B>Death Trap (Thief_DeathTrap)</B></a> <pre><BR>Skill : Death Trap<BR>Domain : Trapping<BR>Available: Trapper(30) <BR>Allows : Trapping I<BR>Use Cost : Mana (40) Movement (40) <BR>Quality : Malicious<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : DEATHTRAP<BR>Usage : DEATHTRAP<BR>Example : deathtrap<BR>With 100 pounds of metal on the ground, the thief may construct a most horrible<BR>and astounding trap. Anyone entering the room with the trap will be killed<BR>most horribly.</pre></P> <P> <br><a name="Thief_DeepCut"><B>Deep Cut (Thief_DeepCut)</B></a> <pre><BR>Skill : Deep Cut<BR>Domain : Martial lore<BR>Available: Assassin(25) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (75) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : DEEPCUT<BR>Usage : DEEPCUT ([TARGET NAME]) [BODY PART]<BR>Example : deepcut left arm<BR>Example : deepcut orc left arm<BR>The player lunges for a body part on the target to deeply injure. If the<BR>player manages to take more than 8% of the target`s hit points on the next hit,<BR>the body part will be directly cut into. Requires the use of a slashing or<BR>piercing melee weapon.</pre></P> <P> <br><a name="Fighter_DeflectProjectile"><B>Deflect Projectile (Fighter_DeflectProjectile)</B></a> <pre><BR>Skill : Deflect Projectile<BR>Domain : Evasive<BR>Available: Monk(7) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>The Monk gains the uncanny ability to block and deflect arrows, spears, and<BR>other projectiles in mid flight. The Monk requires a free hand to perform this<BR>skill.</pre></P> <P> <br><a name="Fighter_DesertTactics"><B>Desert Tactics (Fighter_DesertTactics)</B></a> <pre><BR>Skill : Desert Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(13) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in deserts. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Fighter_DesperateMoves"><B>Desperate Moves (Fighter_DesperateMoves)</B></a> <pre><BR>Skill : Desperate Moves<BR>Domain : Evasive<BR>Available: Fighter(17) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>When near death, the fighters desperation beings out their best evasive moves,<BR>cutting all damage in half when below 10% hit points.</pre></P> <P> <br><a name="Thief_DetectTraps"><B>Detect Traps (Thief_DetectTraps)</B></a> <pre><BR>Skill : Detect Traps<BR>Domain : Alert<BR>Available: Bard(15) Jester(15) Trapper(4) Several Classes(5) <BR>Allows : Identify Traps, AutoMark Traps, AutoDetect Traps<BR>Allows : Vigilantly I<BR>Use Cost : Mana (54) <BR>Quality : Circumstantial<BR>Targets : Items Exits <BR>Range : Touch, or not applicable<BR>Commands : CHECK<BR><BR>Spell : Detect Traps<BR>Domain : Divination<BR>Available: Diviner(10) <BR>Allows : Ranged Divining I, Reduced Divining I, Power Divining I<BR>Allows : Extended Divining I<BR>Use Cost : Mana (60) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : CAST, CA, C<BR>Usage : CHECK<BR>Example : check east<BR>Example : check chest<BR>The thief can take a careful look at an item, container, or door to see if it<BR>is trapped.</pre></P> <P> <br><a name="Thief_Detection"><B>Detection (Thief_Detection)</B></a> <pre><BR>Skill : Detection<BR>Domain : Alert<BR>Available: Arcanist(19) Burglar(13) Charlatan(20) Monk(14) <BR>Available: Thief(13) Trapper(18) <BR>Allows : Vigilantly I<BR>Use Cost : Mana (63) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : DETECT, DETECTION<BR>Usage : detect<BR>Example : <BR>The thief takes a careful and meticulous look around, allowing him or her to<BR>spot any hidden things in the area. The longer the thief looks around, the more<BR>he will see.</pre></P> <P> <br><a name="Skill_Dirt"><B>Dirt (Skill_Dirt)</B></a> <pre><BR>Skill : Dirt<BR>Domain : Dirty fighting<BR>Available: Assassin(5) Barbarian(11) Fighter(11) Minstrel(2) <BR>Available: Monk(14) SkyWatcher(12) Thief(5) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (52) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : DIRT<BR>Usage : DIRT [TARGET NAME] <BR>Example : dirt orc<BR>The fighter attempts to kick dirt into the eyes of the target, making them<BR>temporarily blind.</pre></P> <P> <br><a name="Thief_DisablingCaltrops"><B>Disabling Caltrops (Thief_DisablingCaltrops)</B></a> <pre><BR>Skill : Disabling Caltrops<BR>Domain : Trapping<BR>Available: Trapper(24) <BR>Allows : Fatiguing I, Trapping I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Malicious<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : DISABLINGCALTROPS<BR>Usage : DISABLING CALTROPS<BR>Example : disablingcaltrops<BR>The thief drops numerous small metal hooked spikes on the ground around him or<BR>her. While the thief will be able to avoid them, anyone entering, leaving,<BR>advancing, or retreating from the room will be have their feet caught on them,<BR>disabling movement.</pre></P> <P> <br><a name="Skill_Disarm"><B>Disarm (Skill_Disarm)</B></a> <pre><BR>Skill : Disarm<BR>Domain : Martial lore<BR>Available: Barbarian(7) Beastmaster(9) Fighter(6) Monk(6) <BR>Available: Dancer(9) Numerous Classes(8) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (56) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : DISARM<BR>Usage : DISARM [TARGET NAME] <BR>Example : disarm orc<BR>The fighter attempts use his or her weapon to disarm the target, hurling their<BR>weapon onto the floor and out of reach. To succeed, the player must be armed,<BR>make their profficiency check, "hit" their opponent, and not be too<BR>underpowered compared to their opponent.</pre></P> <P> <br><a name="Paladin_DiseaseImmunity"><B>Disease Immunity (Paladin_DiseaseImmunity)</B></a> <pre><BR>Skill : Disease Immunity<BR>Domain : Holy protection<BR>Available: Paladin(7) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>As the Paladin's proficiency grows, he or she becomes more and more immune to<BR>diseases and disease like spell affects.</pre></P> <P> <br><a name="Skill_Disguise"><B>Disguise (Skill_Disguise)</B></a> <pre><BR>Skill : Disguise<BR>Domain : Deceptive<BR>Available: Charlatan(3) <BR>Allows : Deceptive I<BR>Use Cost : Mana (53) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : DISGUISE<BR>Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]<BR>Example : disguise race orc<BR>Example : disguise class thief<BR>Example : disguise height 1000<BR>This powerful ability allows the bard to disguise his or her appearance in<BR>numerous ways. The disguise command, without any arguments, will list the<BR>attributes which may be changed. Once a disguise has been put on, entering<BR>disguise again without any arguments will remove the disguise.</pre></P> <P> <br><a name="Distilling"><B>Distilling (Distilling)</B></a> <pre><BR>Skill : Distilling<BR>Domain : Crafting<BR>Available: Artisan(10) Numerous Classes(4) <BR>Requires : 'Cooking'<BR>Allows : Master Distilling, Home Cooking I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : DISTILLING<BR>Usage : DISTILL LIST/[BREWING CONTAINER]<BR>Example : distill pot<BR>: distill list<BR>: distill list whiskey<BR>: distill list all<BR>This skill allows the player to create a beer and other liquors from basic<BR>ingredients. The player must be near a fire over which the alcohol can be<BR>brewed. The ingredients must be placed in a fire-safe container, like a pot or<BR>pan. A pot must be filled with water or other liquids required by the recipe. <BR>The ingredients for cooking are best obtained through the Foraging skill.</pre></P> <P> <br><a name="Thief_Distract"><B>Distract (Thief_Distract)</B></a> <pre><BR>Skill : Distract<BR>Domain : Deceptive<BR>Available: Dancer(7) Thief(19) Several Classes(8) <BR>Allows : Improved Distraction, Deceptive I<BR>Use Cost : Movement (57) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : DISTRACT<BR>Usage : DISTRACT [TARGET NAME] <BR>Example : distract orc<BR>The fighter forfeits his or her attacks in order to spend time distracting the<BR>target. While distracted, the target`s attack and defence skills are greatly<BR>reduced.</pre></P> <P> <br><a name="Skill_Dodge"><B>Dodge (Skill_Dodge)</B></a> <pre><BR>Skill : Dodge<BR>Domain : Evasive<BR>Available: Beastmaster(4) Charlatan(10) Minstrel(9) Monk(4) <BR>Available: Dancer(5) Numerous Classes(7) Several Classes(6) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : dodge<BR>During combat, the character begins to dance around on their feet, making them<BR>harder to hit in combat.</pre></P> <P> <br><a name="Domesticating"><B>Domesticating (Domesticating)</B></a> <pre><BR>Skill : Domesticating<BR>Domain : Animal affinity<BR>Available: Trapper(21) <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : DOMESTICATE, DOMESTICATING<BR>Usage : DOMESTICATE [MOB NAME]<BR>Usage : DOMESTICATE NAME [MOB] [NEW NAME]<BR>Example : domesticate rabbit<BR>Example : domesticate name rabbit bob<BR>This skill allows the player to make a animal into a follower, and then to<BR>re-name the animal if he chooses. The animal remains renamed only as long as<BR>it is a follower.</pre></P> <P> <br><a name="Drilling"><B>Drilling (Drilling)</B></a> <pre><BR>Skill : Drilling<BR>Domain : Gathering<BR>Available: Artisan(2) Numerous Classes(1) <BR>Allows : Master Drilling, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : DRILL, DRILLING<BR>Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]<BR>Example : drill pot<BR>Example : drill bundle 10 "lamp oil"<BR>With this common skill, a player carefully pokes around, in the ground or<BR>trees, for useful liquids. The liquids are then placed into the liquid<BR>container given by the parameters. Drilling is best done in forests and<BR>deserts. You can also bundle multiple resources together using this skill. The<BR>GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="Druid_DruidicPass"><B>Druidic Pass (Druid_DruidicPass)</B></a> <pre><BR>Skill : Druidic Pass<BR>Domain : Stealthy<BR>Available: Several Classes(1) <BR>Allows : Stealthy I<BR>Use Cost : Mana (51) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : PASS<BR>Usage : PASS [DIRECTION]<BR>Example : pass east<BR>This skill allows the druid to move silently and almost invisibly from place to<BR>place while traveling in the outdoors. Moreover, this skill allows the Druid<BR>to pass into locked dwellings, if those dwellings are located in the druids<BR>domain.</pre></P> <P> <br><a name="Fighter_DualParry"><B>Dual Parry (Fighter_DualParry)</B></a> <pre><BR>Skill : Dual Parry<BR>Domain : Martial lore<BR>Available: Assassin(16) Fighter(13) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>For players wielding two weapons, this skill allows the fighter to have an<BR>extra parry attempt using the off-hand weapon during combat. A successful<BR>parry effectively cancels the attack.</pre></P> <P> <br><a name="Dyeing"><B>Dyeing (Dyeing)</B></a> <pre><BR>Skill : Dyeing<BR>Domain : Artistic<BR>Available: Artisan(6) Numerous Classes(2) <BR>Requires : A base charisma of at least 8. <BR>Allows : Artsy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : DYE, DYEING<BR>Usage : DYE [ITEM NAME] [COLOR]<BR>Example : dye shirt blue<BR>This skill allows the player to dye a qualifying cloth item a different color.</pre></P> <P> <br><a name="Specialization_EdgedWeapon"><B>Edged Weapon Specialization (Specialization_EdgedWeapon)</B></a> <pre><BR>Skill : Edged Weapon Specialization<BR>Domain : Weapon use<BR>Available: Templar(3) Numerous Classes(1) <BR>Allows : Edged Striking I, Edged Bashing I, Edged Piercing I<BR>Allows : Edged Focus I, Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is a master of sharp edges, gaining bonuses to attack when using an<BR>edged weapon in combat. Can also allow the use of higher level weapons if the<BR>focus expertise is taken.</pre></P> <P> <br><a name="Thief_Embezzle"><B>Embezzle (Thief_Embezzle)</B></a> <pre><BR>Skill : Embezzle<BR>Domain : Criminal<BR>Available: Burglar(25) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (75) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : EMBEZZLE<BR>Usage : EMBEZZLE [BANKER NAME]<BR>Example : embezzle bob<BR>The thief attempts to embezzle at least 2% of the value of a random bank<BR>account into his own account with the same bank. If successful, the banker<BR>will notice that something has happened, and will watch their books closely for<BR>the coming month.</pre></P> <P> <br><a name="Embroidering"><B>Embroidering (Embroidering)</B></a> <pre><BR>Skill : Embroidering<BR>Domain : Calligraphy<BR>Available: Artisan(6) Numerous Classes(2) <BR>Requires : 'Write'<BR>Requires : A base charisma of at least 10. <BR>Allows : Fine Calligraphy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : EMBROIDER, EMBROIDERING<BR>Usage : EMBROIDER [ITEM NAME] [MESSAGE]<BR>Example : embroider shirt my favorite shirt<BR>This skill allows the player to embroider a unique message onto a qualifying<BR>cloth or leather item. To read the message, one need only LOOK at the item.</pre></P> <P> <br><a name="Fighter_Endurance"><B>Endurance (Fighter_Endurance)</B></a> <pre><BR>Skill : Endurance<BR>Domain : Fitness<BR>Available: Barbarian(18) Fighter(19) Monk(21) Dancer(19) <BR>Allows : Fitness I<BR>Invoked : Automatic<BR>Example : <BR>Allows the fighter to recover hit points, mana, and movement more quickly when<BR>not in combat.</pre></P> <P> <br><a name="Engraving"><B>Engraving (Engraving)</B></a> <pre><BR>Skill : Engraving<BR>Domain : Calligraphy<BR>Available: Artisan(6) Numerous Classes(2) <BR>Requires : 'Write'<BR>Requires : A base charisma of at least 10. <BR>Allows : Fine Calligraphy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : ENGRAVE, ENGRAVING<BR>Usage : ENGRAVE [ITEM NAME] [MESSAGE]<BR>Example : engrave sword the deathmaster<BR>This skill allows the player to engrave a unique message onto a qualifying<BR>metal, stone, or wooden item. To read the message, one need only LOOK at the<BR>item. Engraving requires profficiency in both this skill and in the WRITEing<BR>skill.</pre></P> <P> <br><a name="Skill_Enslave"><B>Enslave (Skill_Enslave)</B></a> <pre><BR>Skill : Enslave<BR>Domain : Criminal<BR>Available: Gaoler(23) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (73) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ENSLAVE<BR>Usage : ENSLAVE [TARGET NAME]<BR>Example : enslave orc<BR>This skill allows the player to break down an intelligent mob and enslave them.<BR>Once enslaved, a mob can be sold to slave traders, brought to the players clan<BR>homes or personal homes to remain as permanent residents, ORDERed as vassals of<BR>the owner, and, of course, command them to perform tasks. Tasks for the slave<BR>to perform must be directed to the slave with the SAY command, and must begin<BR>with the words "I command you to" or "I order you to". The slave will then<BR>wander around as in a GEAS trying to perform the task. The slave can be<BR>released from the task by saying "cancel" to them. Slaves are different from<BR>pets in that they require food and drink to survive. If given the food and<BR>water, they will eat and drink as necessary from what they have been given. <BR>Slaves eventually lose loyalty as well. If they starve, or if they take damage<BR>for any reason, their loyalty will decrease, making them more and more likely<BR>to leave their masters homes, or attack their masters.</pre></P> <P> <br><a name="Thief_EscapeBonds"><B>Escape Bonds (Thief_EscapeBonds)</B></a> <pre><BR>Skill : Escape Bonds<BR>Domain : Binding<BR>Available: Thief(24) <BR>Allows : Binding I<BR>Use Cost : Mana (74) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ESCAPEBONDS, ESCAPE<BR>Usage : ESCAPEBONDS<BR>Example : escapebonds<BR>The player uses his or her special skills to be released from ropes, webs,<BR>nets, and other bindings. </pre></P> <P> <br><a name="Thief_Espionage"><B>Espionage (Thief_Espionage)</B></a> <pre><BR>Skill : Espionage<BR>Domain : Stealthy<BR>Available: Assassin(25) <BR>Allows : Stealthy I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ESPIONAGE<BR>Usage : ESPIONAGE [TARGET] <BR>Example : espionage bob<BR>The thief uses the target to spy on the target`s clan communications. Any talk<BR>on the target`s clan-only or clan-ally channels will also be heard by the<BR>thief, so long as the thief is in the same room, and remains unnoticed by the<BR>target. The level of the player that can be used by the thief for espionage<BR>will depend on the thiefs level and on stealth expertise.</pre></P> <P> <br><a name="Thief_Evesdrop"><B>Evesdrop (Thief_Evesdrop)</B></a> <pre><BR>Skill : Evesdrop<BR>Domain : Alert<BR>Available: Assassin(24) <BR>Allows : Vigilantly I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : EVESDROP<BR>Usage : EVESDROP [TARGET] <BR>Example : evesdrop bob<BR>The thief atunes his hearing so well that he can hear TELL messages to the<BR>target, so long as he remains in the same room as the target and remains<BR>unnoticed by the target. The level of the player the thief can evesdrop on,<BR>and the duration of the evesdropping will depend on alertness expertise.</pre></P> <P> <br><a name="Excavation"><B>Excavation (Excavation)</B></a> <pre><BR>Skill : Excavation<BR>Domain : Crafting<BR>Available: Artisan(13) <BR>Requires : 'Sculpting'<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : EXCAVATE, EXCAVATION<BR>Usage : EXCAVATE [LIST/[PROJECT NAME]] [DIRECTION]<BR>Example : excavate wall north<BR>: excavate list<BR>: excavate room east<BR>: excavate title A messy room.<BR>: excavate desc east This is my favorite Door.<BR>: excavate desc room This is a messy room.<BR>: excavate help Bob<BR>: excavate demolish west<BR>: excavate demolish room<BR>This skill allows a player to excavate a building or other structures on an<BR>underground property the player owns. This skill also allows the demolition of<BR>unwanted walls and rooms, and the giving of a title and description to a room.<BR>The parameters also allow more than one person to assist in a excavation<BR>project. All of the structures made with this skill are made by digging into<BR>dirt and stone, though a few require adding additional stone. The raw stone<BR>for excavation is found using the Digging or Mining skills.</pre></P> <P> <br><a name="Skill_ExitStageLeft"><B>Exit Stage Left (Skill_ExitStageLeft)</B></a> <pre><BR>Skill : Exit Stage Left<BR>Domain : Theatre<BR>Available: Charlatan(16) <BR>Allows : Acting I<BR>Use Cost : Mana (33) Movement (33) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : EXITSTAGELEFT<BR>Usage : EXITSTAGELEFT<BR>Example : exitstageleft<BR>The bard calls the curtain and motions for his or her enemies to exit, stage<BR>left (West). The enemies will then flee or wander west for awhile, until they<BR>run out of west directions, or the effect wears off. At that point, they will<BR>return quickly to their homes.</pre></P> <P> <br><a name="Skill_FalseArrest"><B>False Arrest (Skill_FalseArrest)</B></a> <pre><BR>Skill : False Arrest<BR>Domain : Deceptive<BR>Available: Charlatan(11) <BR>Allows : Deceptive I<BR>Use Cost : Mana (50) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FALSEARREST<BR>Usage : FALSEARREST [CRIMINAL NAME]<BR>Example : falsearrest joe<BR>This skill allows the player to act as a bounty hunter or arresting officer for<BR>any area which enforces law. The target must be a player wanted for some crime<BR>in some area. The arresting player or the target player need not be in that<BR>area to use this skill. However, unless both players are allowed by the mud<BR>rules to attack each other, certain aspects (such as hand-cuffing or subdueing)<BR>will fizzle out when the arresting player attempts them.</pre></P> <P> <br><a name="Fighter_FarShot"><B>Far Shot (Fighter_FarShot)</B></a> <pre><BR>Skill : Far Shot<BR>Domain : Martial lore<BR>Available: Ranger(17) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example :<BR>This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at<BR>extremely far ranges.</pre></P> <P> <br><a name="Farming"><B>Farming (Farming)</B></a> <pre><BR>Skill : Farming<BR>Domain : Gathering<BR>Available: Gaian(11) Numerous Classes(10) <BR>Allows : Landscaping, Master Farming, Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : PLANT, FARM, FARMING<BR>Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]<BR>Example : plant berries<BR>Example : plant bundle 10 berries<BR>This skill allows the player to plant a resource into the ground. The player<BR>must place a sample of the resource on the ground first to use as seed. After<BR>planting is completed, the resource will be ready to harvest some time later,<BR>after the plants have grown. You can also bundle multiple resources together<BR>using this skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="Ranger_Enemy1"><B>Favored Enemy 1 (Ranger_Enemy1)</B></a> <pre>Example : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P> <P> <br><a name="Ranger_Enemy2"><B>Favored Enemy 2 (Ranger_Enemy2)</B></a> <pre>Example : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P> <P> <br><a name="Ranger_Enemy3"><B>Favored Enemy 3 (Ranger_Enemy3)</B></a> <pre>Example : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P> <P> <br><a name="Ranger_Enemy4"><B>Favored Enemy 4 (Ranger_Enemy4)</B></a> <pre>Example : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P> <P> <br><a name="Skill_Feint"><B>Feint (Skill_Feint)</B></a> <pre><BR>Skill : Feint<BR>Domain : Evasive<BR>Available: Jester(22) Minstrel(20) <BR>Allows : Evasively I<BR>Use Cost : Movement (70) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FEINT<BR>Usage : FEINT<BR>Example : feint<BR>During combat, the player feints a attack in order to put his or her opponent<BR>off balance. The next attack then will have a much better chance of hitting. <BR>The feinting skill of the player increases with level.</pre></P> <P> <br><a name="Ranger_FierceCompanions"><B>Fierce Companions (Ranger_FierceCompanions)</B></a> <pre><BR>Skill : Fierce Companions<BR>Domain : Animal affinity<BR>Available: Ranger(6) <BR>Allows : Animal Affinity I<BR>Invoked : Automatic<BR>The ranger becomes an expert at fighting with animal companions. Whenever the<BR>ranger is in combat alongside an animal, the ranger gains attack and damage<BR>bonuses.</pre></P> <P> <br><a name="Druid_ShapeShift5"><B>Fifth Totem (Druid_ShapeShift5)</B></a> <pre><BR>Skill : Second Totem<BR>Domain : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (56) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)<BR>Example : shapeshift 2<BR>Example : shapeshift lion<BR>Example : shapeshift cub<BR>Example : shapeshift 3<BR>Example : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on. By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form. Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P> <P> <br><a name="Ranger_FindWater"><B>Find Water (Ranger_FindWater)</B></a> <pre><BR>Skill : Find Water<BR>Domain : Nature lore<BR>Available: Minstrel(4) Ranger(2) Trapper(4) <BR>Allows : Nature Lore I<BR>Use Cost : Mana (52) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : FINDWATER<BR>Usage : FINDWATER<BR>Example : findwater<BR>The ranger attempts to find a trail leading from where he or she is at present,<BR>to the location of a water source (not necessarily the closest)! When walking<BR>around, the Ranger will become aware of which direction seems best.</pre></P> <P> <br><a name="Skill_FireBreathing"><B>Fire Breathing (Skill_FireBreathing)</B></a> <pre><BR>Skill : Fire Breathing<BR>Domain : Dirty fighting<BR>Available: Jester(9) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Mana (59) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 5<BR>Commands : FIREBREATHING, FIREBREATH<BR>Usage : FIREBREATH [TARGET NAME]<BR>Example : firebreath orc<BR>If the player has a torch, or other burning object in his or her hands, they<BR>can use it to breathe fire at a target.</pre></P> <P> <br><a name="FireBuilding"><B>Fire Building (FireBuilding)</B></a> <pre><BR>Skill : Fire Building<BR>Domain : Nature lore<BR>Available: Numerous Classes(3) <BR>Allows : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : LIGHT, FIREBUILD, FIREBUILDING<BR>Usage : LIGHT [(FIRE) or TARGET NAME]<BR>Example : light fire<BR>: light wood<BR>With this common skill, a player can start fires for light, or cooking, or<BR>whatever.<BR><BR>If you were looking for help on the light spell, enter HELP SPELL LIGHT.</pre></P> <P> <br><a name="Fishing"><B>Fishing (Fishing)</B></a> <pre><BR>Skill : Fishing<BR>Domain : Gathering<BR>Available: Artisan(2) Numerous Classes(1) <BR>Requires : A base wisdom of at least 8. <BR>Allows : Master Fishing, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : FISH<BR>Usage : FISH (BUNDLE [NUM]) [TARGET])<BR>Example : fish<BR>Example : fish bundle 10 trout<BR>With this common skill, a player can catch lots of fish from a suitable<BR>location, assuming the fish are biting. Fishing is best done in the water. You<BR>can also bundle multiple resources together using this skill. The GET command<BR>can be used to unbundle such resources.</pre></P> <P> <br><a name="Specialization_FlailedWeapon"><B>Flailing Weapon Specialization (Specialization_FlailedWeapon)</B></a> <pre>The player is a master of flails, gaining bonuses to attack when using a<BR>flailed weapon in combat. Can also allow the use of higher level weapons if<BR>the focus expertise is taken.</pre></P> <P> <br><a name="Thief_Flank"><B>Flank (Thief_Flank)</B></a> <pre><BR>Skill : Flank<BR>Domain : Dirty fighting<BR>Available: Assassin(22) Thief(22) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (72) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FLANK<BR>Usage : FLANK<BR>Example : flank<BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when flanking his or her opponent in combat. The thief can only slip around<BR>into a flanking position if their opponent is targeting someone else.</pre></P> <P> <br><a name="Thief_Flay"><B>Flay (Thief_Flay)</B></a> <pre><BR>Skill : Flay<BR>Domain : Legal<BR>Available: Gaoler(15) <BR>Use Cost : Movement (100) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FLAY<BR>Example : FLAY Orc<BR>The player with this skill is able to use a flailing leather weapon to so harm<BR>the target that it makes the wearing of equipment on the back or torso<BR>impossible for the duration. The target must not be wearing anything on the<BR>torso or back for the skill to work. They must also be bound or prone.</pre></P> <P> <br><a name="Fletching"><B>Fletching (Fletching)</B></a> <pre><BR>Skill : Fletching<BR>Domain : Crafting<BR>Available: Artisan(7) Numerous Classes(5) <BR>Requires : 'Ranged Weapon Specialization', and 'Carpentry'<BR>Requires : A base dexterity of at least 12. <BR>Allows : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows : Lethal Crafting I, Counterbalance Crafting I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : FLETCH, FLETCHING<BR>Usage : FLETCH (LIST/LEARN) [ITEM TYPE]<BR>Example : fletch short bow<BR>: fletch list<BR>: fletch list bow<BR>: fletch list all<BR>: fletch learn crossbow<BR>This skill allows a player to craft ranged wooden weapons, such as bows,<BR>crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of<BR>the items which can be crafted expands as the player goes up in level. The<BR>player may also learn how to fletch found items, provided a blank recipe page,<BR>or recipe book with blank pages is in his or her inventory. To begin fletching,<BR>the player must have placed the wood he or she wishes to make the item from on<BR>the ground. The raw wood for fletching is obtained by using the Chopping skill.</pre></P> <P> <br><a name="Fighter_FlyingKick"><B>Flying Kick (Fighter_FlyingKick)</B></a> <pre><BR>Skill : Flying Kick<BR>Domain : Kicking<BR>Available: Monk(12) <BR>Requires : 'Ax Kick'<BR>Allows : Iron Kicking I, Combat Fluidity I<BR>Use Cost : Movement (62) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Range 1 - Range 5<BR>Commands : FLYINGKICK, FLYKICK<BR>Usage : FLYING KICK [TARGET NAME]<BR>Example : flying kick orc<BR>From a range of 1 or greater, the Monk uses this skill to leap high into the<BR>air and land a terrific kick on the target!</pre></P> <P> <br><a name="FoodPrep"><B>Food Prep (FoodPrep)</B></a> <pre><BR>Skill : Food Prep<BR>Domain : Crafting<BR>Available: Gaoler(1) Numerous Classes(5) <BR>Requires : 'Cooking'<BR>Allows : Master Food Prep, Home Cooking I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : FOODPREPPING, FPREP<BR>Usage : FOODPREP LIST/[CONTAINER]<BR>Example : foodprep bowl<BR>Example : foodprep list<BR>Example : foodprep list salad<BR>Example : foodprep list all<BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients. The ingredients must be placed in a preparation container, The<BR>container may be filled with water, if water is required for the recipe. The<BR>ingredients are best obtained through the Butchering skill and the Foraging<BR>skill.</pre></P> <P> <br><a name="Thief_Footlocks"><B>Footlocks (Thief_Footlocks)</B></a> <pre><BR>Skill : Footlocks<BR>Domain : Binding<BR>Available: Burglar(20) <BR>Allows : Binding I<BR>Use Cost : Movement (70) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FOOTLOCK<BR>Usage : FOOTLOCKS [TARGET NAME]<BR>Example : footlocks orc<BR>Using a simple piece of cloth pulled taught like a rope, and a couple of chunks<BR>of wood, the thief quickly constructs and deploys an ingenious device called<BR>the footlock. The ropes and blocks wrap loosely around the target`s feet. <BR>They don't prevent movement, but will cause the target to stumble, preventing<BR>sudden movements such as advancing or retreating in combat, or fleeing. The<BR>footlocks don't stay in place long, but improves with expertise.</pre></P> <P> <br><a name="Foraging"><B>Foraging (Foraging)</B></a> <pre><BR>Skill : Foraging<BR>Domain : Gathering<BR>Available: Artisan(2) Numerous Classes(1) <BR>Allows : Master Foraging, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : FORAGE, FORAGING<BR>Usage : FORAGE (BUNDLE [NUM]) [TARGET])<BR>Example : forage<BR>Example : forage bundle 10 berries<BR>With this common skill, a player carefully scans an area for any naturally<BR>growing plants which may be edible. Foraging is best done in forests and on<BR>plains. You can also bundle multiple resources together using this skill. The<BR>GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="Fighter_ForestTactics"><B>Forest Tactics (Fighter_ForestTactics)</B></a> <pre><BR>Skill : Forest Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(22) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in forests. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Thief_Forgery"><B>Forgery (Thief_Forgery)</B></a> <pre><BR>Skill : Forgery<BR>Domain : Calligraphy<BR>Available: Burglar(9) <BR>Allows : Fine Calligraphy I<BR>Use Cost : Mana (59) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FORGERY<BR>Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]<BR>Example : forge Midgaard#3001 parchment<BR>Example : forge "wish" scrollpaper<BR>Example : forge "an Archon's Note" parchment<BR>The thief gains the ability to forge title's to land, spells onto scrolls (or<BR>at least in seeming), or payment notes. While shopkeepers will not be fooled<BR>by these documents, other players may well be.</pre></P> <P> <br><a name="Druid_ShapeShift4"><B>Fourth Totem (Druid_ShapeShift4)</B></a> <pre><BR>Skill : Second Totem<BR>Domain : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (56) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)<BR>Example : shapeshift 2<BR>Example : shapeshift lion<BR>Example : shapeshift cub<BR>Example : shapeshift 3<BR>Example : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on. By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form. Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P> <P> <br><a name="Fighter_Fragmentation"><B>Fragmentation (Fighter_Fragmentation)</B></a> <pre><BR>Skill : Fragmentation<BR>Domain : Weapon use<BR>Available: Barbarian(24) <BR>Allows : Ranged Striking I<BR>Invoked : Automatic<BR>This awesome skill allows thrown items to be hurled with SUCH force, that they<BR>do TRIPLE their normal damage (depending upon proficiency). The downside is,<BR>however, that the weapon is destroyed on impact as the weapon fragments and<BR>splinters into the victim.</pre></P> <P> <br><a name="Thief_FrameMark"><B>Frame Mark (Thief_FrameMark)</B></a> <pre><BR>Skill : Frame Mark<BR>Domain : Street smarts<BR>Available: Assassin(23) Charlatan(24) <BR>Allows : Street Lore I<BR>Use Cost : Mana (50) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : FRAME<BR>Usage : FRAME<BR>Example : frame<BR>This awesome skill allows the thief to effectively place the blame for a crime<BR>the thief might have committed in the current area on their mark. It requires<BR>1000 gold per level of the mark to accomplish this.</pre></P> <P> <br><a name="Archon_Freeze"><B>Freeze (Archon_Freeze)</B></a> <pre><BR>Prayer : Freeze Metal<BR>Domain : Cursing<BR>Available: Purist(15) <BR>Allows : Aqualist I<BR>Alignment: pure goodness, good<BR>Use Cost : Mana (65) <BR>Quality : Malicious<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : PRAY, PR<BR>Usage : PRAY "FREEZE METAL" [TARGET NAME]<BR>Example : pray "freeze metal" bob<BR>This spell causes the metal objects being worn or wielded by the target to<BR>begin freezing and biting at their skin, and freeze to whatever they are<BR>touching.</pre></P> <P> <br><a name="Digging"><B>Gem Digging (Digging)</B></a> <pre><BR>Skill : Master Gem Digging<BR>Domain : Gathering<BR>Available: Artisan(28) <BR>Requires : 'Gem Digging' at 100%<BR>Requires : A base constitution of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,<BR>MASTERGEMDIGGING<BR>Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])<BR>Example : mgdig<BR>Example : mgdig bundle 10 gems<BR>With this common skill, a player can perform the delicate task of mining gems<BR>and other precious stones. Master Gem Digging is over twice as slow as regular<BR>Gem Digging, but yields three times as many gems. The precious stones found<BR>with this skill are best hunted for in mountains or caves. Sand is best found<BR>in the desert. You can also bundle multiple resources together using this<BR>skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="GlassBlowing"><B>Glass Blowing (GlassBlowing)</B></a> <pre><BR>Skill : Glass Blowing<BR>Domain : Crafting<BR>Available: Artisan(4) Numerous Classes(5) <BR>Requires : A base constitution of at least 12. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : GLASSBLOW, GLASSBLOWING<BR>Usage : GLASSBLOW (LIST/LEARN) [ITEM TYPE]<BR>Example : glassblow pot<BR>: glassblow list<BR>: glassblow list wand<BR>: glassblow list all<BR>: glassblow learn mug<BR>This skill allows a player to craft glass items, such as cups and flasks. The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level. The player may also learn how to make found items, provided a blank<BR>recipe page, or a recipe book with blank pages is in his or her inventory. To<BR>begin blowing glass, the player must be in a room with an open fire burning,<BR>and must have placed the sand he or she wishes to make the item from on the<BR>ground. The raw sand for glass blowing is obtained by using the Digging skill.</pre></P> <P> <br><a name="Druid_GolemForm"><B>Golem Form (Druid_GolemForm)</B></a> <pre><BR>Skill : Golem Form<BR>Domain : Shape shifting<BR>Available: Delver(10) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (60) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : GOLEMFORM<BR>Usage : GOLEMFORM [LIST/FORM NAME]<BR>Example : golemform<BR>Example : golemform list<BR>Example : golemform massive stone golem<BR>The druid gains the ability, through this skill, to take on the form of a stone<BR>golem. The form progresses as the druid gains in level, he will gain access to<BR>more powerful forms, each more devastating than the last, though each also a<BR>bit slower on the move. Golems are also unable to speak or chant.</pre></P> <P> <br><a name="Fighter_Gouge"><B>Gouge (Fighter_Gouge)</B></a> <pre><BR>Skill : Gouge<BR>Domain : Dirty fighting<BR>Available: Monk(21) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (100) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : GOUGE<BR>Usage : GOUGE [TARGET NAME]<BR>Example : gouge orc<BR>The Fighter gouges at the eyes of the target, blinding them for a short time,<BR>and possibly taking out an eye in the process.</pre></P> <P> <br><a name="Thief_Graffiti"><B>Graffiti (Thief_Graffiti)</B></a> <pre><BR>Skill : Graffiti<BR>Domain : Street smarts<BR>Available: Thief(12) <BR>Allows : Street Lore I<BR>Use Cost : Mana (62) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : GRAFFITI<BR>Usage : GRAFFITI [MESSAGE]<BR>Example : graffiti kilroy was here<BR>This skill allows the thief to put graffiti on walls and on city streets.<BR>Others must READ the graffiti to see it, as it will not be obvious.</pre></P> <P> <br><a name="Skill_Haggle"><B>Haggle (Skill_Haggle)</B></a> <pre><BR>Skill : Haggle<BR>Domain : Influential<BR>Available: Artisan(19) Thief(10) Several Classes(1) <BR>Allows : Influencing I<BR>Use Cost : Mana (51) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : HAGGLE<BR>Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])<BR>Example : haggle buy sword<BR>Example : haggle sell sword<BR>This skill allows the user to get better rates on buying and selling items by<BR>haggling with the shopkeeper over the price.</pre></P> <P> <br><a name="Skill_AttackHalf"><B>Half Attack (Skill_AttackHalf)</B></a> <pre><BR>Skill : Half Attack<BR>Domain : Martial lore<BR>Available: Assassin(16) Beastmaster(22) Monk(18) Templar(11) <BR>Available: Trapper(22) Numerous Classes(20) Numerous Classes(17) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Allows the affected character to deliver a second attack during every other<BR>combat round. These attacks will be slightly less effective than primary<BR>attacks.</pre></P> <P> <br><a name="Specialization_Hammer"><B>Hammer Specialization (Specialization_Hammer)</B></a> <pre><BR>Skill : Hammer Specialization<BR>Domain : Weapon use<BR>Available: Assassin(17) Templar(9) Numerous Classes(1) <BR>Allows : Hammer Striking I, Hammer Bashing I, Hammer Focus I<BR>Allows : Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is a master of hammers, gaining bonuses to attack when using a<BR>hammer in combat. Can also allow the use of higher level hammers if the focus<BR>expertise is taken.</pre></P> <P> <br><a name="Specialization_Natural"><B>Hand to hand combat (Specialization_Natural)</B></a> <pre>The player becomes so specialized at hand to hand combat that they gain bonuses<BR>to attack when fighting unarmed. Can also allow the use of higher level<BR>natural weapons if the focus expertise is taken.</pre></P> <P> <br><a name="Skill_HandCuff"><B>Handcuff (Skill_HandCuff)</B></a> <pre><BR>Skill : Handcuff<BR>Domain : Binding<BR>Available: Gaoler(13) <BR>Allows : Binding I<BR>Use Cost : Movement (63) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : HANDCUFF, CUFF<BR>Usage : HANDCUFF [TARGET NAME] <BR>Example : cuff orc<BR>Allows the player to bind another mob that is sitting or lying down, and force<BR>them to follow them around. This skill also makes the prisoner temporarily<BR>not-assist in combat. This skill can only be used if the target has a warrant<BR>out for their arrest. See Arresting Sap for more information.</pre></P> <P> <br><a name="Paladin_HealingHands"><B>Healing Hands (Paladin_HealingHands)</B></a> <pre><BR>Skill : Healing Hands<BR>Domain : Healing<BR>Available: Paladin(1) <BR>Allows : Healing I<BR>Use Cost : Mana (51) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : HANDS<BR>Usage : HANDS [TARGET NAME]<BR>Example : hands orc<BR>The Paladin becomes a vessel for the healing power of his or her god.</pre></P> <P> <br><a name="Herbalism"><B>Herbalism (Herbalism)</B></a> <pre><BR>Skill : Herbalism<BR>Domain : Crafting<BR>Available: Druid(15) Gaian(10) SkyWatcher(15) <BR>Allows : Wise Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : HERBALISM, HERBREW, HBREW<BR>Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]<BR>Example : hbrew farsight flask<BR>: hbrew list<BR>: hbrew list harden<BR>: hbrew list all<BR>This skill allows the player to brew a potion from one of the chants the player<BR>knows. To do this, the player must have a drinking container to make the<BR>potion out of. All of the brews require ingredients, and all require water or<BR>some other liquid base to start from. Also, the player must have mastered the<BR>chant before attempting to brew a potion from it. Lastly, the player will lose<BR>some experience for brewing the potion. The herbs for this skill must first be<BR>identified using the Herbology skill. </pre></P> <P> <br><a name="Herbology"><B>Herbology (Herbology)</B></a> <pre><BR>Skill : Herbology<BR>Domain : Nature lore<BR>Available: Numerous Classes(1) <BR>Allows : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : HERBOLOGY<BR>Usage : HERBOLOGY [ITEM NAME]<BR>Example : herbology some herbs<BR>Without this skill, all herbs found through foraging are unknown to the player,<BR>being known only as "herbs". With this skill, the player may identify the herb<BR>for the type that it is. This skill is quite necessary for Druids who wish to<BR>use their Herbalism skill, or Cooks who need particular herbs for recipes, but<BR>is fairly unnecessary for others. The raw herbs for herbology are obtained by<BR>using the Foraging skill.</pre></P> <P> <br><a name="Fighter_Heroism"><B>Heroism (Fighter_Heroism)</B></a> <pre><BR>Skill : Heroism<BR>Domain : Martial lore<BR>Available: Fighter(25) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>As the power and noteriety of the fighter grows, his or her ability to resist<BR>certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt<BR>kicks, trips, etc..) grows.</pre></P> <P> <br><a name="Thief_Hide"><B>Hide (Thief_Hide)</B></a> <pre><BR>Skill : Hide<BR>Domain : Stealthy<BR>Available: Gaoler(10) Monk(1) Several Classes(3) Several Classes(2) <BR>Allows : Improved Hiding, Stealthy I, Shadow I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : HIDE<BR>Usage : HIDE <BR>Example : hide<BR>The thief attempts to creep into some shadowy corner and remain perfectly<BR>still. Doing this makes them invisible to any other creatures in the room. <BR>Making any moves or sounds will negate the hidden advantage. The quality of<BR>the hide against other players depends in part on the thieves stealth<BR>expertise. The thief can use the VISIBLE command to make themself visible<BR>again. </pre></P> <P> <br><a name="Thief_HideInPlainSight"><B>Hide In Plain Sight (Thief_HideInPlainSight)</B></a> <pre><BR>Skill : Hide In Plain Sight<BR>Domain : Stealthy<BR>Available: Burglar(25) <BR>Allows : Stealthy I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : HIDEINPLAINSITE, HIPS<BR>Usage : HIDEINPLAINSIGHT<BR>Example : hips<BR>The thief has become so adept at quick small movements, that he can do almost<BR>anything without being directly noticed. Almost any quiet movement, such as<BR>getting or dropping items, wearing or removing items, or manipulating<BR>inventory, will be totally unnoticable by other players. Even normally noisy<BR>actions will be done so that people aren't really sure who did it. Direct<BR>speaking or giving is unaffected, however.</pre></P> <P> <br><a name="Thief_HideOther"><B>Hide Other (Thief_HideOther)</B></a> <pre><BR>Skill : Hide Other<BR>Domain : Stealthy<BR>Available: Burglar(15) <BR>Allows : Stealthy I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : OTHERHIDE<BR>Usage : OTHERHIDE [TARGET] <BR>Example : otherhide bob<BR>The thief attempts to hide a group member in some shadowy corner and directs<BR>them to remain perfectly still. Doing this makes the target invisible to any<BR>other creatures in the room. If the target makes any moves or sounds, it will<BR>negate the hidden advantage. The quality of the hide will depend in part on<BR>the thieves stealth expertise. The VISIBLE command can be used to revoke this<BR>affect.</pre></P> <P> <br><a name="Thief_Hideout"><B>Hideout (Thief_Hideout)</B></a> <pre><BR>Skill : Hideout<BR>Domain : Street smarts<BR>Available: Thief(16) <BR>Allows : Street Lore I<BR>Use Cost : Mana (33) Movement (33) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : HIDEOUT<BR>Usage : HIDEOUT<BR>Example : hideout<BR>The thief in an urban settings can slip into a small dark hideout until things<BR>cool off. Inside, the thief can not recall or bring friends or followers<BR>along, but he can rest up until its safe to go back to work.</pre></P> <P> <br><a name="Thief_HighMarks"><B>High Marks (Thief_HighMarks)</B></a> <pre><BR>Skill : High Marks<BR>Domain : Combat lore<BR>Available: Assassin(19) <BR>Requires : 'Mark'<BR>Allows : Combat Lore I<BR>Invoked : Automatic<BR>Example : <BR>proficiency in this skill allows the thief to Mark higher level persons and<BR>creatures.</pre></P> <P> <br><a name="Fighter_HillsTactics"><B>Hills Tactics (Fighter_HillsTactics)</B></a> <pre><BR>Skill : Hills Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(17) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in hilly areas. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Paladin_HolyStrike"><B>Holy Strike (Paladin_HolyStrike)</B></a> <pre><BR>Skill : Holy Strike<BR>Domain : Martial lore<BR>Available: Paladin(4) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Mana (27) Movement (27) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : HOLYSTRIKE<BR>Usage : HOLYSTRIKE [TARGET]<BR>Example : holystrike<BR>Wielding his trusty sword, the paladin calls down the power of his or her god<BR>into a mighty sword swing for devastating damage on evil ttarget`s</pre></P> <P> <br><a name="Ranger_HuntersEndurance"><B>Hunters Endurance (Ranger_HuntersEndurance)</B></a> <pre><BR>Skill : Hunters Endurance<BR>Domain : Fitness<BR>Available: Ranger(11) <BR>Allows : Fitness I<BR>Invoked : Automatic<BR>Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.<BR>Also, all movement is instantly and constantly restored. When tracking<BR>concludes, or combat begins, the rangers previous state resumes.</pre></P> <P> <br><a name="Hunting"><B>Hunting (Hunting)</B></a> <pre><BR>Skill : Hunting<BR>Domain : Gathering<BR>Available: Artisan(2) Numerous Classes(1) <BR>Requires : A base wisdom of at least 8. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : HUNT, HUNTING<BR>Usage : HUNT<BR>Example : hunt<BR>With this common skill, a player checks carefully for the tracks of any game<BR>which may be nearby. When the tracks are found, the player needs to check<BR>nearby rooms for the animal and attack it to complete the hunt. Hunting can be<BR>done almost anywhere, though Forests, Jungles, and Plains are best.</pre></P> <P> <br><a name="Archon_Hush"><B>Hush (Archon_Hush)</B></a> <pre><FONT COLOR=CYAN><BR>Social : <FONT COLOR=CYAN style="background-color: #000099">hush</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><BR><FONT COLOR=CYAN>Target ^?: <FONT COLOR=CYAN style="background-color: #000099">none</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>You see : SHHHHHHHHHHHHHHHHHHHHHH<BR>Others see : Requests everyone quiet down. Shhhhhhhhhhh...<BR><BR><FONT COLOR=CYAN>Target ^?: <FONT COLOR=CYAN style="background-color: #000099">someone</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>No Target : Who needs to be silenced?<BR>You see : You nicely ask the target to be more quiet.<BR>Target sees: Kindly requests that you please quiet down.<BR>Others see : Nicely asks the target to be more quiet.<BR><BR><FONT COLOR=CYAN>Target ^?: <FONT COLOR=CYAN style="background-color: #000099">self</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>You see : You realize you are loud and obnoxious and try to silence<BR>yourself.<BR>Others see : Covers mouth in an attempt to silence themself.<BR></pre></P> <P> <br><a name="Thief_IdentifyBombs"><B>Identify Bombs (Thief_IdentifyBombs)</B></a> <pre><BR>Skill : Identify Bombs<BR>Domain : Find/remove traps<BR>Available: Trapper(3) <BR>Allows : Trap Disabling I<BR>Invoked : Automatic<BR>Example : <BR>The thief can sense bombs just by looking at them, or looking at those who<BR>might be bearing them.</pre></P> <P> <br><a name="Skill_IdentifyPoison"><B>Identify Poison (Skill_IdentifyPoison)</B></a> <pre><BR>Skill : Identify Poison<BR>Domain : Poisoning<BR>Available: Assassin(4) Barbarian(19) Jester(2) Several Classes(7) <BR>Requires : 'Apothecary'<BR>Allows : Poisoning I<BR>Use Cost : Mana (52) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : IDPOISON, IDENTIFYPOISON<BR>Usage : IDPOISON [ITEM NAME] <BR>Example : idpoison orc<BR>This skill allows the player to sniff and taste a potentially poisoned item<BR>(like a drink, or a sword) and tell what kind of poison (if any) is on the<BR>item.</pre></P> <P> <br><a name="Thief_IdentifyTraps"><B>Identify Traps (Thief_IdentifyTraps)</B></a> <pre><BR>Skill : Identify Traps<BR>Domain : Alert<BR>Available: Trapper(5) <BR>Requires : 'Detect Traps'<BR>Allows : Vigilantly I<BR>Use Cost : Mana (55) <BR>Quality : Circumstantial<BR>Targets : Items Exits <BR>Range : Touch, or not applicable<BR>Commands : IDENTIFYTRAPS, IDTRAP<BR>Usage : IDENTIFYTRAPS<BR>Example : identifytraps east<BR>Example : identifytraps chest<BR>The thief can take a careful look at an item, container, or door to see if it<BR>is trapped, and then identify its type and quality level.</pre></P> <P> <br><a name="Skill_Imitation"><B>Imitate (Skill_Imitation)</B></a> <pre><BR>Skill : Imitate<BR>Domain : Deceptive<BR>Available: Charlatan(7) <BR>Allows : Deceptive I<BR>Invoked : Automatic<BR>Usage : IMITATE [SPELL NAME] [TARGET NAME]<BR>Example : imitate Fireball Orc<BR>This strange pseudo-magical skill allows spells, prayers, songs, and chants<BR>learned through Spellcraft, Prayercraft, etc to be faked at a later time. The<BR>spell or skill will not yield any actual results (no damage or benefits from<BR>casting), but will enable the character to deceive others into believing that<BR>he can use that type of magic.</pre></P> <P> <br><a name="Thief_ImprovedDistraction"><B>Improved Distraction (Thief_ImprovedDistraction)</B></a> <pre><BR>Skill : Improved Distraction<BR>Domain : Deceptive<BR>Available: Thief(22) <BR>Requires : 'Distract'<BR>Allows : Deceptive I<BR>Invoked : Automatic<BR>Example : <BR>proficiency in this skill allows the thief to distract higher and higher level<BR>opponents.</pre></P> <P> <br><a name="Thief_ImprovedHiding"><B>Improved Hiding (Thief_ImprovedHiding)</B></a> <pre><BR>Skill : Improved Hiding<BR>Domain : Stealthy<BR>Available: Burglar(10) <BR>Requires : 'Hide'<BR>Allows : Stealthy I<BR>Invoked : Automatic<BR>Example : <BR>The thief has become so adept at remaining hidden that he or she is able to<BR>speak and make other noises while remaining hidden.</pre></P> <P> <br><a name="Thief_ImprovedPeek"><B>Improved Peek (Thief_ImprovedPeek)</B></a> <pre><BR>Skill : Improved Peek<BR>Domain : Stealing<BR>Available: Burglar(12) <BR>Requires : 'Peek'<BR>Allows : Theft Mastery I<BR>Invoked : Automatic<BR>Example : <BR>proficiency in this skill allows the thief to peek into the inventories of<BR>higher level persons and creatures.</pre></P> <P> <br><a name="Fighter_ImprovedShieldDefence"><B>Improved Shield Defence (Fighter_ImprovedShieldDefence)</B></a> <pre><BR>Skill : Improved Shield Defence<BR>Domain : Shield use<BR>Available: Fighter(22) <BR>Allows : Shield Using I<BR>Invoked : Automatic<BR>Example : <BR>As the fighter gains proficiency with shield use, he becomes better able to use<BR>a shield to enhance his armor.</pre></P> <P> <br><a name="Thief_ImprovedSteal"><B>Improved Steal (Thief_ImprovedSteal)</B></a> <pre><BR>Skill : Improved Steal<BR>Domain : Stealing<BR>Available: Burglar(22) <BR>Requires : 'Steal'<BR>Allows : Theft Mastery I<BR>Invoked : Automatic<BR>Example : <BR>Proficiency in this skill allows the thief to steal from the inventories of<BR>higher level persons and creatures. See help on STEAL.</pre></P> <P> <br><a name="Thief_ImprovedSwipe"><B>Improved Swipe (Thief_ImprovedSwipe)</B></a> <pre><BR>Skill : Improved Swipe<BR>Domain : Stealing<BR>Available: Burglar(14) <BR>Requires : 'Swipe gold'<BR>Allows : Theft Mastery I<BR>Invoked : Automatic<BR>Example : <BR>proficiency in this skill allows the thief to swipe the gold of higher level<BR>persons and creatures.</pre></P> <P> <br><a name="Fighter_ImprovedThrowing"><B>Improved Throwing (Fighter_ImprovedThrowing)</B></a> <pre><BR>Skill : Improved Throwing<BR>Domain : Weapon use<BR>Available: Barbarian(14) <BR>Allows : Ranged Striking I<BR>Invoked : Automatic<BR>As the fighter gains proficiency in this skill, he or she hits more accurately<BR>with thrown weapons, and does up to double damage.</pre></P> <P> <br><a name="Archon_Injure"><B>Injure (Archon_Injure)</B></a> <pre><BR>Skill : Injure<BR>Domain : Archon<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : INJURE<BR>Usage : INJURE [PLAYER NAME] [body part]<BR>Example : injure gunther left hand<BR>From anywhere on the map, the player with this skill can cause the target to<BR>have one of their body parts instantly injured by 20%.</pre></P> <P> <br><a name="Skill_InstrumentBash"><B>Instrument Bash (Skill_InstrumentBash)</B></a> <pre><BR>Skill : Instrument Bash<BR>Domain : Dirty fighting<BR>Available: Minstrel(10) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (60) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : INSTRUMENTBASH, IBASH<BR>Usage : IBASH [TARGET NAME] <BR>Example : ibash orc<BR>The bard uses their instrument as a weapon, delivering an otherwise additional<BR>blow to the target in combat.</pre></P> <P> <br><a name="InstrumentMaking"><B>Instrument Making (InstrumentMaking)</B></a> <pre><BR>Skill : Instrument Making<BR>Domain : Crafting<BR>Available: Artisan(18) Minstrel(1) <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : INSTRUMENTMAKING, INSTRUMENTMAKE<BR>Usage : INSTRUMENTMAKE (LIST/LEARN) [ITEM TYPE]<BR>Example : instrumentmake piccolo<BR>: instrumentmake list<BR>: instrumentmake list piccolo<BR>: instrumentmake list all<BR>: instrumentmake learn flute<BR>This skill allows a player to craft musical instruments, such as flutes and<BR>guitars. The extent of the items which can be crafted expands as the player<BR>goes up in level. The player make also learn to make new found instruments,<BR>provided a blank recipe page or a recipe book with blank pages is in his or her<BR>inventory. To begin making a new item, the player must have placed the material<BR>he or she wishes to make the item from on the ground. Instruments crafted with<BR>balsa can be done with half the required wood listed, while instruments crafted<BR>with ironwood will require twice the required wood listed. </pre></P> <P> <br><a name="Fighter_Intimidate"><B>Intimidation (Fighter_Intimidate)</B></a> <pre><BR>Skill : Intimidation<BR>Domain : Influential<BR>Available: Barbarian(12) Beastmaster(10) Burglar(4) Doomsayer(9) <BR>Allows : Influencing I<BR>Invoked : Automatic<BR>Example : <BR>This skill makes the player naturally intimidating to lower level creatures,<BR>making them less likely to be able to initiate an attack.</pre></P> <P> <br><a name="Thief_MarkInvisibility"><B>Invisibility to Mark (Thief_MarkInvisibility)</B></a> <pre><BR>Skill : Invisibility to Mark<BR>Domain : Stealthy<BR>Available: Assassin(7) <BR>Allows : Stealthy I<BR>Invoked : Automatic<BR>Example : <BR>The thief is considered completely invisible whenever the mark is in the room,<BR>due to their extreme ability to go unnoticed when their energy is focused (as<BR>when the mark is present). See the MARK ability for more information.</pre></P> <P> <br><a name="Irrigation"><B>Irrigation (Irrigation)</B></a> <pre></pre></P> <P> <br><a name="Skill_JailKey"><B>Jail Key (Skill_JailKey)</B></a> <pre><BR>Skill : Jail Key<BR>Domain : Legal<BR>Available: Gaoler(24) <BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Circumstantial<BR>Targets : Exits <BR>Range : Touch, or not applicable<BR>Commands : JAILKEY, JKEY<BR>Usage : JAILKEY [DIRECTION] <BR>Example : jailkey north<BR>Allows the player to lock or unlock any door to a jail room in the area.</pre></P> <P> <br><a name="JewelMaking"><B>Jewel Making (JewelMaking)</B></a> <pre><BR>Skill : Jewel Making<BR>Domain : Crafting<BR>Available: Artisan(5) Numerous Classes(10) <BR>Requires : 'Blacksmithing', and 'Pottery'<BR>Requires : A base wisdom of at least 16. <BR>Allows : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : JEWEL, JEWELMAKING<BR>Usage : JEWEL (LIST/MEND/REFIT/LEARN/MOUNT (GEM NAME)/ENCRUST (GEM NAME))<BR>[ITEM TYPE]<BR>Example : jewel ring<BR>: jewel list<BR>: jewel list ring<BR>: jewel list all<BR>: jewel encrust "a diamond" backpack<BR>: jewel mount "a diamond" sword<BR>: jewel mend ring<BR>: jewel refit crown<BR>: jewel scan<BR>: jewel scan bob<BR>: jewel learn brooch<BR>This skill allows a player to craft jewelry, such as rings, earrings,<BR>necklaces, and bracelets, or to mount or encrust bits of precious jewels onto<BR>other items. The extent of the items which can be newly crafted expands as the<BR>player goes up in level. The player may also learn to make new found jewelry,<BR>provided a blank recipe page, or a recipe book with blank pages is in his or<BR>her inventory. To begin crafting, the player must be in a room with an open<BR>fire burning, and must have placed the metal he or she wishes to make the item<BR>from on the ground, along with any precious gems. which may be mounted in the<BR>jewelry. The raw gems for jewel making are found using the Digging skill. The<BR>metal is obtained using the Mining skill.</pre></P> <P> <br><a name="Skill_Joke"><B>Joke (Skill_Joke)</B></a> <pre><BR>Skill : Joke<BR>Domain : Foolishness<BR>Available: Jester(10) <BR>Allows : Foolmaking I<BR>Use Cost : Mana (60) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : JOKE<BR>Usage : JOKE [TARGET NAME]<BR>Example : joke orc<BR>This will cause the player to tell a random joke to the target. The joke has a<BR>75% chance of giving the target the giggles, and a 25% chance of putting them<BR>under the spell of Laughter.</pre></P> <P> <br><a name="Skill_Juggle"><B>Juggle (Skill_Juggle)</B></a> <pre><BR>Skill : Juggle<BR>Domain : Foolishness<BR>Available: Jester(1) <BR>Allows : Foolmaking I<BR>Use Cost : Movement (51) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : JUGGLE<BR>Usage : JUGGLE [ITEM NAME]<BR>Example : juggle all<BR>Example : juggle dagger<BR>Example : juggle<BR>This will cause the player to begin juggling one or more items. The number of<BR>items the player may juggle is limited by level. Entering juggle without an<BR>item name will stop juggling. GETting an item being juggled will also remove<BR>that item from the juggle list. During combat, the juggler will be able to<BR>throw one item per 5 levels per combat round for a little extra damage.</pre></P> <P> <br><a name="Fighter_JungleTactics"><B>Jungle Tactics (Fighter_JungleTactics)</B></a> <pre><BR>Skill : Jungle Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(11) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in jungles. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Thief_Kamikaze"><B>Kamikaze (Thief_Kamikaze)</B></a> <pre><BR>Skill : Kamikaze<BR>Domain : Criminal<BR>Available: Trapper(25) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (75) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : KAMIKAZE<BR>Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]<BR>Example : kamikaze orc east<BR>Example : kamikaze orc 2e 3n e e e n w d<BR>The thief pays the target a sufficient amount of money for them to follow the<BR>directions given, drop any bombs (see Make Bombs) being carried, and blow them<BR>all up.</pre></P> <P> <br><a name="Fighter_KiStrike"><B>Ki Strike (Fighter_KiStrike)</B></a> <pre><BR>Skill : Ki Strike<BR>Domain : Punching<BR>Available: Monk(17) <BR>Allows : Iron Punching I, Combat Fluidity I<BR>Use Cost : Movement (67) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : KISTRIKE, KI<BR>Usage : KISTRIKE<BR>Example : kistrike<BR>Short(s) : ki<BR>The Monk summons up his or her inner power and focuses it into a single,<BR>terrifying attack. This skill will allow the next blow that lands to have that<BR>little, extra, well, KI.</pre></P> <P> <br><a name="Fighter_Kick"><B>Kick (Fighter_Kick)</B></a> <pre><BR>Skill : Kick<BR>Domain : Kicking<BR>Available: Monk(1) Dancer(3) Several Classes(2) <BR>Allows : Ax Kick, Iron Kicking I, Combat Fluidity I<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : KICK<BR>Usage : KICK [TARGET NAME] <BR>Example : kick orc<BR>The fighter uses his or her feet to deliver an extra bit of pain in combat.</pre></P> <P> <br><a name="Thief_KillLog"><B>Kill Log (Thief_KillLog)</B></a> <pre><BR>Skill : Kill Log<BR>Domain : Combat lore<BR>Available: Assassin(3) <BR>Allows : Combat Lore I<BR>Invoked : Automatic<BR>Uage : KILLLOG<BR>Example : killlog<BR>The thief has the ability to keep track of their kill percentage on creatures<BR>which they have marked using the Mark still. The player may use the KILLLOG<BR>command to review the log of kills. Every new and unique creature added to the<BR>kill log will result in a small experience bonus.</pre></P> <P> <br><a name="Fighter_KnifeHand"><B>Knife Hand (Fighter_KnifeHand)</B></a> <pre><BR>Skill : Knife Hand<BR>Domain : Punching<BR>Available: Monk(7) <BR>Requires : 'Monkey Punch'<BR>Allows : Iron Punching I, Combat Fluidity I<BR>Invoked : Automatic<BR>Example : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a pointed, swift strike.</pre></P> <P> <br><a name="Druid_KnowPlants"><B>Know Plants (Druid_KnowPlants)</B></a> <pre><BR>Skill : Know Plants<BR>Domain : Nature lore<BR>Available: Gaian(7) <BR>Allows : Nature Lore I<BR>Use Cost : Mana (57) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : KNOWPLANT<BR>Usage : KNOWPLANT [ITEM NAME] <BR>Example : knowplant flowers<BR>This skill allows a player to gain knowledge about a plant, or an item made<BR>from plant material. If the plant was summoned by a druid, it will give the<BR>name of the druid who summoned it as well.</pre></P> <P> <br><a name="Lacquerring"><B>Lacquering (Lacquerring)</B></a> <pre><BR>Skill : Lacquering<BR>Domain : Artistic<BR>Available: Artisan(6) Numerous Classes(2) <BR>Requires : A base charisma of at least 8. <BR>Allows : Artsy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : LACQUERING, LACQUER<BR>Usage : LACQUER [ITEM NAME] [COLOR]<BR>Example : lacquer shirt blue<BR>This skill allows the player to lacquer a qualifying item a different color.<BR>Lacquer only works on metal, wood, and stone items.</pre></P> <P> <br><a name="Landscaping"><B>Landscaping (Landscaping)</B></a> <pre><BR>Skill : Landscaping<BR>Domain : Crafting<BR>Available: Artisan(14) <BR>Requires : 'Farming'<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : LANDSCAPE, LANDSCAPING<BR>Usage : LANDSCAPE [LIST/[PROJECT NAME]] [DIRECTION]<BR>Example : landscape wall north<BR>: landscape list<BR>: landscape desert<BR>: landscape title A messy room.<BR>: landscape desc east This is my favorite path.<BR>: landscape desc room This is a messy place.<BR>: landscape help Bob<BR>: landscape demolish west<BR>: landscape demolish room<BR>This skill allows a player to landscape an area into a new type on an outdoor<BR>property the player owns. This skill also allows the demolition of unwanted<BR>walls and rooms, and the giving of a title and description to a room. The<BR>parameters also allow more than one person to assist in a landscaping project.<BR>The raw material for landscaping is found using the Digging, Mining, Foraging,<BR>and other skills.</pre></P> <P> <br><a name="Thief_MinorTrap"><B>Lay Minor Traps (Thief_MinorTrap)</B></a> <pre><BR>Skill : Lay Minor Traps<BR>Domain : Trapping<BR>Available: Jester(6) <BR>Allows : Trapping I<BR>Use Cost : Mana (28) Movement (28) <BR>Quality : Malicious<BR>Targets : Items Exits Rooms <BR>Range : Touch, or not applicable<BR>Commands : MTRAP, MINORTRAP<BR>Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]<BR>Example : mtrap list<BR>Example : mtrap east noise<BR>Example : mtrap chest needle<BR>The thief attempts to lay some sort of trap upon the item, door, room,<BR>entryway, or container specified. The trap may be gaseous, needles, blades, or<BR>pits, and may be triggered by unlocking, opening, getting, or moving through in<BR>the case of entryways, or entering in the case of rooms. The thief who sets<BR>the trap may not trigger the trap. The number of traps available to the thief<BR>will go up as the thief advances in level, so trap list may be used to see what<BR>new traps are available as the thief advances. Not all traps may be set on all<BR>items, however. Lay Minor traps only allows a small subset of the traps<BR>avaiailable from the full Lay Traps skill. Traps are temporary, but reset if<BR>sprung after a time. Setting the same trap on the same object will reset the<BR>trap early.</pre></P> <P> <br><a name="Thief_Trap"><B>Lay Traps (Thief_Trap)</B></a> <pre><BR>Skill : Lay Traps<BR>Domain : Trapping<BR>Available: Assassin(20) Thief(23) Trapper(8) <BR>Allows : Trapping I<BR>Use Cost : Mana (29) Movement (29) <BR>Quality : Malicious<BR>Targets : Items Exits Rooms <BR>Range : Touch, or not applicable<BR>Commands : TRAP<BR>Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]<BR>Example : trap list<BR>Example : trap east noise<BR>Example : trap chest needle<BR>The thief attempts to lay some sort of trap upon the item, door, room,<BR>entryway, or container specified. The trap may be gaseous, needles, blades, or<BR>pits, and may be triggered by unlocking, opening, getting, or moving through in<BR>the case of entryways, or entering in the case of rooms. The thief who sets<BR>the trap may not trigger the trap. The number of traps available to the thief<BR>will go up as the thief advances in level, so trap list may be used to see what<BR>new traps are available as the thief advances. Not all traps may be set on all<BR>items, however. Traps are temporary, but reset if sprung after a time. <BR>Setting the same trap on the same object will reset the trap early.</pre></P> <P> <br><a name="LeatherWorking"><B>Leather Working (LeatherWorking)</B></a> <pre><BR>Skill : Leather Working<BR>Domain : Crafting<BR>Available: Artisan(4) Numerous Classes(3) <BR>Requires : A base constitution of at least 10. <BR>Allows : Cobbling, Master Leather Working, Light Crafting I<BR>Allows : Durable Crafting I, Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : LEATHERWORK, LEATHERWORKING<BR>Usage : LEATHERWORK (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : leatherwork pot<BR>: leatherwork bundle 100 leather<BR>: leatherwork list<BR>: leatherwork list hard<BR>: leatherwork list all<BR>: leatherwork mend vest<BR>: leatherwork refit sleeves<BR>: leatherwork scan<BR>: leatherwork scan bob<BR>: leatherwork learn gloves<BR>This skill allows a player to craft leather items, such as armor, clothing, and<BR>even whips. The extent of the items which can be crafted expands as the player<BR>goes up in level. This command also allows the player to mend any damaged<BR>leather items, refit any armor which may be the wrong size, or learn how to<BR>make an item he or she has found, provided a blank recipe page or a recipe book<BR>with blank pages is in his or her inventory. To begin crafting a new item, the<BR>player must have placed the leather he or she wishes to make the item from on<BR>the ground. The player may also scan the room or other players for equipment<BR>that may be mended by this skill, using the scan parameter. The raw leather for<BR>leather working is found using the Butchering skill.</pre></P> <P> <br><a name="Skill_Leeching"><B>Leeching (Skill_Leeching)</B></a> <pre><BR>Skill : Leeching<BR>Domain : Anatomy<BR>Available: Gaoler(17) <BR>Allows : Anatomy I<BR>Use Cost : Mana (67) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : LEECH, LEECHING<BR>Usage : LEECHING [TARGET NAME]<BR>Example : leech org<BR>The player is able to apply leeches to the target. The target will be unable<BR>to heal, but will have any poisons removed for the duration of the leeches<BR>presence.</pre></P> <P> <br><a name="Fighter_LightningStrike"><B>Lightning Strike (Fighter_LightningStrike)</B></a> <pre><BR>Skill : Lightning Strike<BR>Domain : Martial lore<BR>Available: Monk(24) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (74) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : LIGHTNINGSTRIKE, LSTRIKE<BR>Usage : LIGHTNINGSTRIKE [TARGET NAME]<BR>Example : lightningstrike orc<BR>Short(s) : lstrike<BR>This most powerful of Monk abilities allows him or her to deliver as many<BR>unarmed blows in a single round as he or she has Monk levels. After this<BR>exhausting exchange, the Monk will collapse for many rounds of needed rest.</pre></P> <P> <br><a name="Thief_Comprehension"><B>Linguistic Comprehension (Thief_Comprehension)</B></a> <pre><BR>Skill : Linguistic Comprehension<BR>Domain : Street smarts<BR>Available: Burglar(24) Thief(18) <BR>Allows : Street Lore I<BR>Use Cost : Mana (68) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : COMPREHEND, COMPREHENSION<BR>Usage : COMPREHEND<BR>Example : comprehend<BR>This skill will cause the thief to begin listening intensely to what is being<BR>said around him in other languages, so that he or she may understand it.<BR>Depending upon proficiency, from a few seconds to a few minutes after each<BR>statement, the thief will understand.</pre></P> <P> <br><a name="Thief_Listen"><B>Listen (Thief_Listen)</B></a> <pre><BR>Skill : Listen<BR>Domain : Alert<BR>Available: Burglar(9) Minstrel(12) Monk(23) Thief(12) <BR>Available: Trapper(9) <BR>Allows : Vigilantly I<BR>Use Cost : Mana (59) <BR>Quality : Circumstantial<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : LISTEN<BR>Usage : LISTEN [DIRECTION NAME]<BR>Example : listen north<BR>Example : listen<BR>The thief listens a particular direction for signs of movement (life). A very<BR>proficient thief may also tell the number of creatures, and may be able to<BR>listen in on private conversations and whispering that may be going on in the<BR>room. You may only listen to the room you are in, or to an adjacent indoor<BR>room. How well the thief can hear will depend on proficiency, how much higher<BR>in level than the thief those being listened to are, and alertness expertise.</pre></P> <P> <br><a name="LockSmith"><B>Locksmithing (LockSmith)</B></a> <pre><BR>Skill : Locksmithing<BR>Domain : Crafting<BR>Available: Artisan(12) Gaoler(8) Numerous Classes(10) <BR>Requires : 'Blacksmithing'<BR>Requires : A base dexterity of at least 14. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : LOCKSMITH, LOCKSMITHING<BR>Usage : LOCKSMITH (BOLTLOCK) (DELOCK) [ITEM/DIRECTION]<BR>Example : locksmith chest<BR>: locksmith south<BR>: locksmith boltlock south<BR>: locksmith delock south<BR>This skill allows a player to craft keys and locks for items and doors. If the<BR>item or door specified already has a lock, the proper key will be built for it<BR>(assuming a level check). If the item or door does not have a lock, and the<BR>skill user is the owner, then a lock will be built, along with a key. If a<BR>lock is being made for a door, and the word BOLTLOCK is specified, then the<BR>lock will ONLY be on that side of the door. A lock can be removed from a door<BR>using the DELOCK parameter. This skill requires metal from which to make the<BR>lock and/or key.</pre></P> <P> <br><a name="Thief_Lore"><B>Lore (Thief_Lore)</B></a> <pre><BR>Skill : Lore<BR>Domain : Arcane lore<BR>Available: Arcanist(11) Artisan(30) Bard(2) Burglar(20) <BR>Available: Dancer(2) Thief(20) <BR>Allows : Arcane Lore I<BR>Use Cost : Mana (52) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : LORE<BR>Usage : LORE [ITEM NAME] <BR>Example : lore sword<BR>The bard carefully examines the item, using his extensive knowledge of magical<BR>lore to determine the items magical properties, if any.</pre></P> <P> <br><a name="Thief_Lure"><B>Lure (Thief_Lure)</B></a> <pre><BR>Skill : Lure<BR>Domain : Deceptive<BR>Available: Trapper(14) <BR>Allows : Deceptive I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : LURE<BR>Usage : LURE [ITEM NAME] <BR>Example : lure monster east<BR>The thief gains the ability to lure a creature in the direction they want, when<BR>not in combat.</pre></P> <P> <br><a name="Thief_MakeBomb"><B>Make Bombs (Thief_MakeBomb)</B></a> <pre><BR>Skill : Make Bombs<BR>Domain : Trapping<BR>Available: Trapper(17) <BR>Allows : Trapping I<BR>Use Cost : Mana (33) Movement (33) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : BOMB<BR>Usage : BOMB [ITEM] [BOMB NAME]<BR>Example : bomb list<BR>Example : bomb waterskin water bomb<BR>The thief attempts to make some sort of bomb from the item, or container<BR>specified. The bomb may be of any of the listed sort. The thief who makes the<BR>bomb may activate it by HOLDING the item. Once the item is held, the thief has<BR>but a few seconds to drop, throw, or do whatever they need to before the bomb<BR>goes off. The number of bombs available to the thief will go up as the thief<BR>advances in level, so bomb list may be used to see what new bombs are available<BR>as the thief advances. Not all bombs may be set on all items, however.</pre></P> <P> <br><a name="Skill_Map"><B>Make Maps (Skill_Map)</B></a> <pre><BR>Skill : Make Maps<BR>Domain : Calligraphy<BR>Available: Burglar(18) Several Classes(13) <BR>Allows : Fine Calligraphy I<BR>Use Cost : Mana (63) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MAP<BR>Usage : MAP [PAPER NAME]<BR>Example : map parchment<BR>Allows you to begin mapping on the targeted piece of paper. As you walk around<BR>the parchment will be filled with a pictoral map of the rooms you walk through.</pre></P> <P> <br><a name="Thief_Mark"><B>Mark (Thief_Mark)</B></a> <pre><BR>Skill : Mark<BR>Domain : Combat lore<BR>Available: Assassin(1) Charlatan(4) <BR>Allows : High Marks, Marker Spying, Combat Lore I<BR>Invoked : Automatic<BR>Usage : MARK [TARGET NAME]<BR>Example : mark orc<BR>The player marks the target for death. Once done, the player will remember who<BR>they have marked until the death of the mark is witnessed, or the mark is<BR>changed. The ability of the player to kill the mark will go up the longer the<BR>player has to "observe" the mark. The mark is observed whenever the player is<BR>in the same room as the mark and can see him, but the mark cannot see the<BR>player. Marking for death is also useful for certain higher level assassin<BR>skills. You can issue a Mark a second time against the same target to remove<BR>the mark.</pre></P> <P> <br><a name="Skill_MarkDisguise"><B>Mark Disguise (Skill_MarkDisguise)</B></a> <pre><BR>Skill : Mark Disguise<BR>Domain : Deceptive<BR>Available: Charlatan(25) <BR>Allows : Deceptive I<BR>Use Cost : Mana (75) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : MARKDISGUISE<BR>Usage : MARKDISGUISE (!)<BR>Example : markdisguise<BR>Example : markdisguise !<BR>This powerful ability allows the bard to disguise him or herself to be<BR>identical to his or her mark. The bard must first mark a target using the Mark<BR>skill. After that, the bard must observe the mark from a hidden position for<BR>an amount of time. After sufficient time, the bard may use this skill to take<BR>on the apperance of the mark through disguise. Entering the command word again<BR>will remove the disguise. The optional ! parameter may be given for the bard<BR>to disguise him or herself as the same person they did before, regardless of<BR>whether they are presently marked.</pre></P> <P> <br><a name="Thief_MarkTrapped"><B>Mark Trapped (Thief_MarkTrapped)</B></a> <pre><BR>Skill : Mark Trapped<BR>Domain : Find/remove traps<BR>Available: Trapper(7) <BR>Allows : AutoMark Traps, Trap Disabling I<BR>Use Cost : Mana (28) Movement (28) <BR>Quality : Circumstantial<BR>Targets : Items Exits Rooms <BR>Range : Touch, or not applicable<BR>Commands : MARKTRAPPED<BR>Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]<BR>Example : marktrapped north<BR>Example : marktrapped chest<BR>The thief places an easily recognizable marker upon the target which all will<BR>recognize as meaning that it is trapped. This can serve as a nice warning to<BR>team members that stumble that way, or a confusing countermeasure to force<BR>other thieves to be extra careful. The skill can be used again to remove such<BR>marks. Marks last quite a long time, though each thief is limited in the<BR>number that may be marked.</pre></P> <P> <br><a name="Thief_MarkerSpying"><B>Marker Spying (Thief_MarkerSpying)</B></a> <pre><BR>Skill : Marker Spying<BR>Domain : Stealthy<BR>Available: Assassin(21) <BR>Requires : 'Mark', and 'Spying'<BR>Allows : Stealthy I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : MARKERSPYING, MARKSPY<BR>Usage : MARKER SPYING [TARGET] <BR>Example : markerspying<BR>The thief has become adept at rummaging through the papers of his marks. Until<BR>this skill is disengaged, he will remember those parts of the papers of those<BR>he Marks that the marks themselves read, regardless of where they are in the<BR>world. <BR><BR>This skill is identical to SPYING, but does not require that the thief and the<BR>one spyed on be in the same room, and it only works on those the thief has<BR>MARKed. The skill automatically transfers from Mark to Mark indefinitely, or<BR>until disengaged.</pre></P> <P> <br><a name="Merchant"><B>Marketeering (Merchant)</B></a> <pre><BR>Skill : Marketeering<BR>Domain : Influential<BR>Available: Artisan(15) <BR>Allows : Influencing I, Quick Worker I<BR>Invoked : Automatic<BR>Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])<BR>Example : market list<BR>: market shoe 500<BR>: market all.shoe<BR>: market remove shoe<BR>This skill allows a player to behave like a shopkeeper, allowing other players<BR>to LIST, BUY, and VIEW items which the player has put up for sale. The player<BR>may add any item in their inventory to their items for sale, and set a price<BR>for the item. The remove command may be used to take items of that name off<BR>the market.</pre></P> <P> <br><a name="Masonry"><B>Masonry (Masonry)</B></a> <pre><BR>Skill : Masonry<BR>Domain : Crafting<BR>Available: Artisan(14) Numerous Classes(10) <BR>Requires : 'Sculpting'<BR>Requires : A base constitution of at least 12. <BR>Allows : Ingenious Engineering I, Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MASONRY<BR>Usage : MASONRY [LIST/[PROJECT NAME]] [DIRECTION]<BR>Example : masonry wall north<BR>: masonry list<BR>: masonry roof<BR>: masonry title A messy room.<BR>: masonry desc east This is my favorite Door.<BR>: masonry desc room This is a messy room.<BR>: masonry stairs<BR>: masonry help Bob<BR>: masonry demolish west<BR>: masonry demolish room<BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls or Stairs may be built following the<BR>construction of roof and framework. This skill also allows the demolition of<BR>unwanted walls and structures, upstairs rooms, and the giving of a title and<BR>description to a room. The parameters also allow more than one person to assist<BR>in a masonry project. All of the structures made with this skill are made of<BR>stone. The raw stone for masonry is found using the Digging or Mining skills.</pre></P> <P> <br><a name="MasterArmorsmithing"><B>Master Armorsmithing (MasterArmorsmithing)</B></a> <pre><BR>Skill : Master Armorsmithing<BR>Domain : Crafting<BR>Available: Artisan(23) <BR>Requires : 'Armorsmithing' at 100%<BR>Requires : A base strength of at least 16. <BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MARMORSMITH, MASTERARMORSMITHING<BR>Usage : MARMORSMITH (LIST/MEND/SCAN/LEARN) [ARMOR TYPE]<BR>Example : marmorsmith chainmail<BR>: marmorsmith list<BR>: marmorsmith list chain<BR>: marmorsmith list all<BR>: marmorsmith scan<BR>: marmorsmith scan bob<BR>: marmorsmith learn helmet<BR>This skill allows a player to craft master-level armors from metal. This skill<BR>requires Blacksmithing and Armorsmithing in order to learn it. The extent of<BR>the armor which can be crafted expands as the player goes up in level. To<BR>begin smithing, the player must be in a room with an open fire burning, and<BR>must have placed the metal he or she wishes to make the armor from on the<BR>ground. The player may also scan the room or other players for equipment that<BR>may be mended by this skill, using the scan parameter, or learn how to smith an<BR>item he or she has found, provided a blank recipe page or a recipe book with<BR>blank pages is in his or her inventory. The metal for armorsmithing is obtained<BR>using the Mining skill, or better metals from the Smelting skill. Using better<BR>materials will increase both the strength and the required level of the crafted<BR>item.</pre></P> <P> <br><a name="MasterBaking"><B>Master Baking (MasterBaking)</B></a> <pre><BR>Skill : Master Baking<BR>Domain : Crafting<BR>Available: Artisan(29) <BR>Requires : 'Baking' at 100%<BR>Requires : A base constitution of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING<BR>Usage : MASTERBAKE LIST/[BAKING CONTAINER]<BR>Example : masterbake list<BR>Example : masterbake list oven<BR>Example : masterbake list all<BR>Example : masterbake oven<BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients. The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, that is closeable,<BR>and is closed. The container may be filled with water, if water is required<BR>for the recipe. Master Baking takes a bit longer than regular Baking, but<BR>yields more food for the same ingredients, and allows you to bake multiple<BR>things at the same time, so long as they are in different containers. The<BR>ingredients for cooking are best obtained through the Butchering skill and the<BR>Foraging skill.</pre></P> <P> <br><a name="MasterCooking"><B>Master Cooking (MasterCooking)</B></a> <pre><BR>Skill : Master Cooking<BR>Domain : Crafting<BR>Available: Artisan(28) <BR>Requires : 'Cooking' at 100%<BR>Requires : A base intelligence of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING<BR>Usage : MASTERCOOK LIST/[COOKING CONTAINER]<BR>Example : mastercook list<BR>Example : mastercook list stew<BR>Example : mastercook list all<BR>Example : mastercook pot<BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients. The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, like a pot or pan. A<BR>pot may be filled with water, if water is required for the recipe. Master<BR>cooking takes a bit longer than regular cooking, but the yield per pound of<BR>ingredients is higher, and you are capable of cooking multiple dishes at the<BR>same time (so long as they use different containers). The ingredients for<BR>cooking are best obtained through the Butchering skill and the Foraging skill,<BR>and some Food Prep may be necessary for some dishes.</pre></P> <P> <br><a name="MasterCostuming"><B>Master Costuming (MasterCostuming)</B></a> <pre><BR>Skill : Master Costuming<BR>Domain : Crafting<BR>Available: Artisan(21) <BR>Requires : 'Costuming' at 100%<BR>Requires : A base intelligence of at least 16. <BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING<BR>Usage : MCOSTUME (LIST/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]<BR>Example : mcostume shirt<BR>: mcostume list<BR>: mcostume list shirt<BR>: mcostume list all<BR>: mcostume mend shirt<BR>: mcostume refit shirt<BR>: mcostume scan<BR>: mcostume scan bob<BR>: mcostume learn shirt<BR>This skill allows a player to knit masterful specialized clothing, such as<BR>children's clothing and culture-based clothing. The extent of the items which<BR>can be costumed expands as the player goes up in level. This command also<BR>allows the player to mend any damaged clothing, refit any clothes which are the<BR>wrong size, or learn to how to knit a found item, provided a blank recipe page,<BR>or recipe book with blank pages is in his or her inventory. To begin costuming<BR>a new item, the player must have placed the cloth he or she wishes to make the<BR>clothing from on the ground. The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan<BR>parameter. The raw cloth for costuming is found using the Butchering or<BR>Foraging skills.</pre></P> <P> <br><a name="MasterDistilling"><B>Master Distilling (MasterDistilling)</B></a> <pre><BR>Skill : Master Distilling<BR>Domain : Crafting<BR>Available: Artisan(26) <BR>Requires : 'Distilling' at 100%<BR>Requires : A base charisma of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MDISTILLING, MASTERDISTILLING<BR>Usage : MASTERDISTILL LIST/[BREWING CONTAINER]<BR>Example : masterdistill pot<BR>: masterdistill list<BR>: masterdistill list whiskey<BR>: masterdistill list all<BR>This skill allows the player to create a beer and other liquors from basic<BR>ingredients. The player must be near a fire over which the alcohol can be<BR>brewed. The ingredients must be placed in a fire-safe container, like a pot or<BR>pan. A pot must be filled with water or other liquids required by the recipe. <BR>Master Distilling requires a bit more time than normal distilling, but yields<BR>more liquor for the same ingredients, and allows you to prepare multiple<BR>liquors at the same time. The ingredients for cooking are best obtained through<BR>the Foraging skill.</pre></P> <P> <br><a name="MasterDrilling"><B>Master Drilling (MasterDrilling)</B></a> <pre><BR>Skill : Master Drilling<BR>Domain : Gathering<BR>Available: Artisan(23) <BR>Requires : 'Drilling' at 100%<BR>Requires : A base intelligence of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING<BR>Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]<BR>Example : masterdrill pot<BR>Example : masterdrill bundle 10 "lamp oil"<BR>With this common skill, a player carefully pokes around, in the ground or<BR>trees, for useful liquids. The liquids are then placed into the liquid<BR>container given by the parameters. Master Drilling is over twice as slow as<BR>regular drilling, but yields three times as much liquid. Drilling is best done<BR>in forests and deserts. You can also bundle multiple resources together using<BR>this skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="MasterFarming"><B>Master Farming (MasterFarming)</B></a> <pre><BR>Skill : Master Farming<BR>Domain : Gathering<BR>Available: Artisan(25) <BR>Requires : 'Farming' at 100%<BR>Requires : A base wisdom of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING<BR>Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]<BR>Example : masterplant berries<BR>Example : masterplant bundle 10 berries<BR>This skill allows the player to plant a resource into the ground. The player<BR>must place a sample of the resource on the ground first to use as seed. After<BR>planting is completed, the resource will be ready to harvest some time later,<BR>after the plants have grown. Master Farming is over twice as slow as regular<BR>farming, but yields three times as much produce. You can also bundle multiple<BR>resources together using this skill. The GET command can be used to unbundle<BR>such resources.</pre></P> <P> <br><a name="MasterFishing"><B>Master Fishing (MasterFishing)</B></a> <pre><BR>Skill : Master Fishing<BR>Domain : Gathering<BR>Available: Artisan(24) <BR>Requires : 'Fishing' at 100%<BR>Requires : A base dexterity of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MFISH, MASTERFISH<BR>Usage : MASTERFISH (BUNDLE [NUM]) [TARGET])<BR>Example : masterfish<BR>Example : masterfish bundle 10 trout<BR>With this common skill, a player can catch lots of fish from a suitable<BR>location, assuming the fish are biting. Master Fishing is over twice as slow<BR>as regular Fishing, but yields three times as many fish. Fishing it best done<BR>in the water. You can also bundle multiple resources together using this skill.<BR> The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="MasterFoodPrep"><B>Master Food Prep (MasterFoodPrep)</B></a> <pre><BR>Skill : Master Food Prep<BR>Domain : Crafting<BR>Available: Artisan(27) <BR>Requires : 'Food Prep' at 100%<BR>Requires : A base dexterity of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP<BR>Usage : MASTERFOODPREP LIST/[CONTAINER]<BR>Example : masterfoodprep bowl<BR>Example : masterfoodprep list<BR>Example : masterfoodprep list salad<BR>Example : masterfoodprep list all<BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients. The ingredients must be placed in a preparation container, The<BR>container may be filled with water, if water is required for the recipe. <BR>Master Food Prep takes a bit longer than regular Food Prep, but yields more<BR>food than normal, and permits you to prepare multiple things at the same time.<BR>The ingredients are best obtained through the Butchering skill and the Foraging<BR>skill.</pre></P> <P> <br><a name="MasterForaging"><B>Master Foraging (MasterForaging)</B></a> <pre><BR>Skill : Master Foraging<BR>Domain : Gathering<BR>Available: Artisan(26) <BR>Requires : 'Foraging' at 100%<BR>Requires : A base charisma of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING<BR>Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET])<BR>Example : masterforage<BR>Example : masterforage bundle 10 berries<BR>With this common skill, a player carefully scans an area for any naturally<BR>growing plants which may be edible. Master Foraging is over twice as slow as<BR>regular Foraging, but yields three times as much produce. Foraging is best done<BR>in forests and on plains. You can also bundle multiple resources together using<BR>this skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="MasterDigging"><B>Master Gem Digging (MasterDigging)</B></a> <pre><BR>Skill : Master Gem Digging<BR>Domain : Gathering<BR>Available: Artisan(28) <BR>Requires : 'Gem Digging' at 100%<BR>Requires : A base constitution of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,<BR>MASTERGEMDIGGING<BR>Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])<BR>Example : mgdig<BR>Example : mgdig bundle 10 gems<BR>With this common skill, a player can perform the delicate task of mining gems<BR>and other precious stones. Master Gem Digging is over twice as slow as regular<BR>Gem Digging, but yields three times as many gems. The precious stones found<BR>with this skill are best hunted for in mountains or caves. Sand is best found<BR>in the desert. You can also bundle multiple resources together using this<BR>skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="MasterLeatherWorking"><B>Master Leather Working (MasterLeatherWorking)</B></a> <pre><BR>Skill : Master Leather Working<BR>Domain : Crafting<BR>Available: Artisan(22) <BR>Requires : 'Leather Working' at 100%<BR>Requires : A base constitution of at least 16. <BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING<BR>Usage : MLEATHERWORK (LIST/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : mleatherwork vest<BR>: mleatherwork bundle 100 leather<BR>: mleatherwork list<BR>: mleatherwork list vest<BR>: mleatherwork list all<BR>: mleatherwork mend vest<BR>: mleatherwork refit sleeves<BR>: mleatherwork scan<BR>: mleatherwork scan bob<BR>: mleatherwork learn gloves<BR>This skill allows a player to craft masterful leather items, such as armor,<BR>clothing, and even whips. The extent of the items which can be crafted expands<BR>as the player goes up in level. This command also allows the player to mend<BR>any damaged leather items, refit any armor which may be the wrong size, or<BR>learn how to make an item he or she has found, provided a blank recipe page or<BR>a recipe book with blank pages is in his or her inventory. To begin crafting a<BR>new item, the player must have placed the leather he or she wishes to make the<BR>item from on the ground. The player may also scan the room or other players for<BR>equipment that may be mended by this skill, using the scan parameter. The raw<BR>leather for leather working is found using the Butchering skill.</pre></P> <P> <br><a name="MasterMining"><B>Master Mining (MasterMining)</B></a> <pre><BR>Skill : Master Mining<BR>Domain : Gathering<BR>Available: Artisan(29) <BR>Requires : 'Mining' at 100%<BR>Requires : A base strength of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MMINE, MMINING, MASTERMINE, MASTERMINING<BR>Usage : MASTERMINE (BUNDLE [NUM]) [TARGET]<BR>Example : mastermine<BR>Example : mastermine bundle 10 stone<BR>With this common skill, a player whacks at rock and ground looking to uncover<BR>metals, and uncommon stones. Master Mining is over twice as slow as regular<BR>Mining, but yields three times the amount of stone or metals. Mining is best<BR>done in caves and mountains. You can also bundle multiple resources together<BR>using this skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="MasterShearing"><B>Master Shearing (MasterShearing)</B></a> <pre><BR>Skill : Master Shearing<BR>Domain : Animal affinity<BR>Available: Artisan(22) <BR>Requires : 'Shearing' at 100%<BR>Requires : A base wisdom of at least 16. <BR>Allows : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING<BR>Usage : MASTERSHEAR [TARGET]<BR>Example : mastershear sheep<BR>With this common skill, you can shear the wool off of a sheeps body, or at<BR>least as much of it as you can. Master Shearing is over twice as slow as<BR>regular Shearing, but yields three times as much wool.</pre></P> <P> <br><a name="MasterTailoring"><B>Master Tailoring (MasterTailoring)</B></a> <pre><BR>Skill : Master Tailoring<BR>Domain : Crafting<BR>Available: Artisan(20) <BR>Requires : 'Tailoring' at 100%<BR>Requires : A base dexterity of at least 16. <BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,<BR>MASTERTAILORING<BR>Usage : MKNIT (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : mknit shirt<BR>: mknit bundle 100 cotton<BR>: mknit list<BR>: mknit list vest<BR>: mknit list all<BR>: mknit mend vest<BR>: mknit refit sleeves<BR>: mknit scan<BR>: mknit scan bob<BR>: mknit learn shirt<BR>This skill allows a player to knit masterful clothing, such as dresses and<BR>suits. The extent of the items which can be knitted expands as the player goes<BR>up in level. This command also allows the player to mend any damaged clothing,<BR>refit any clothes which are the wrong size, or learn how to knit an item he or<BR>she has found, provided a blank recipe page or a recipe book with blank pages<BR>is in his or her inventory. To begin knitting a new item, the player must have<BR>placed the cloth he or she wishes to make the clothing from on the ground. The<BR>player may also scan the room or other players for equipment that may be mended<BR>by this skill, using the scan parameter. The raw cloth for knitting is found<BR>using the Butchering or Foraging skills.</pre></P> <P> <br><a name="MasterWeaponsmithing"><B>Master Weaponsmithing (MasterWeaponsmithing)</B></a> <pre><BR>Skill : Master Weaponsmithing<BR>Domain : Crafting<BR>Available: Artisan(24) <BR>Requires : 'Weaponsmithing' at 100%, and (One of: 'Armor Specialization', 'Axe<BR>Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger<BR>Specialization', 'Edged Weapon Specialization', 'Flailing Weapon<BR>Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm<BR>Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',<BR>'Staff Specialization', 'Sword Specialization', or 'Weapon Specialization')<BR>Requires : A base strength of at least 16. <BR>Allows : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows : Lethal Crafting I, Counterbalance Crafting I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MWEAPONSMITH, MASTERWEAPONSMITHING<BR>Usage : MWEAPONSMITH (LIST/MEND/SCAN/LEARN) [WEAPON TYPE]<BR>Example : mweaponsmith twohanded sword<BR>: mweaponsmith list<BR>: mweaponsmith list all<BR>: mweaponsmith list sword<BR>: mweaponsmith scan<BR>: mweaponsmith scan bob<BR>: mweaponsmith learn axe<BR>This skill allows a player to craft master-level weapons from metal. This<BR>skill requires Blacksmithing and Weaponsmithing in order to learn it. It also<BR>requires specialization in the weapon type the player wishes to make. The<BR>extent of the weapons which can be crafted expands as the player goes up in<BR>level. To begin smithing, the player must be in a room with an open fire<BR>burning, and must have placed the metal he or she wishes to make the weapon<BR>from on the ground. The player may also scan the room or other players for<BR>equipment that may be mended by this skill, using the scan parameter, or learn<BR>how to smith an item he or she has found, provided a blank recipe page or a<BR>recipe book with blank pages is in his or her inventory. The metal for<BR>weaponsmithing is obtained using the Mining skill, or better metals from the<BR>Smelting skill. Using better materials will increase both the strength and the<BR>required level of the crafted item.</pre></P> <P> <br><a name="MasterChopping"><B>Master Wood Chopping (MasterChopping)</B></a> <pre><BR>Skill : Master Wood Chopping<BR>Domain : Gathering<BR>Available: Artisan(27) <BR>Requires : 'Wood Chopping' at 100%<BR>Requires : A base strength of at least 16. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING<BR>Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET])<BR>Example : masterchop<BR>Example : masterchop bundle 10 oak<BR>With this common skill, a player can find good trees, chop a few down, and the<BR>chop up the wood for carrying. Master Wood Chopping is over twice as slow as<BR>regular Chopping, but yields three times more wood. Trees for chopping are best<BR>found in forests. You can also bundle multiple resources together using this<BR>skill. The GET command can be used to unbundle such resources.</pre></P> <P> <br><a name="Skill_Meditation"><B>Meditation (Skill_Meditation)</B></a> <pre><BR>Skill : Meditation<BR>Domain : Fitness<BR>Available: Shaman(23) SkyWatcher(22) Numerous Classes(16) <BR>Allows : Fitness I<BR>Use Cost : Mana (66) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : MEDITATE<BR>Usage : MEDITATE<BR>Example : meditate<BR>If the mage is in a quiet, sitting position, this skill will allow him or her<BR>to gain mana back at an accellerated rate.</pre></P> <P> <br><a name="Skill_ScrollCopy"><B>Memorize (Skill_ScrollCopy)</B></a> <pre><BR>Skill : Memorize<BR>Domain : Calligraphy<BR>Available: Numerous Classes(1) <BR>Allows : Fine Calligraphy I<BR>Use Cost : Mana (5) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : MEMORIZE<BR>Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]<BR>Example : memorize magic missile scroll<BR>By spending the necessary practice points or trains, a Mage may use this<BR>command to gain the ability to learn some spell that is written on a scroll. <BR>If the memorization is successful, the spell may be practiced and cast as<BR>normal, and the mage will gain experience based on the level of himself and the<BR>spell learned.</pre></P> <P> <br><a name="Archon_Metacraft"><B>Metacrafting (Archon_Metacraft)</B></a> <pre></pre></P> <P> <br><a name="Skill_Mimicry"><B>Mimicry (Skill_Mimicry)</B></a> <pre><BR>Skill : Mimicry<BR>Domain : Foolishness<BR>Available: Jester(5) <BR>Allows : Foolmaking I<BR>Use Cost : Mana (55) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : MIMICRY, MIMIC<BR>Usage : MIMICRY [TARGET NAME]<BR>Example : mimcry orc<BR>The player begins to mimic the actions of the target, thus annoying them.</pre></P> <P> <br><a name="Mining"><B>Mining (Mining)</B></a> <pre><BR>Skill : Mining<BR>Domain : Gathering<BR>Available: Artisan(2) Numerous Classes(4) <BR>Allows : Master Mining, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : MINE, MINING<BR>Usage : MINE (BUNDLE [NUM]) [TARGET]<BR>Example : mine<BR>Example : mine bundle 10 stone<BR>With this common skill, a player whacks at rock and ground looking to uncover<BR>metals, and uncommon stones. Mining is best done in caves and mountains. You<BR>can also bundle multiple resources together using this skill. The GET command<BR>can be used to unbundle such resources.</pre></P> <P> <br><a name="Fighter_MonkeyPunch"><B>Monkey Punch (Fighter_MonkeyPunch)</B></a> <pre><BR>Skill : Monkey Punch<BR>Domain : Punching<BR>Available: Monk(1) <BR>Allows : Knife Hand, Iron Punching I, Combat Fluidity I<BR>Invoked : Automatic<BR>Example : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift, closed fist.</pre></P> <P> <br><a name="Skill_Monologue"><B>Monologue (Skill_Monologue)</B></a> <pre><BR>Skill : Monologue<BR>Domain : Theatre<BR>Available: Charlatan(20) <BR>Allows : Acting I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : MONOLOGUE<BR>Usage : MONOLOGUE<BR>Example : monologue<BR>The bard begins a dramatic monologue, causing everyone, friend and foe alike,<BR>to suspend all activity (including spell effects), until the bard is done. To<BR>maintain the monologue, the bard MUST say something at least every 4 seconds.<BR>If the bard leaves the room, or stops speaking, then the effect will end.</pre></P> <P> <br><a name="Fighter_MountainTactics"><B>Mountain Tactics (Fighter_MountainTactics)</B></a> <pre><BR>Skill : Mountain Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(14) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in the mountains. The fighter can also hide themselves simply by<BR>sitting down on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Paladin_MountedCharge"><B>Mounted Charge (Paladin_MountedCharge)</B></a> <pre><BR>Skill : Mounted Charge<BR>Domain : Animal affinity<BR>Available: Paladin(16) <BR>Allows : Animal Affinity I<BR>Use Cost : Movement (66) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Range 1 - Range 99<BR>Commands : MOUNTEDCHARGE, MCHARGE<BR>Usage : MCHARGE [TARGET NAME]<BR>Example : mcharge orc<BR>The Paladin, from the back of a mount, rides at top speed at an target,<BR>delivering a deadly attack, but sacrificing armor.</pre></P> <P> <br><a name="Skill_MountedCombat"><B>Mounted Combat (Skill_MountedCombat)</B></a> <pre><BR>Skill : Mounted Combat<BR>Domain : Animal affinity<BR>Available: Barbarian(17) Several Classes(11) <BR>Allows : Animal Affinity I<BR>Invoked : Automatic<BR>Example : <BR>This skill helps negate the bad consequences of fighting from horseback or from<BR>a boat or other vehicle.</pre></P> <P> <br><a name="Thief_Mug"><B>Mug (Thief_Mug)</B></a> <pre><BR>Skill : Mug<BR>Domain : Stealing<BR>Available: Burglar(19) <BR>Allows : Theft Mastery I<BR>Use Cost : Mana (34) Movement (34) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : MUG<BR>Usage : MUG [ITEM NAME]<BR>Example : mug bag<BR>The thief will attempt to pilfer some non-monetary item from the inventory of<BR>the person he or she is fighting. This skill can only be used in combat.</pre></P> <P> <br><a name="Archon_Multiwatch"><B>Multiwatch (Archon_Multiwatch)</B></a> <pre>Ability : Multiwatch<BR>Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])<BR>Example : multiwatch add playerone playertwo<BR>Example : multiwatch auto<BR>Example : multiwatch stop<BR>Description: <BR>This is an archon skill to assist in determining if a set of players who are<BR>connected from the same ip address are the same person. It does this by<BR>tracking certain pieces of data which together may be taken as rather<BR>circumstantial evidence of someone multiplaying. The definition of the numbers<BR>are as follows:<BR>SYNC - The number of commands entered by more than one member of an IP group<BR>within a single 4 second period. <BR>SPEECH - This refers to SAY commands, broken into three sections. The first<BR>number represents the number of SAY commands done in the same room with a<BR>player who has the same IP address. The second number represents the number of<BR>SAY commands directed at another player. The last number is the number of SAY<BR>commands total.<BR>SOCIALS - These are also divided into three numbers where, again, the first is<BR>the number of socials in the same room with a player with the same IP, the<BR>second being socials directed at another player, and the last being the number<BR>of total socials.<BR>CMD - The number of commands entered which are different than the previous<BR>command entered.<BR>ORDER - The number of times one of the players in the group gave an ORDER to<BR>another player in the group. A sure sign indeed.</pre></P> <P> <br><a name="Druid_MyPlants"><B>My Plants (Druid_MyPlants)</B></a> <pre><BR>Skill : My Plants<BR>Domain : Nature lore<BR>Available: Several Classes(1) <BR>Allows : Nature Lore I<BR>Use Cost : Mana (51) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : MYPLANTS, PLANTS<BR>Usage : MYPLANTS<BR>Example : myplants<BR>A druid can, at will, become attuned to the plants which he or she has created<BR>through druidic magic. This ability allows the druid to perceive all of his or<BR>her magical plants still alive, and where they are.<BR><BR>This skill is most useful for Plant Pass and for creating a druidic connection<BR>to an area. A druid in a rural area has placed one of his or her plants in at<BR>least 50% of the rooms in an area will create a druidic connection to the area.<BR>See also Druidic Connection for more information on this phenomenon.<BR><BR>Druids also gain experience for placing their plants inside areas classified as<BR>cities. A certain number of plants per city per mud-month can be summoned for<BR>experience in this way.</pre></P> <P> <br><a name="Thief_Nondetection"><B>Nondetection (Thief_Nondetection)</B></a> <pre><BR>Skill : Nondetection<BR>Domain : Stealthy<BR>Available: Thief(30) <BR>Allows : Stealthy I<BR>Invoked : Automatic<BR>Example : <BR>The thief has so perfected his or her ability to hide that, when doing so, they<BR>are completely undetectable by any magical or other means.</pre></P> <P> <br><a name="Thief_Observation"><B>Observe (Thief_Observation)</B></a> <pre><BR>Skill : Observe<BR>Domain : Alert<BR>Available: Arcanist(21) Assassin(13) Beastmaster(14) Burglar(7) <BR>Available: SkyWatcher(18) Thief(9) Trapper(13) <BR>Allows : Vigilantly I<BR>Use Cost : Mana (57) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : OBSERVE<BR>Usage : OBSERVE <BR>Example : observe<BR>The thief opens his or her eyes and takes careful notice of his or her<BR>surroundings, allowing them to spot anyone that may try to sneak into the room.</pre></P> <P> <br><a name="Fighter_SizeOpponent"><B>Opponent Knowledge (Fighter_SizeOpponent)</B></a> <pre><BR>Skill : Opponent Knowledge<BR>Domain : Combat lore<BR>Available: Fighter(21) <BR>Allows : Combat Lore I<BR>Use Cost : Movement (71) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SIZEUP, OPPONENT<BR>Usage : SIZEUP [TARGET NAME] <BR>Example : sizeup orc<BR>The fighter's experience is used to determine a more accurate survey of an<BR>target`s health, combat prowess, and defensive capability.</pre></P> <P> <br><a name="Druid_PackCall"><B>Pack Call (Druid_PackCall)</B></a> <pre><BR>Skill : Pack Call<BR>Domain : Animal affinity<BR>Available: Beastmaster(30) <BR>Allows : Animal Affinity I<BR>Use Cost : Mana (80) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : PACKCALL<BR>Usage : PACKCALL<BR>Example : packcall<BR>This powerful skill allows the druid, while in their animal form, to call on<BR>the aid of like animals during combat. The combat aid will always arrive in<BR>the form of animals one-step below the druids current animal form, and always<BR>in numbers reflective of their level and skill, as well as reflective of the<BR>druids leadership abilities. These animals are able to rescue the druid from<BR>his or her enemies on command. To do this, the druid needs only to order them<BR>to 'rescue'. Like many druid abilities, the druid must be out in the wild for<BR>this skill to work. </pre></P> <P> <br><a name="Painting"><B>Painting (Painting)</B></a> <pre><BR>Skill : Painting<BR>Domain : Artistic<BR>Available: Artisan(11) Numerous Classes(5) <BR>Requires : A base charisma of at least 12. <BR>Allows : Artsy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : PAINT, PAINTING<BR>Usage : PAINT WALL/[ITEM TYPE]<BR>Example : paint wall<BR>: paint a sheet of canvas<BR>This skill allows a player to make artistic paintings on either canvas or<BR>silkscreen, such as those made with the Papermaking skill. The player is also<BR>able to create and destroy "wall" paintings in a privately owned room. "Wall"<BR>paintings are unlisted, ungettable items in a room which can nevertheless be<BR>LOOKed at. </pre></P> <P> <br><a name="Paladin_Aura"><B>Paladin`s Aura (Paladin_Aura)</B></a> <pre><BR>Skill : Paladin`s Aura<BR>Domain : Holy protection<BR>Available: Paladin(19) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>When the Paladin's Aura begins to exude, it will act as the cleric spell<BR>Protection From Evil for the paladin's group. Evil and Undead spells and<BR>affects will be repelled by the aura. Any evil players or creatures in the<BR>paladin's group will be hurt by the aura.</pre></P> <P> <br><a name="Paladin_Courage"><B>Paladin`s Courage (Paladin_Courage)</B></a> <pre><BR>Skill : Paladin`s Courage<BR>Domain : Holy protection<BR>Available: Paladin(13) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>When the Paladin's aura of Courage begins to exude, the paladin and other<BR>non-evil group members become immune to the Fear spells "Spook", "Nightmare",<BR>and "Fear".</pre></P> <P> <br><a name="Paladin_Goodness"><B>Paladin`s Goodness (Paladin_Goodness)</B></a> <pre><BR>Skill : Paladin`s Goodness<BR>Domain : Holy protection<BR>Available: Paladin(24) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>When the Paladin's aura of Goodness begins to exude, it becomes almost<BR>impossible for evil to approach the paladin. Any evil group members or<BR>creatures within melee range will take severe damage from the aura of goodness,<BR>which grows more powerful as the Paladin gains levels.</pre></P> <P> <br><a name="Paladin_PaladinsMount"><B>Paladin`s Mount (Paladin_PaladinsMount)</B></a> <pre><BR>Skill : Paladin`s Mount<BR>Domain : Animal affinity<BR>Available: Paladin(7) <BR>Allows : Animal Affinity I<BR>Invoked : Automatic<BR>Example : <BR>The paladin extends his holy protection to his or her mount. When mounted on a<BR>horse or equine, the mount has enhanced saving throws, especially against<BR>disease and poison, immunity to fear attacks, and protection from evil prayers.</pre></P> <P> <br><a name="Paladin_Purity"><B>Paladin`s Purity (Paladin_Purity)</B></a> <pre><BR>Skill : Paladin`s Purity<BR>Domain : Holy protection<BR>Available: Paladin(14) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>The Paladins goodness becomes capable of warding off any influence over his<BR>goodness that originates from an external source, such as wicked magic. The<BR>Paladin must remain good for the purity to endure, and the purity will not<BR>protect him or her from intentional acts of wickedness.</pre></P> <P> <br><a name="Paladin_ImprovedResists"><B>Paladin`s Resistance (Paladin_ImprovedResists)</B></a> <pre><BR>Skill : Paladin`s Resistance<BR>Domain : Holy protection<BR>Available: Paladin(2) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>As the Paladin gains in levels, he or she becomes more and more resistant to<BR>magical, poisonous, disease, and other magical and non-magical attacks against<BR>him.</pre></P> <P> <br><a name="Thief_Palm"><B>Palm (Thief_Palm)</B></a> <pre><BR>Skill : Palm<BR>Domain : Stealing<BR>Available: Burglar(3) <BR>Allows : Theft Mastery I<BR>Use Cost : Mana (26) Movement (26) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : PALM<BR>Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])<BR>Example : palm all dagger backpack<BR>Example : palm all body<BR>Example : palm pie<BR>Example : palm all<BR>Example : palm pie.2<BR>Example : palm all.pie container.3<BR>Short(s): <BR>This skill works exactly like GET except for two important advantages. One is<BR>that PALM is so quick that no other players in the room will see it happen. The<BR>other is that PALM can be done as a free action/skill during combat.</pre></P> <P> <br><a name="Thief_Panhandling"><B>Panhandling (Thief_Panhandling)</B></a> <pre><BR>Skill : Panhandling<BR>Domain : Street smarts<BR>Available: Thief(21) <BR>Allows : Street Lore I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : PANHANDLE, PANHANDLING<BR>Example : <BR>Using this skill, a thief can sit down along a city street and beg passer-bys<BR>for change. Some may even hand it over.</pre></P> <P> <br><a name="PaperMaking"><B>Paper Making (PaperMaking)</B></a> <pre><BR>Skill : Paper Making<BR>Domain : Crafting<BR>Available: Artisan(9) Numerous Classes(5) <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : PAPERMAKE, PAPERMAKING<BR>Usage : PAPERMAKE (LIST) ([PAPER TYPE])<BR>Example : papermake canvas<BR>: papermake list<BR>: papermake list paper<BR>: papermake all<BR>This skill allows a player to craft papers from woods, silks, and other<BR>materials. The types of paper which can be crafted expands as the player goes<BR>up in level. Eventually, even arcane scrolls, suitable for scribing spells<BR>onto, can be made. Wood is obtained by the Chopping skill, and silks through<BR>the Foraging skill.</pre></P> <P> <br><a name="Skill_Parry"><B>Parry (Skill_Parry)</B></a> <pre><BR>Skill : Parry<BR>Domain : Evasive<BR>Available: Charlatan(22) Minstrel(14) Templar(6) Trapper(11) <BR>Available: Several Classes(9) Several Classes(3) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>Parrying is the ability to cancel an armed attack by an opponent using your own<BR>weapon. The character with this skill will parry the attacks of his or her<BR>armed opponents whenever possible.</pre></P> <P> <br><a name="Thief_Peek"><B>Peek (Thief_Peek)</B></a> <pre><BR>Skill : Peek<BR>Domain : Stealing<BR>Available: Assassin(18) Bard(9) Burglar(7) Jester(9) <BR>Available: Thief(7) <BR>Allows : Improved Peek, Cautiously I, Theft Mastery I<BR>Use Cost : Mana (28) Movement (28) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : PEEK<BR>Usage : PEEK [TARGET NAME]<BR>Example : peek orc<BR>The thief will attempt to sneak a look at the inventory of the target.</pre></P> <P> <br><a name="Thief_Pick"><B>Pick Locks (Thief_Pick)</B></a> <pre><BR>Skill : Pick Locks<BR>Domain : Criminal<BR>Available: Several Classes(6) <BR>Allows : Safecracking, Criminal Deviousness I<BR>Use Cost : Mana (28) Movement (28) <BR>Quality : Circumstantial<BR>Targets : Items Exits <BR>Range : Touch, or not applicable<BR>Commands : PICK<BR>Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]<BR>Example : pick e<BR>The thief attempts to pick the lock on a door, or container lid. Success<BR>depends on the level of the thief and the level of the door or item as well as<BR>the thief`s proficiency. This skill can be used to lock as well as unlock.</pre></P> <P> <br><a name="Fighter_Pin"><B>Pin (Fighter_Pin)</B></a> <pre><BR>Skill : Pin<BR>Domain : Grappling<BR>Available: Beastmaster(12) Monk(13) Trapper(20) <BR>Allows : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Movement (62) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : PIN<BR>Usage : PIN [TARGET NAME]<BR>Example : pin orc<BR>The fighter grabs the target and wrestles them to the ground in a strong, solid<BR>pin maneuver. For a short, period, both the fighter and the target are locked<BR>in struggle and too occupied to fight.</pre></P> <P> <br><a name="Fighter_PlainsTactics"><B>Plains Tactics (Fighter_PlainsTactics)</B></a> <pre><BR>Skill : Plains Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(24) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting on the plains. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Druid_PlantForm"><B>Plant Form (Druid_PlantForm)</B></a> <pre><BR>Skill : Plant Form<BR>Domain : Shape shifting<BR>Available: Gaian(10) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (60) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : PLANTFORM<BR>Usage : PLANTFORM [LIST/FORM NAME]<BR>Example : plantform<BR>Example : plantform list<BR>Example : plantform flower<BR>The druid gains the ability, through this skill, to take on the form of a<BR>plant. The plant form progresses as the druid gains in level.</pre></P> <P> <br><a name="Thief_PlantItem"><B>Plant Item (Thief_PlantItem)</B></a> <pre><BR>Skill : Plant Item<BR>Domain : Stealing<BR>Available: Burglar(13) Trapper(14) <BR>Allows : Theft Mastery I<BR>Use Cost : Mana (31) Movement (31) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : PLANTITEM<BR>Usage : PLANTITEM [ITEM NAME] [TARGET NAME]<BR>Example : plantitem bomb orc<BR>Plant item is the ability to slip an item to another creature unaware. If<BR>successful, the item will be hidden in the target`s inventory.</pre></P> <P> <br><a name="PlantLore"><B>Plant Lore (PlantLore)</B></a> <pre><BR>Skill : Plant Lore<BR>Domain : Nature lore<BR>Available: Druid(15) Gaian(9) Ranger(15) <BR>Allows : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : PLANTLORE, PSPECULATE<BR>Usage : PLANTLORE<BR>Example : plantlore<BR>This skill allows a player to carefully evaluate the plant growth patterns in<BR>the present area, and all surrounding areas to see what vegetation resources<BR>might be available for foraging or chopping.</pre></P> <P> <br><a name="Fighter_PointBlank"><B>Point Blank Shot (Fighter_PointBlank)</B></a> <pre><BR>Skill : Point Blank Shot<BR>Domain : Martial lore<BR>Available: Fighter(19) Ranger(12) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example :<BR>This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at<BR>very close range.</pre></P> <P> <br><a name="Paladin_PoisonImmunity"><B>Poison Immunity (Paladin_PoisonImmunity)</B></a> <pre><BR>Skill : Poison Immunity<BR>Domain : Holy protection<BR>Available: Paladin(17) <BR>Allows : Protecting I<BR>Invoked : Automatic<BR>Example : <BR>As the Paladin's proficiency grows, he or she becomes more and more immune to<BR>poison and poisonous affects.</pre></P> <P> <br><a name="Specialization_Polearm"><B>Polearm Specialization (Specialization_Polearm)</B></a> <pre><BR>Skill : Polearm Specialization<BR>Domain : Weapon use<BR>Available: Assassin(19) Templar(8) Numerous Classes(1) <BR>Allows : Polearm Striking I, Polearm Slicing I, Polearm Piercing I<BR>Allows : Polearm Focus I, Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is a polearm master, gaining bonuses to attack when using a polearm<BR>in combat. Can also allow the use of higher level polearms if the focus<BR>expertise is taken.</pre></P> <P> <br><a name="Pottery"><B>Pottery (Pottery)</B></a> <pre><BR>Skill : Pottery<BR>Domain : Crafting<BR>Available: Artisan(3) Numerous Classes(4) <BR>Allows : Jewel Making, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : POT, POTTERY<BR>Usage : POT (LIST/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : pot pitcher<BR>: pot bundle 100 clay<BR>: pot list<BR>: pot list pitcher<BR>: pot list all<BR>: pot learn pot<BR>This skill allows a player to craft cooked clay items, such as cups and plates.<BR> The extent of the items which can be crafted expands as the player goes up in<BR>level. The player may also learn to how to make a found item, provided a blank<BR>recipe page, or recipe book with blank pages is in his or her inventory. To<BR>begin crafting, the player must be in a room with an open fire burning, and<BR>must have placed the clay he or she wishes to make the item from on the ground.<BR> The Clay is obtained by using the Digging skill.</pre></P> <P> <br><a name="Thief_PowerGrab"><B>Power Grab (Thief_PowerGrab)</B></a> <pre><BR>Skill : Power Grab<BR>Domain : Stealing<BR>Available: Arcanist(15) <BR>Allows : Theft Mastery I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : POWERGRAB<BR>Usage : POWERGRAB ([CONTAINER]) ITEM<BR>Example : powergrab corpse sword<BR>The thief summons all their thiefly skill to take possession of an item that<BR>would otherwise be too powerful to pick up.</pre></P> <P> <br><a name="Skill_Prayercraft"><B>Prayercraft (Skill_Prayercraft)</B></a> <pre><BR>Skill : Prayercraft<BR>Domain : Arcane lore<BR>Available: Charlatan(18) Oracle(8) <BR>Allows : Arcane Lore I<BR>Invoked : Automatic<BR>Example : <BR>The player is so knowledgable about divine magic that he or she can identify<BR>prayers cast in his or her presence by name. The players ability to identify<BR>more powerful magic will go up in level as he or she does. </pre></P> <P> <br><a name="Fighter_PressurePoints"><B>Pressure Points (Fighter_PressurePoints)</B></a> <pre><BR>Skill : Pressure Points<BR>Domain : Martial lore<BR>Available: Monk(11) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Gives the fighter a bonus to all damage during combat when fighting unarmed in<BR>melee.</pre></P> <P> <br><a name="Skill_Puppeteer"><B>Puppeteer (Skill_Puppeteer)</B></a> <pre><BR>Skill : Puppeteer<BR>Domain : Foolishness<BR>Available: Jester(25) <BR>Allows : Foolmaking I<BR>Use Cost : Mana (75) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : PUPPETEER, PUPPET<BR>Usage : PUPPETEER [ITEM NAME]<BR>Example : puppeteer [item name]<BR>This skill allows the player to animate one or more puppets. While animated,<BR>the puppets will fight for the player. However, the player is unable to attack<BR>or perform many other actions while animating the puppets. Puppets may be<BR>created with the carpentry skill. To stop animating a puppet, the player need<BR>only pick it up.</pre></P> <P> <br><a name="Skill_QuickChange"><B>QuickChange (Skill_QuickChange)</B></a> <pre><BR>Skill : QuickChange<BR>Domain : Foolishness<BR>Available: Jester(3) <BR>Allows : Foolmaking I<BR>Use Cost : Mana (53) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : QUICKCHANGE<BR>Usage : QUICKCHANGE<BR>Example : quickchange<BR>The bard is so adept at costume changes that he can seemingly instantly remove<BR>all of his gear (putting it who knows where), retreive another custome (from<BR>who knows where) and put it on. This skill will swap what the bard is currently<BR>wearing with whatever gear the thief was wearing the last time a quick change<BR>was done. The gear currently worn when a quick change is done is magically<BR>stored away, no longer consuming bag space or encumbrance weight. Even cursed<BR>items can be stored in this way.</pre></P> <P> <br><a name="Thief_Racketeer"><B>Racketeer (Thief_Racketeer)</B></a> <pre><BR>Skill : Racketeer<BR>Domain : Criminal<BR>Available: Burglar(21) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (71) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : RACKETEER<BR>Usage : RACKETEER [BANKER NAME]<BR>Example : racketeer bob<BR>The thief, though intimidation and bluffing, attempts to convince a shopkeeper<BR>to pay him or her "protection" money. The shopkeeper will then be safe from<BR>more payments for the coming month from any thief.</pre></P> <P> <br><a name="Fighter_Rallycry"><B>Rally Cry (Fighter_Rallycry)</B></a> <pre><BR>Skill : Rally Cry<BR>Domain : Singing<BR>Available: Barbarian(16) <BR>Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I<BR>Use Cost : Movement (66) <BR>Quality : Always Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : RALLYCRY<BR>Usage : RALLYCRY<BR>Example : rallycry<BR>The Barbarian lets out a primal call to rally, inspiring all group members to<BR>draw from their inner strength. Those under the affect of the cry will be able<BR>to take more hits. The affect wears off when battle is concluded, or if battle<BR>is not joined swiftly enough after the cry is made.</pre></P> <P> <br><a name="Specialization_Ranged"><B>Ranged Weapon Specialization (Specialization_Ranged)</B></a> <pre><BR>Skill : Ranged Weapon Specialization<BR>Domain : Weapon use<BR>Available: Templar(10) Numerous Classes(1) <BR>Allows : Fletching, Ranged Striking I, Ranged Piercing I, Ranged Bashing I<BR>Allows : Ranged Focus I, Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player becomes so specialized at thrown and ranged combat that they gain<BR>bonuses to attack when fighting from afar. Can also allow the use of higher<BR>level weapons if the focus expertise is taken.</pre></P> <P> <br><a name="Fighter_RapidShot"><B>Rapid Shot (Fighter_RapidShot)</B></a> <pre><BR>Skill : Rapid Shot<BR>Domain : Martial lore<BR>Available: Arcanist(14) Fighter(7) Ranger(7) Thief(14) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Rapid shot is the ability to make extra attacks per round whenever using a<BR>ranged weapon that requires ammunition, such as a bow or crossbow. The number<BR>of extra attacks will go up as the players level does.</pre></P> <P> <br><a name="Skill_Recall"><B>Recall (Skill_Recall)</B></a> <pre><BR>Skill : Recall<BR>Available: Numerous Classes(1) <BR>Use Cost : Mana (51) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : RECALL, /<BR>Usage : RECALL<BR>Example : recall<BR>The player calls upon the power of the gods to return to his or her place of<BR>origin, along with any npc group members present with him or her. Normal<BR>fleeing penalties apply during combat.</pre></P> <P> <br><a name="Archon_Record"><B>Record (Archon_Record)</B></a> <pre><BR>Skill : Record<BR>Domain : Archon<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : RECORD<BR>Usage : RECORD [PLAYER NAME]<BR>Example : record gunther<BR>From anywhere on the map, the player with this skill can begin recording all<BR>activity of the target to a file in the local file system as if they were<BR>snooping them.</pre></P> <P> <br><a name="Druid_RecoverVoice"><B>Recover Voice (Druid_RecoverVoice)</B></a> <pre><BR>Skill : Recover Voice<BR>Domain : Fitness<BR>Available: SkyWatcher(16) <BR>Allows : Fitness I<BR>Use Cost : Mana (66) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : VRECOVER, RECOVERVOICE<BR>Usage : RECOVERVOICE<BR>Example : recovervoice<BR>Short(s) : vrecover<BR>This skill allows the druid to "shake off" any magical or other affects which<BR>may be preventing him or her from speaking and thus chanting.</pre></P> <P> <br><a name="Skill_RegionalAwareness"><B>Regional Awareness (Skill_RegionalAwareness)</B></a> <pre><BR>Skill : Regional Awareness<BR>Domain : Nature lore<BR>Available: Ranger(24) <BR>Allows : Nature Lore I<BR>Use Cost : Mana (24) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : REGION, REGIONALAWARENESS<BR>Usage : REGIONAL<BR>Example : regional<BR>The player scans the horizon, getting a rough estimate of the lay of the<BR>wilderness around him or her. The depth of the map expands as the player gains<BR>levels. The key to the map is as follows:<BR>~ water<BR>T forest<BR>: rocks/badlands<BR>J jungle<BR>= city/street<BR>M mountains<BR>_ plains<BR>. desert<BR>* here<BR>x swamp<BR>h hills</pre></P> <P> <br><a name="Thief_RemoveTraps"><B>Remove Traps (Thief_RemoveTraps)</B></a> <pre><BR>Skill : Remove Traps<BR>Domain : Find/remove traps<BR>Available: Arcanist(9) Several Classes(8) <BR>Allows : Trap Disabling I<BR>Use Cost : Mana (29) Movement (29) <BR>Quality : Circumstantial<BR>Targets : Items Exits <BR>Range : Touch, or not applicable<BR>Commands : DETRAP, UNTRAP, REMOVETRAPS<BR>Usage : DETRAP [ITEM, DIRECTION]<BR>Example : detrap east<BR>Example : detrap chest<BR>If an item is trapped, the thief can attempt to disable or safely trigger the<BR>trap, rendering it ineffective until it resets.</pre></P> <P> <br><a name="Druid_Rend"><B>Rend (Druid_Rend)</B></a> <pre><BR>Skill : Rend<BR>Domain : Weapon use<BR>Available: Beastmaster(25) <BR>Allows : Unarmed Striking I, Unarmed Piercing I<BR>Use Cost : Movement (75) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : REND<BR>Usage : REND [TARGET NAME] <BR>Example : rend orc<BR>While in his or her animal form (see ShapeShift), the Druid gains the ability<BR>to kick their way out of a pin, or rip open an target prone on the ground with<BR>his or her legs.</pre></P> <P> <br><a name="Fighter_Rescue"><B>Rescue (Fighter_Rescue)</B></a> <pre><BR>Skill : Rescue<BR>Domain : Martial lore<BR>Available: Barbarian(8) Minstrel(8) Paladin(2) Ranger(2) <BR>Available: Several Classes(5) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (52) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : RESCUE, RES<BR>Usage : RESCUE [GROUP MEMBER]<BR>Example : rescue bob<BR>Allows the fighter to step forward and take all damage from an opponent, when<BR>fighting in a group. The person taking the opponents damage during combat is<BR>commonly called the "tank".</pre></P> <P> <br><a name="Skill_Resistance"><B>Resistance (Skill_Resistance)</B></a> <pre>Ability : Skill_Resistance<BR>Parameters : see Prop_HaveResister<BR>Example : see Prop_HaveResister<BR>Description: <BR>Gives the mob skill-based resistances and immunities. </pre></P> <P> <br><a name="Fighter_ReturnProjectile"><B>Return Projectile (Fighter_ReturnProjectile)</B></a> <pre><BR>Skill : Return Projectile<BR>Domain : Evasive<BR>Available: Monk(25) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>The Monk gains the amazing ability to catch arrows, spears, and other<BR>projectile attacks in mid flight, and then return them right back to his or her<BR>opponent. The Monk requires a free hand to perform this skill.</pre></P> <P> <br><a name="Skill_Revoke"><B>Revoke (Skill_Revoke)</B></a> <pre><BR>Skill : Revoke<BR>Available: Arcanist(5) Charlatan(2) Paladin(6) Ranger(6) <BR>Available: Numerous Classes(1) <BR>Use Cost : Mana (51) <BR>Quality : Circumstantial<BR>Targets : Items Creatures Exits Rooms <BR>Range : Touch - Range 10<BR>Commands : REVOKE<BR>Usage : REVOKE [TARGET NAME]<BR>Example : revoke bob<BR>Mages, Clerics, and at later levels, Rangers and Paladins can revoke their<BR>magical abilities using the revoke command. Only one spell or prayer is<BR>revoked using this skill, usually the most recent spell.</pre></P> <P> <br><a name="Thief_Robbery"><B>Robbery (Thief_Robbery)</B></a> <pre><BR>Skill : Robbery<BR>Domain : Stealing<BR>Available: Burglar(18) <BR>Allows : Cautiously I, Theft Mastery I<BR>Use Cost : Mana (34) Movement (34) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : ROBBERY, ROB<BR>Usage : ROBBERY [ITEM NAME] [SHOPKEEPER]<BR>Example : robbery bob<BR>The thief may use this skill to steal items from the inventory of shopkeepers. <BR>Regardless of whether the thief is actually caught, the shopkeeper will be much<BR>less willing to deal with the thief for a period after the robbery.</pre></P> <P> <br><a name="Fighter_Roll"><B>Roll With Blows (Fighter_Roll)</B></a> <pre><BR>Skill : Roll With Blows<BR>Domain : Evasive<BR>Available: Barbarian(21) Fighter(16) Jester(25) Dancer(21) <BR>Allows : Evasively I<BR>Invoked : Automatic<BR>Example : <BR>While in combat, this skill trims off some of the damage from normal melee<BR>hits.</pre></P> <P> <br><a name="Thief_RunningFight"><B>Running Fight (Thief_RunningFight)</B></a> <pre><BR>Skill : Running Fight<BR>Domain : Dirty fighting<BR>Available: Trapper(19) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Invoked : Automatic<BR>Example : <BR>The Thief is able to maneuver his or her fighting opponent into another room by<BR>simply heading that way. The opponent must be in one-on-one combat with the<BR>thief for it to work.</pre></P> <P> <br><a name="Thief_Safecracking"><B>Safecracking (Thief_Safecracking)</B></a> <pre><BR>Skill : Safecracking<BR>Domain : Criminal<BR>Available: Burglar(16) <BR>Requires : 'Pick Locks'<BR>Allows : Criminal Deviousness I<BR>Invoked : Automatic<BR>Example : <BR>This skill allows a thief the ability to pick the locks on doors which are<BR>normally reserved for a thief of a much higher level. It also allows the thief<BR>to mundanely circumvent a Wizard Lock under certain circumstances.</pre></P> <P> <br><a name="Thief_Safehouse"><B>Safehouse (Thief_Safehouse)</B></a> <pre><BR>Skill : Safehouse<BR>Domain : Street smarts<BR>Available: Burglar(19) <BR>Allows : Street Lore I<BR>Use Cost : Mana (34) Movement (34) <BR>Quality : Circumstantial<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : SAFEHOUSE<BR>Usage : SAFEHOUSE<BR>Example : safehouse<BR>The thief uses his knowledge of the city to hide out from the law. If the thief<BR>is in an indoor room just off the street, then using this skill will make him<BR>realize that he is probably already in a safehouse, and can remain safely until<BR>he leaves it. If the current room is not a safehouse, the thief will remember<BR>where one is nearby, so that he can go there and hide out</pre></P> <P> <br><a name="Thief_Sap"><B>Sap (Thief_Sap)</B></a> <pre><BR>Skill : Sap<BR>Domain : Dirty fighting<BR>Available: Assassin(18) Thief(21) Trapper(13) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (63) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SAP<BR>Usage : SAP [TARGET NAME] <BR>Example : sap orc<BR>The thief delivers a strong well placed blow to the target, knocking them<BR>unconscious for a short amount of time. Like a back-stab, the thief must not<BR>be visible to the target for this to work.</pre></P> <P> <br><a name="Skill_Satire"><B>Satire (Skill_Satire)</B></a> <pre><BR>Skill : Satire<BR>Domain : Foolishness<BR>Available: Jester(19) <BR>Allows : Foolmaking I<BR>Use Cost : Mana (69) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SATIRE<BR>Usage : SATIRE [TARGET NAME]<BR>Example : satire cityguard<BR>This ability allows the bard to playfully mock and shame an officer of the law<BR>satirically, to his face. Any group members (other than him or herself) wanted<BR>for a crim in that area may be forgiven one warrant if the satire is<BR>successful. Unsuccessful satire will get the bard in trouble with the law. <BR>Even successful satire will occasionally cause trouble for the bard, depending<BR>on the bard's charisma.</pre></P> <P> <br><a name="Scalp"><B>Scalping (Scalp)</B></a> <pre><BR>Skill : Scalping<BR>Domain : Anatomy<BR>Available: Barbarian(5) <BR>Allows : Anatomy I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SCALP, SCALPING<BR>Usage : SCALP [TARGET BODY]<BR>Example : scalp body<BR>With this common skill, a dead body can be scalped, removing the top part of<BR>its head.</pre></P> <P> <br><a name="Scrapping"><B>Scrapping (Scrapping)</B></a> <pre><BR>Skill : Scrapping<BR>Domain : Nature lore<BR>Available: Artisan(25) Numerous Classes(20) <BR>Allows : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SCRAP, SCRAPPING<BR>Usage : SCRAP [ITEM NAME]<BR>Example : scrap longsword<BR>This skill allows a player to scrap one or more identical items into their<BR>component resources, which can then be used by the other common skills. Some<BR>materials require that a fire be built before scrapping can begin. The yield<BR>on scrapping is always 1 pound of material resources per 5 pounds of items.</pre></P> <P> <br><a name="Thief_Scratch"><B>Scratch (Thief_Scratch)</B></a> <pre><BR>Skill : Scratch<BR>Domain : Dirty fighting<BR>Available: Assassin(18) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (18) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SCRATCH<BR>Usage : SCRATCH [TARGET NAME] <BR>Example : scratch orc<BR>The thief descretely uses his or her fingertips to cafully deliver very minor<BR>damage to the target. If done carefully, the target won't know who did it.</pre></P> <P> <br><a name="ScrimShaw"><B>Scrimshawing (ScrimShaw)</B></a> <pre><BR>Skill : Scrimshawing<BR>Domain : Crafting<BR>Available: Artisan(3) Numerous Classes(5) <BR>Requires : 'Sculpting'<BR>Allows : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows : Lethal Crafting I, Counterbalance Crafting I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SCRIM, SCRIMSHAWING<BR>Usage : SCRIM (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : scrim small table<BR>: scrim bundle 100 bone<BR>: scrim list<BR>: scrim list sword<BR>: scrim list all<BR>: scrim mend sword<BR>: scrim refit earrings<BR>: scrim scan<BR>: scrim scan bob<BR>: scrim learn hand<BR>This skill allows a player to craft bone items, such as chairs and swords. The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level. This command also allows the player to repair any damaged bone weapons<BR>or armor, refit any armor which may be the wrong size, or learn to how to scrim<BR>a found item, provided a blank recipe page, or recipe book with blank pages is<BR>in his or her inventory. To begin scrimshawing a new item, the player must have<BR>placed the bone he or she wishes to make the item from on the ground. The<BR>player may also scan the room or other players for equipment that may be mended<BR>by this skill, using the scan parameter. The raw bone for scrimshaw is found<BR>using the Butchering skill.</pre></P> <P> <br><a name="ScrollScribing"><B>Scroll Scribing (ScrollScribing)</B></a> <pre><BR>Skill : Scroll Scribing<BR>Domain : Crafting<BR>Available: Numerous Classes(1) <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING<BR>Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]<BR>Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]<BR>Example : enscribe iron grip scroll<BR>: enscribe list<BR>: enscribe list all<BR>: enscribe list iron<BR>: enscribe iron grip from "scroll of iron grip" "a scroll"<BR>This skill allows the player to scribe a magic scroll from a limited list that<BR>must include one of the spells the player knows, or to transcribe any spell<BR>from one scroll from to another scroll. To do this, the player must have a<BR>piece of scroll paper with sufficient blank space on it to make the scroll out<BR>of. Many scrolls require scribing components. Also, the player must have<BR>mastered the spell before attempting to scribe a new scroll from it. Lastly,<BR>while the player might lose some mana and experience for scribing a new spell<BR>onto a scroll, transcribing a spell from one scroll to another is relatively<BR>free.</pre></P> <P> <br><a name="Sculpting"><B>Sculpting (Sculpting)</B></a> <pre><BR>Skill : Sculpting<BR>Domain : Crafting<BR>Available: Numerous Classes(4) <BR>Requires : A base constitution of at least 10. <BR>Allows : Scrimshawing, Masonry, Excavation, Light Crafting I<BR>Allows : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SCULPT, SCULPTING<BR>Usage : SCULPT (LIST/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] (PARAMETER)<BR>Example : sculpt bench<BR>: sculpt bundle 100 stone<BR>: sculpt statue of the great Alramus<BR>: sculpt list<BR>: sculpt list statue<BR>: sculpt list all<BR>: sculpt mend avalanche<BR>: sculpt scan<BR>: sculpt scan bob<BR>: sculpt learn throne<BR>This skill allows a player to sculpt stone items, such as statues and<BR>furniture, or mend any broken stone weapons or armor. The extent of the items<BR>which can be crafted expands as the player goes up in level. To begin<BR>crafting, the player must have placed the stone he or she wishes to make the<BR>item from on the ground. The player may also scan the room or other players<BR>for equipment that may be mended by this skill, using the scan parameter, or<BR>learn to how to sculpt a found item, provided a blank recipe page, or recipe<BR>book with blank pages is in his or her inventory. The raw stone for sculpting<BR>is found using the Digging or Mining skills.</pre></P> <P> <br><a name="Searching"><B>Searching (Searching)</B></a> <pre><BR>Skill : Searching<BR>Domain : Alert<BR>Available: Artisan(3) Numerous Classes(4) <BR>Allows : Vigilantly I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SEARCH, SEARCHING<BR>Usage : SEARCH <BR>Example : search<BR>This skill allows a player to spend some time looking around a room. For this<BR>duration of the search, any hidden items will become apparant to the one<BR>searching. Once the search is completed, hidden items or mobs still in the<BR>room may no longer be seen.</pre></P> <P> <br><a name="Skill_Attack2"><B>Second Attack (Skill_Attack2)</B></a> <pre><BR>Skill : Second Attack<BR>Domain : Martial lore<BR>Available: Assassin(15) Beastmaster(12) Fighter(8) Templar(21) <BR>Available: Several Classes(9) Numerous Classes(17) <BR>Allows : Third Attack, Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Allows the affected character to deliver a second attack during their round. <BR>These attacks will be slightly less effective than primary attacks.</pre></P> <P> <br><a name="Druid_ShapeShift2"><B>Second Totem (Druid_ShapeShift2)</B></a> <pre><BR>Skill : Second Totem<BR>Domain : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (56) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)<BR>Example : shapeshift 2<BR>Example : shapeshift lion<BR>Example : shapeshift cub<BR>Example : shapeshift 3<BR>Example : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on. By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form. Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P> <P> <br><a name="Thief_SenseLaw"><B>Sense Law (Thief_SenseLaw)</B></a> <pre><BR>Skill : Sense Law<BR>Domain : Street smarts<BR>Available: Burglar(19) <BR>Allows : Street Lore I<BR>Invoked : Automatic<BR>Example : <BR>The thief gains an uncanny ability to sense law enforcement officials in the<BR>same room or any adjacent room, even if they are invisible or unseen. </pre></P> <P> <br><a name="Ranger_SenseTraps"><B>Sense Snares and Pits (Ranger_SenseTraps)</B></a> <pre><BR>Skill : Sense Snares and Pits<BR>Domain : Nature lore<BR>Available: Ranger(20) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>Example : <BR>The Ranger has the natural ability to sense snares, pits, and other kinds of<BR>traps while roaming around outdoors.</pre></P> <P> <br><a name="Thief_SetAlarm"><B>Set Alarm (Thief_SetAlarm)</B></a> <pre><BR>Skill : Set Alarm<BR>Domain : Trapping<BR>Available: Trapper(20) <BR>Allows : Trapping I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Circumstantial<BR>Targets : Exits <BR>Range : Touch, or not applicable<BR>Commands : SETALARM<BR>Usage : SETALARM [DIRECTIONNAME] <BR>Example : setalarm east<BR>This skill allows a trap to be set on a door. Should the door be opened, an<BR>alarm will be set off which can be heard from many rooms away. All mobile<BR>creatures in the area will come running to the rooms, curious about the noise. <BR>Once the alarm has run out, they will disperse.</pre></P> <P> <br><a name="Thief_SetDecoys"><B>Set Decoys (Thief_SetDecoys)</B></a> <pre><BR>Skill : Set Decoys<BR>Domain : Deceptive<BR>Available: Thief(18) <BR>Allows : Deceptive I<BR>Use Cost : Mana (34) Movement (34) <BR>Quality : Malicious<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : SETDECOYS, DECOYS<BR>Usage : SETDECOYS<BR>Example : setdecoys<BR>This skill sets a series of decoys that, during the heat of combat, will fool<BR>the thiefs opponents into thinking that he or she is actually where the decoy<BR>is. The victim is fooled into running towards the decoy until they realize<BR>their mistake. This has the effect of putting the victim at a distant range<BR>from the thief for a time. After the trap is set, the decoys will begin<BR>popping up every so often for a duration.</pre></P> <P> <br><a name="Ranger_SetSnare"><B>Set Snare (Ranger_SetSnare)</B></a> <pre><BR>Skill : Set Snare<BR>Domain : Trapping<BR>Available: Ranger(12) <BR>Allows : Trapping I<BR>Use Cost : Mana (31) Movement (31) <BR>Quality : Malicious<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : SETSNARE<BR>Usage : SETSNARE<BR>Example : setsnare<BR>The ranger carefully sets a snare on the outdoor room, tripping up and binding<BR>anyone who runs into it. Snares will be permanent on owned property.</pre></P> <P> <br><a name="Thief_Shadow"><B>Shadow (Thief_Shadow)</B></a> <pre><BR>Skill : Shadow<BR>Domain : Stealthy<BR>Available: Arcanist(17) Assassin(8) Thief(17) Trapper(23) <BR>Allows : Stealthy I, Shadow I<BR>Use Cost : Mana (29) Movement (29) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SHADOW<BR>Usage : shadow [TARGET NAME] <BR>Example : shadow orc<BR>If the thief is hidden, or otherwise invisible to the target, this skill will<BR>allow the thief to follow them perfectly while remaining hidden. Entering<BR>'shadow' again will stop the shadowing.</pre></P> <P> <br><a name="Thief_Shadowpass"><B>Shadowpass (Thief_Shadowpass)</B></a> <pre><BR>Skill : Shadowpass<BR>Domain : Stealthy<BR>Available: Assassin(14) <BR>Allows : Stealthy I<BR>Use Cost : Movement (64) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : SHADOWPASS<BR>Usage : SHADOWPASS [DIRECTION LIST...] <BR>Example : shadowpass 4n 3e 3s e s w<BR>This ability allows the thief to pass from one dark room to another, avoiding<BR>traps, and slipping through doors and entryways. The starting room, and the<BR>room represented by the end of the trail must both be in utter darkness,<BR>regardless of the rooms in between, or the shadowpass will fail. The thief is<BR>unable to take any followers or mounts on his journey.</pre></P> <P> <br><a name="Thief_Shadowstrike"><B>Shadowstrike (Thief_Shadowstrike)</B></a> <pre><BR>Skill : Shadowstrike<BR>Domain : Stealthy<BR>Available: Assassin(30) <BR>Allows : Stealthy I<BR>Use Cost : Movement (100) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SHADOWSTRIKE<BR>Usage : SHADOWSTRIKE [TARGET NAME]<BR>Example : shadowstrike orc<BR>If the thief is unseen (hidden especially) by the target, then a sneaky melee<BR>strike can be made. Following the strike, the thief will instantly try to<BR>recover their hidden position. The target will be totally unaware of where the<BR>attack came from.</pre></P> <P> <br><a name="Druid_ShapeShift"><B>Shape Shift (Druid_ShapeShift)</B></a> <pre><BR>Skill : Second Totem<BR>Domain : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (56) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)<BR>Example : shapeshift 2<BR>Example : shapeshift lion<BR>Example : shapeshift cub<BR>Example : shapeshift 3<BR>Example : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on. By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form. Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P> <P> <br><a name="Shearing"><B>Shearing (Shearing)</B></a> <pre><BR>Skill : Shearing<BR>Domain : Animal affinity<BR>Available: Artisan(3) Numerous Classes(1) <BR>Allows : Master Shearing, Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SHEAR, SHEARING<BR>Usage : SHEAR [TARGET]<BR>Example : shear sheep<BR>With this common skill, you can shear the wool off of a sheeps body, or at<BR>least as much of it as you can.</pre></P> <P> <br><a name="Skill_Bash"><B>Shield Bash (Skill_Bash)</B></a> <pre><BR>Skill : Shield Bash<BR>Domain : Shield use<BR>Available: Templar(14) Several Classes(4) <BR>Allows : AutoBash, Shield Using I<BR>Use Cost : Movement (54) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : BASH<BR>Usage : BASH [TARGET NAME] <BR>Example : bash orc<BR>The fighter uses their shield as a weapon, delivering an otherwise additional<BR>blow to the target in combat.</pre></P> <P> <br><a name="Fighter_ShieldBlock"><B>Shield Block (Fighter_ShieldBlock)</B></a> <pre><BR>Skill : Shield Block<BR>Domain : Shield use<BR>Available: Fighter(9) <BR>Allows : Shield Using I<BR>Invoked : Automatic<BR>Example : <BR>So long as the Fighter is holding a shield, he has a chance to totally block<BR>weapon attacks coming at him or her.</pre></P> <P> <br><a name="Specialization_Shield"><B>Shield Specialization (Specialization_Shield)</B></a> <pre><BR>Skill : Shield Specialization<BR>Domain : Weapon use<BR>Available: Several Classes(1) <BR>Allows : Shield Focus I, Shield Striking I, Master Weaponsmithing<BR>Allows : Weaponsmithing<BR>Invoked : Automatic<BR>The player is adept with a shield, gaining bonuses to attack and damage when<BR>using a shield as a weapon in combat (such as Shield Bash). Can also allow the<BR>use of higher level shields if the focus expertise is taken.</pre></P> <P> <br><a name="Shipwright"><B>Ship Building (Shipwright)</B></a> <pre><BR>Skill : Ship Building<BR>Domain : Crafting<BR>Available: Artisan(8) Numerous Classes(10) <BR>Requires : 'Carpentry'<BR>Requires : A base wisdom of at least 12. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT<BR>Usage : SHIPWRIGHT (LIST/MEND/SCAN) [ITEM TYPE]<BR>Example : shipwright canoe<BR>: shipwright list<BR>: shipwright list canoe<BR>: shipwright list all<BR>: shipwright mend canoe<BR>: shipwright scan<BR>: shipwright scan bob<BR>: shipwright learn boat<BR>: shipwright title The Cargo Deck<BR>: shipwright desc This is a beautiful cargo deck!<BR>This skill allows a player to craft wooden boats, and alter great ships they<BR>own. The extent of the items which can be crafted expands as the player goes<BR>up in level. This command also allows the player to repair any damaged wooden<BR>boats. To begin carving a new item, the player must have placed the wood he or<BR>she wishes to make the item from on the ground. The player may also scan the<BR>room or other players for equipment that may be mended by this skill, using the<BR>scan parameter, or learn to how to make a found item, provided a blank recipe<BR>page, or recipe book with blank pages is in his or her inventory. Items crafted<BR>with balsa can be done with half the required wood listed, while items crafted<BR>with ironwood will require twice the required wood listed. The raw wood for<BR>building is found using the Chopping skill.</pre></P> <P> <br><a name="Fighter_Shrug"><B>Shrug Off (Fighter_Shrug)</B></a> <pre><BR>Skill : Shrug Off<BR>Domain : Fitness<BR>Available: Barbarian(30) <BR>Allows : Fitness I<BR>Use Cost : Movement (80) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : BRACE<BR>Usage : BRACE<BR>Example : shrugoff<BR>The Barbarian braces him or herself for the next blow, allowing that blow to be<BR>shrugged off without any damage.</pre></P> <P> <br><a name="Skill_Shuffle"><B>Shuffle (Skill_Shuffle)</B></a> <pre><BR>Skill : Shuffle<BR>Domain : Foolishness<BR>Available: Charlatan(16) <BR>Allows : Foolmaking I<BR>Use Cost : Movement (66) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SHUFFLE<BR>Example : <BR>This strange but very useful skill allows the player to rearrange the order of<BR>the people in the room by running around and bumping into them.</pre></P> <P> <br><a name="Fighter_SideKick"><B>Side Kick (Fighter_SideKick)</B></a> <pre><BR>Skill : Side Kick<BR>Domain : Kicking<BR>Available: Monk(16) <BR>Allows : Iron Kicking I, Combat Fluidity I<BR>Invoked : Automatic<BR>Example : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift side kick. This attack is only delivered to a<BR>combatant which the monk is not currently targeting, but with whom the monk is<BR>in melee combat all the same.</pre></P> <P> <br><a name="Thief_SilentGold"><B>Silent AutoGold (Thief_SilentGold)</B></a> <pre><BR>Skill : Silent AutoGold<BR>Domain : Stealing<BR>Available: Burglar(15) Thief(16) <BR>Allows : Theft Mastery I<BR>Use Cost : Mana (65) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : SILENTGOLD<BR>Usage : SILENTGOLD<BR>Example : silentgold<BR>This command is similar to the AUTOGOLD command, which allows a player to<BR>automatically take gold from the corpse of a defeated monster. If the player<BR>is in a group when AUTOGOLD is used, the gold is evenly distributed among the<BR>players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief<BR>will automatically, and without anyone knowing, take 10% of a defeated monsters<BR>gold. This will work regardless of whether the thief played any part in the<BR>defeat of the monster, or is even a member of the group which defeated the<BR>monster. Also, the gold taken is "off the top" of any gold which may be<BR>obtained while the thief is part of a group.</pre></P> <P> <br><a name="Thief_SilentLoot"><B>Silent AutoLoot (Thief_SilentLoot)</B></a> <pre><BR>Skill : Silent AutoLoot<BR>Domain : Stealing<BR>Available: Burglar(16) Thief(18) <BR>Allows : Theft Mastery I<BR>Use Cost : Mana (66) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : SILENTLOOT<BR>Usage : SILENTLOOT<BR>Example : silentloot<BR>This command is similar to the AUTOLOOT command, which allows a player to<BR>automatically take items from the corpse of a defeated monster. SILENTLOOT,<BR>like AUTOLOOT, is toggled on and off. When on the thief will automatically,<BR>and without anyone knowing, take one of a defeated monsters items. This will<BR>work regardless of whether the thief played any part in the defeat of the<BR>monster, or is even a member of the group which defeated the monster. </pre></P> <P> <br><a name="Thief_SilentDrop"><B>Silent Drop (Thief_SilentDrop)</B></a> <pre><BR>Skill : Silent Drop<BR>Domain : Stealthy<BR>Available: Burglar(17) <BR>Allows : Stealthy I<BR>Use Cost : Mana (33) Movement (33) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : SILENTDROP, SDROP<BR>Usage : SILENTDROP [TARGET ITEM]<BR>Example : silentdrop gold<BR>This command is similar to the drop command, except that the thief is able to<BR>drop the item without anyone else knowing about it.</pre></P> <P> <br><a name="Thief_SilentOpen"><B>Silent Open (Thief_SilentOpen)</B></a> <pre><BR>Skill : Silent Open<BR>Domain : Stealthy<BR>Available: Burglar(18) <BR>Allows : Stealthy I<BR>Use Cost : Mana (34) Movement (34) <BR>Quality : Circumstantial<BR>Targets : Items Exits <BR>Range : Touch, or not applicable<BR>Commands : SILENTOPEN, SOPEN<BR>Usage : SILENTOPEN [TARGET ITEM]<BR>Example : silentopen door<BR>This command is similar to the open command, except that the thief is able to<BR>open the container or door without anyone else knowing about it.</pre></P> <P> <br><a name="Skill_Slapstick"><B>Slapstick (Skill_Slapstick)</B></a> <pre><BR>Skill : Slapstick<BR>Domain : Foolishness<BR>Available: Jester(4) <BR>Allows : Foolmaking I<BR>Use Cost : Movement (54) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SLAPSTICK<BR>Usage : SLAPSTICK [TARGET NAME]<BR>Example : slapstick orc<BR>This will cause the player to perform some random slapstick comedy to or for<BR>the target. The result will be a loss of mana, which the target will not even<BR>feel.</pre></P> <P> <br><a name="SlaveTrading"><B>Slave Trading (SlaveTrading)</B></a> <pre><BR>Skill : Slave Trading<BR>Domain : Criminal<BR>Available: Gaoler(22) <BR>Allows : Criminal Deviousness I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL<BR>Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])<BR>Example : ssell boy shopkeeper<BR>Example : ssell boy<BR>This skill allows the player to sell slaves to shopkeepers who deal in them.</pre></P> <P> <br><a name="Thief_SlipItem"><B>Slip Item (Thief_SlipItem)</B></a> <pre><BR>Skill : Slip Item<BR>Domain : Stealing<BR>Available: Burglar(12) <BR>Allows : Cautiously I, Theft Mastery I<BR>Use Cost : Mana (31) Movement (31) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SLIPITEM<BR>Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME]<BR>Example : slipitem hat orc<BR>The thief will attempt to remove some item the target is wearing. If<BR>successful, the item will appear in the target's inventory. This skill is very<BR>sly, and may not be used in combat, lest the target notice what the thief is<BR>doing.</pre></P> <P> <br><a name="Thief_SlipperyMind"><B>Slippery Mind (Thief_SlipperyMind)</B></a> <pre><BR>Skill : Slippery Mind<BR>Domain : Evasive<BR>Available: Arcanist(25) <BR>Allows : Evasively I<BR>Use Cost : Mana (75) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SLIPPERYMIND<BR>Usage : SLIPPERYMIND<BR>Example : slipperymind<BR>The thief manages to convince himself and others that he is utterly neutral<BR>with regard to all factions (right in the middle of the range of each of his<BR>factions).</pre></P> <P> <br><a name="Skill_SlowFall"><B>Slow Fall (Skill_SlowFall)</B></a> <pre><BR>Skill : Slow Fall<BR>Domain : Fitness<BR>Available: Jester(12) <BR>Allows : Fitness I<BR>Invoked : Automatic<BR>If the proficiency check is made, this player does not fall from high places,<BR>but floats instead.</pre></P> <P> <br><a name="Smelting"><B>Smelting (Smelting)</B></a> <pre><BR>Skill : Smelting<BR>Domain : Crafting<BR>Available: Artisan(6) Numerous Classes(10) <BR>Requires : 'Blacksmithing'<BR>Requires : A base constitution of at least 12. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SMELT, SMELTING<BR>Usage : SMELT (LIST) [ITEM TYPE] ([MAX AMOUNT OF BASE METALS TO SMELT])<BR>Example : smelt steel<BR>: smelt list<BR>: smelt list steel<BR>: smelt list all<BR>: smelt bronze 10<BR>This skill allows a player to create metal alloys, such as steel, bronze, and<BR>adamantium. You can also make very strong cloths, such as spidersteel. To<BR>begin smelting, the player must be in a room with an open fire burning, and<BR>must have placed the two base metals he or she wishes to make the alloy from on<BR>the ground. If you have excess metals, you may specify a max amount of each<BR>base metal to smelt. The default is to smelt as much as possible. The raw metal<BR>for smelting is found using the Mining skill.</pre></P> <P> <br><a name="SmokeRings"><B>Smoke Rings (SmokeRings)</B></a> <pre><BR>Skill : Smoke Rings<BR>Domain : Artistic<BR>Available: Numerous Classes(1) <BR>Requires : A base charisma of at least 5. <BR>Allows : Artsy I, Quick Worker I<BR>Invoked : Automatic<BR>Usage : (automatic)<BR>This skill allows the player to produce beautiful smoke rings whenever smoking<BR>a pipe or cigar.</pre></P> <P> <br><a name="Fighter_SmokeSignals"><B>Smoke Signals (Fighter_SmokeSignals)</B></a> <pre><BR>Skill : Smoke Signals<BR>Domain : Nature lore<BR>Available: Barbarian(5) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>Usage : "SMOKESIGNALS" [MESSAGE]<BR>Example : smokesignals I'm here at the temple!<BR>This skill requires a fire to be built in the area, and it must be performed<BR>outdoors. This skill sends a smoke signal viewable throughout the entire area<BR>by those outside. Those with the smoke signal skill will be able to read the<BR>message in the signal.</pre></P> <P> <br><a name="Thief_Sneak"><B>Sneak (Thief_Sneak)</B></a> <pre><BR>Skill : Sneak<BR>Domain : Stealthy<BR>Available: Jester(10) Monk(6) Trapper(6) Several Classes(4) <BR>Allows : Stealthy I, Shadow I, AutoSneak<BR>Use Cost : Movement (54) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : SNEAK<BR>Usage : SNEAK [DIRECTION]<BR>Example : sneak e<BR>The thief attempts to sneak in the indicated direction. If successful, he or<BR>she will not be seen when entering the room. Also, a sneak attempt<BR>automatically invokes a hide attempt. The success of a sneak attempt can<BR>depend on the level of the mobs in the room the thief is trying to sneak into,<BR>and on the thiefs stealth expertise.</pre></P> <P> <br><a name="Thief_SneakAttack"><B>Sneak Attack (Thief_SneakAttack)</B></a> <pre><BR>Skill : Sneak Attack<BR>Domain : Dirty fighting<BR>Available: Assassin(3) Thief(2) Trapper(9) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Invoked : Automatic<BR>Example : <BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when attacking from a hidden position.</pre></P> <P> <br><a name="Thief_Snipe"><B>Snipe (Thief_Snipe)</B></a> <pre><BR>Skill : Snipe<BR>Domain : Dirty fighting<BR>Available: Trapper(22) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Mana (50) Movement (50) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SNIPE<BR>Usage : SNIPE [TARGET NAME]<BR>Example : snipe orc<BR>If the thief is unseen (hidden especially) by the target, then a sneaky ranged<BR>strike can be made. Following the shot, the thief will instantly try to<BR>recover their hidden position. The target will be totally unaware of where the<BR>attack came from.</pre></P> <P> <br><a name="Skill_SongWrite"><B>Song Write (Skill_SongWrite)</B></a> <pre>Usage : SONGWRITE [SONG NAME] [TARGET NAME] <BR>Example : songwrite "valor" scroll<BR>This skill allows the bard to place any song he or she knows onto a scroll.<BR>Once placed on the scroll, the song may be sung off it. Song writing is very <BR>draining on the caster however. The caster will lose some experience points<BR>for using this skill. Song writing also requires that the caster be at full<BR>mana.</pre></P> <P> <br><a name="Skill_Songcraft"><B>Songcraft (Skill_Songcraft)</B></a> <pre><BR>Skill : Songcraft<BR>Domain : Arcane lore<BR>Available: Charlatan(6) <BR>Allows : Arcane Lore I<BR>Invoked : Automatic<BR>Example : <BR>The player is so knowledgable about bardic magic that he or she can identify<BR>magical songs sung in his or her presence by name. The players ability to<BR>identify more powerful magic will go up in level as he or she does. </pre></P> <P> <br><a name="Speculate"><B>Speculating (Speculate)</B></a> <pre><BR>Skill : Speculating<BR>Domain : Nature lore<BR>Available: Artisan(11) Numerous Classes(10) <BR>Requires : A base wisdom of at least 10. <BR>Allows : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : SPECULATE, SPECULATING<BR>Usage : SPECULATE<BR>Example : speculate<BR>This skill allows a player to carefully evaluate the present area, and all<BR>surrounding to see what resources might be available for hunting, fishing,<BR>foraging, chopping, mining, digging, etc..</pre></P> <P> <br><a name="Skill_Spellcraft"><B>Spellcraft (Skill_Spellcraft)</B></a> <pre><BR>Skill : Spellcraft<BR>Domain : Arcane lore<BR>Available: Arcanist(7) Charlatan(12) Diviner(4) Illusionist(7) <BR>Available: Numerous Classes(8) <BR>Allows : Arcane Lore I<BR>Invoked : Automatic<BR>Example : <BR>The player is so knowledgable about arcane magic that he or she can identify<BR>spells cast in his or her presence by name. The players ability to identify<BR>more powerful magic will go up in level as he or she does. <BR><BR>Arcanists have the ability to remember how to cast a number of spells (based on<BR>level) learned through this skill.</pre></P> <P> <br><a name="Fighter_Spring"><B>Spring Attack (Fighter_Spring)</B></a> <pre><BR>Skill : Spring Attack<BR>Domain : Acrobatic<BR>Available: Barbarian(10) Dancer(11) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (60) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SPRINGATTACK, SPRING, SATTACK<BR>Usage : SPRINGATTACK [TARGET NAME]<BR>Example : sattack orc<BR>Short(s) : spring, sattack<BR>The Barbarian delivers a quick damaging blow, then leaps backwards to a further<BR>position of range 1 or 2.</pre></P> <P> <br><a name="Thief_Spying"><B>Spying (Thief_Spying)</B></a> <pre><BR>Skill : Spying<BR>Domain : Stealthy<BR>Available: Assassin(10) <BR>Allows : Marker Spying, Stealthy I<BR>Use Cost : Mana (30) Movement (30) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SPYING, SPY<BR>Usage : SPYING [TARGET] <BR>Example : spy bob<BR>The thief, by lip reading and discrete over-the-shoulder glaces, is able to<BR>read anything the target reads while they are both in the same room. The thief<BR>must remain unnoticed by the target. Otherwise, this skill lasts indefinitely<BR>once the thief has figured out how to spy on the target. The level of player<BR>the thief can spy on depends on part on stealth expertise.</pre></P> <P> <br><a name="Thief_Squatting"><B>Squatting (Thief_Squatting)</B></a> <pre><BR>Skill : Squatting<BR>Domain : Criminal<BR>Available: Thief(25) <BR>Allows : Criminal Deviousness I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SQUAT, SQUATTING<BR>Usage : SQUATTING<BR>Example : squat<BR>To use this skill, the player must be sitting on a piece of property that is,<BR>or was once for sale. If it is owned by another player or clan, then an owner<BR>must be online when squatting begins. After a mud month of continuous sitting,<BR>the property will change ownership. Property belonging to another player will<BR>go back on the market. Property on the market will belong to the squatter.</pre></P> <P> <br><a name="Skill_Stability"><B>Stability (Skill_Stability)</B></a> <pre><BR>Skill : Stability<BR>Domain : Acrobatic<BR>Available: Artisan(17) Assassin(20) Jester(16) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Invoked : Automatic<BR>This skill allows the player to remain on his or her feet despite certain<BR>magical or physical attempts to get them on the ground.</pre></P> <P> <br><a name="Specialization_Staff"><B>Staff Specialization (Specialization_Staff)</B></a> <pre><BR>Skill : Staff Specialization<BR>Domain : Weapon use<BR>Available: Druid(1) <BR>Allows : Master Weaponsmithing, Weaponsmithing<BR>Invoked : Automatic<BR>The player is proficient with staffs, gaining bonuses to attack when using a<BR>staff in combat. Can also allow the use of higher level staffs if the focus<BR>expertise is taken.</pre></P> <P> <br><a name="Thief_Steal"><B>Steal (Thief_Steal)</B></a> <pre><BR>Skill : Steal<BR>Domain : Stealing<BR>Available: Bard(23) Burglar(11) Jester(21) Thief(11) <BR>Allows : Improved Steal, Cautiously I, Theft Mastery I<BR>Use Cost : Mana (30) Movement (30) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : STEAL<BR>Usage : STEAL [ITEM NAME] [TARGET NAME]<BR>Example : steal paper orc<BR>The thief will attempt to pilfer some item from the inventory of the target. <BR>This skill can not be used in combat, and works best when the target can not<BR>see the thief. This skill is almost always successful if the target is<BR>incapacitated (asleep, knocked out, bound, etc).</pre></P> <P> <br><a name="Archon_Stinkify"><B>Stinkify (Archon_Stinkify)</B></a> <pre><BR>Skill : Stinkify<BR>Domain : Archon<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : STINKIFY<BR>Usage : STINKIFY [PLAYER NAME]<BR>Example : stinkify gunther<BR>From anywhere on the map, the player with this skill can cause the target to<BR>become 1 level stinkier than they were before. </pre></P> <P> <br><a name="Fighter_Stonebody"><B>Stone Body (Fighter_Stonebody)</B></a> <pre><BR>Skill : Stone Body<BR>Domain : Fitness<BR>Available: Barbarian(25) <BR>Allows : Fitness I<BR>Invoked : Automatic<BR>Example : <BR>The Barbarian has become so hardened to battle that he or she ignores 2 points<BR>from every damage roll taken.</pre></P> <P> <br><a name="Thief_StrategicRetreat"><B>Strategic Retreat (Thief_StrategicRetreat)</B></a> <pre><BR>Skill : Strategic Retreat<BR>Domain : Dirty fighting<BR>Available: Trapper(5) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (55) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : FREEFLEE, STRATEGICRETREAT<BR>Usage : FREEFLEE ([DIRECTION])<BR>Example : freeflee<BR>While in combat, your character may need to quickly disengage and flee the<BR>room. A direction may be specified, but if one is not specified, a direction<BR>will be chosen for you. Unlike FLEE, this command may be used without<BR>experience loss, provided the proficiency check is passed.</pre></P> <P> <br><a name="Skill_StrikeTheSet"><B>Strike The Set (Skill_StrikeTheSet)</B></a> <pre><BR>Skill : Strike The Set<BR>Domain : Theatre<BR>Available: Charlatan(5) <BR>Allows : Acting I<BR>Use Cost : Movement (55) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : STRIKETHESET, STRIKESET<BR>Usage : STRIKETHESET<BR>Usage : STRIKESET<BR>Example : striketheset<BR>The bard strikes the set of the room, making any and all items in the room<BR>appear to be gone, and the room empty.</pre></P> <P> <br><a name="Thief_StripItem"><B>Strip Item (Thief_StripItem)</B></a> <pre><BR>Skill : Strip Item<BR>Domain : Stealing<BR>Available: Burglar(21) <BR>Allows : Theft Mastery I<BR>Use Cost : Movement (71) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : STRIPITEM<BR>Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME]<BR>Example : stripitem hat orc<BR>The thief will attempt to remove some item the target is wearing. If<BR>successful, the item will appear in the target's inventory. This skill is<BR>blatant, and may be used during combat.</pre></P> <P> <br><a name="Skill_Struggle"><B>Struggle (Skill_Struggle)</B></a> <pre><BR>Skill : Struggle<BR>Domain : Evasive<BR>Available: Jester(6) Minstrel(18) <BR>Allows : Evasively I<BR>Use Cost : Mana (56) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : STRUGGLE<BR>Usage : STRUGGLE<BR>Example : struggle<BR>The player wriggles and pulls to escape from bonds holding him or her. This<BR>skill can be used to more quickly become released from ropes, webs, nets, and<BR>other bindings.</pre></P> <P> <br><a name="Skill_Subdue"><B>Subdue (Skill_Subdue)</B></a> <pre><BR>Skill : Subdue<BR>Domain : Evasive<BR>Available: Fighter(6) <BR>Allows : Evasively I<BR>Use Cost : Movement (56) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SUBDUE<BR>Usage : SUBDUE [TARGET NAME] <BR>Example : subdue orc<BR>The fighter uses finesse to avoid killing the target by making more strategic<BR>hits on the target. The actual damage will be minimal, but in reality the<BR>fighters damage will count towards subdueing damage. If carried through to the<BR>end, it will end up knocking the target cold instead of killing them. Dueing<BR>combat, a smart fighter can examine his or her target and tell how close they<BR>are to being fully subdued despite the apparant actual damage done. Once<BR>knocked out, the target can not be killed until consciousness is regained.<BR><BR>Enter SUBDUE again to cancel this effect.</pre></P> <P> <br><a name="Thief_Surrender"><B>Surrender (Thief_Surrender)</B></a> <pre><BR>Skill : Surrender<BR>Domain : Influential<BR>Available: Thief(14) <BR>Allows : Influencing I<BR>Use Cost : Mana (64) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : SURRENDER<BR>Usage : SURRENDER<BR>Example : surrender<BR>A unique thief skills which allows him or her to toss shiny coins at his<BR>opponents for allowing the thief to leave combat without losing experience.</pre></P> <P> <br><a name="Fighter_SwampTactics"><B>Swamp Tactics (Fighter_SwampTactics)</B></a> <pre><BR>Skill : Swamp Tactics<BR>Domain : Nature lore<BR>Available: Barbarian(12) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in swamps. The fighter can also hide themselves simply by sitting down<BR>on the ground and staying still for a few mins.</pre></P> <P> <br><a name="Fighter_Sweep"><B>Sweep (Fighter_Sweep)</B></a> <pre><BR>Skill : Sweep<BR>Domain : Dirty fighting<BR>Available: Barbarian(16) Fighter(15) Monk(15) Paladin(23) <BR>Available: Ranger(18) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (65) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SWEEP<BR>Usage : SWEEP<BR>Example : <BR>Allows the fighter wielding a slashing weapon to rear back and take a free<BR>whack at all opponents within range. Attack ability on such an attack is one<BR>half less and damage is one third normal.</pre></P> <P> <br><a name="Skill_Swim"><B>Swim (Skill_Swim)</B></a> <pre>Skill : SWIM<BR>Usage : SWIM [DIRECTION]<BR>Available: ALL<BR>Example : swim e<BR>This skill allows the character to travel on a water surface. The amount of<BR>weight being carried can affect this skill.</pre></P> <P> <br><a name="Thief_Swipe"><B>Swipe gold (Thief_Swipe)</B></a> <pre><BR>Skill : Swipe gold<BR>Domain : Stealing<BR>Available: Bard(19) Burglar(1) Charlatan(2) Jester(19) <BR>Available: Thief(1) <BR>Allows : Improved Swipe, Cautiously I, Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SWIPE<BR>Usage : SWIPE [TARGET NAME]<BR>Example : swipe orc<BR>The thief will attempt to pocket some of a target`s gold. This skill can not be<BR>used in combat, and works best when the target can not see the thief. This<BR>skill is almost always successful if the target is incapacitated (asleep,<BR>knocked out, bound, etc).</pre></P> <P> <br><a name="Specialization_Sword"><B>Sword Specialization (Specialization_Sword)</B></a> <pre><BR>Skill : Sword Specialization<BR>Domain : Weapon use<BR>Available: Numerous Classes(1) <BR>Allows : Craft Holy Avenger, Sword Striking I, Sword Slicing I<BR>Allows : Sword Piercing I, Sword Piercing I, Master Weaponsmithing<BR>Allows : Weaponsmithing<BR>Invoked : Automatic<BR>The player is a sword master, gaining bonuses to attack when using a sword in<BR>combat. Can also allow the use of higher level swords if the focus expertise<BR>is taken.</pre></P> <P> <br><a name="Thief_TagTurf"><B>Tag Turf (Thief_TagTurf)</B></a> <pre><BR>Skill : Tag Turf<BR>Domain : Street smarts<BR>Available: Burglar(5) <BR>Allows : Street Lore I<BR>Use Cost : Mana (27) Movement (27) <BR>Quality : Circumstantial<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : TAGTURF, TURFTAG<BR>Usage : TAGTURF (UNTAG)<BR>Example : tagturf<BR>Example : tagturf untag<BR>The thief tags this place as their "turf" or, if they are a part of a clan,<BR>their clan's "turf". Other thieves will not be able to use their skills here. <BR>The tag can only be seen by the tagging thief, and those who can see hidden<BR>things. A tag can be removed only by a turf war.</pre></P> <P> <br><a name="Tailoring"><B>Tailoring (Tailoring)</B></a> <pre><BR>Skill : Tailoring<BR>Domain : Crafting<BR>Available: Artisan(4) Numerous Classes(3) <BR>Requires : A base dexterity of at least 10. <BR>Allows : Costuming, Master Tailoring, Light Crafting I, Durable Crafting I<BR>Allows : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : KNIT, TAILOR, TAILORING<BR>Usage : KNIT (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : knit shirt<BR>: knit bundle 100 cotton<BR>: knit list<BR>: knit list vest<BR>: knit list all<BR>: knit mend vest<BR>: knit refit sleeves<BR>: knit scan<BR>: knit scan bob<BR>: knit learn shirt<BR>This skill allows a player to knit clothing, such as shirts and leggings. The<BR>extent of the items which can be knitted expands as the player goes up in<BR>level. This command also allows the player to mend any damaged clothing, refit<BR>any clothes which are the wrong size, or learn to how to knit a found item,<BR>provided a blank recipe page, or recipe book with blank pages is in his or her<BR>inventory. To begin knitting a new item, the player must have placed the cloth<BR>he or she wishes to make the clothing from on the ground. The player may also<BR>scan the room or other players for equipment that may be mended by this skill,<BR>using the scan parameter. The raw cloth for knitting is found using the<BR>Butchering or Foraging skills.</pre></P> <P> <br><a name="Thief_TapRoom"><B>Tap Room (Thief_TapRoom)</B></a> <pre><BR>Skill : Tap Room<BR>Domain : Alert<BR>Available: Assassin(21) <BR>Allows : Vigilantly I<BR>Use Cost : Mana (35) Movement (35) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch - Range 50<BR>Commands : TAPROOM<BR>Example : taproom<BR>The thief is able to use two glass drinking cups and some sort of raw cloth to<BR>stretch a long tapline between the room he wishes to tap, and some destination<BR>room. The distance the line can be stretched depends upon the thieves level<BR>and alertness expertise. If, while stretching the line, the thief runs out of<BR>either cloth or distance allowance, the second cup must be put down. At the<BR>destination, the thief will hear, through the second cup, all that is said in<BR>the room where the skill was involved, where the first cup was hidden.</pre></P> <P> <br><a name="Thief_TarAndFeather"><B>Tar And Feather (Thief_TarAndFeather)</B></a> <pre><BR>Skill : Tar And Feather<BR>Domain : Legal<BR>Available: Gaoler(14) <BR>Use Cost : Mana (50) Movement (50) <BR>Quality : Malicious<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : TARANDFEATHER, TAR<BR>Example : TAR Orc<BR>The player with this skill is able to cover the target with tar and feathers,<BR>making the wearing of equipment impossible for the duration. The target must<BR>not be wearing clothes for the skill to work. They must also be bound or<BR>prone.</pre></P> <P> <br><a name="Tattooing"><B>Tattooing (Tattooing)</B></a> <pre><BR>Skill : Tattooing<BR>Domain : Artistic<BR>Available: Gaoler(7) <BR>Allows : Artsy I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : TATTOO, TATTOOING<BR>Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]<BR>Example : tattooing bob arms a skull and crossbones<BR>Example : tattooing bob arms remove<BR>This skill allows a player to tattoo the body parts of the target. The target<BR>must hold still for it, of course. What results can only be seen when the<BR>proper wear location is not covered by clothing. Tattoos can also be removed<BR>with this skill. Parts available for tattooing include: arms, legs, hands,<BR>head, feet, wrists, neck, and torso.</pre></P> <P> <br><a name="Taxidermy"><B>Taxidermy (Taxidermy)</B></a> <pre><BR>Skill : Taxidermy<BR>Domain : Crafting<BR>Available: Artisan(16) Trapper(1) Numerous Classes(10) <BR>Requires : A base intelligence of at least 12. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : STUFF, TAXIDERMY<BR>Usage : STUFF ([POSE]/LIST) [BODY NAME]<BR>Example : stuff body of an orc<BR>Example : stuff list<BR>Example : stuff list scary<BR>Example : stuff scary body of a horse<BR>This skill allows a player to stuff a dead body with cloth, cotton, feathers,<BR>fur, or similar substances to make a light statue. To begin stuffing a body,<BR>the player must have placed the cloth he or she wishes to stuff with on the<BR>ground with the body. A pose for the body may optionally be specified. A list<BR>of valid poses may be obtained by entering TAXIDERMY LIST.</pre></P> <P> <br><a name="Skill_Attack3"><B>Third Attack (Skill_Attack3)</B></a> <pre><BR>Skill : Third Attack<BR>Domain : Martial lore<BR>Available: Fighter(18) <BR>Requires : 'Second Attack'<BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Allows the character to deliver a third attack during their round. These<BR>attacks will be slightly less effective than primary attacks.</pre></P> <P> <br><a name="Druid_ShapeShift3"><B>Third Totem (Druid_ShapeShift3)</B></a> <pre><BR>Skill : Second Totem<BR>Domain : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows : Shapeshifting I<BR>Use Cost : Mana (56) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)<BR>Example : shapeshift 2<BR>Example : shapeshift lion<BR>Example : shapeshift cub<BR>Example : shapeshift 3<BR>Example : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on. By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form. Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P> <P> <br><a name="Torturesmithing"><B>Torturesmithing (Torturesmithing)</B></a> <pre><BR>Skill : Torturesmithing<BR>Domain : Crafting<BR>Available: Gaoler(16) <BR>Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)<BR>Requires : A base intelligence of at least 14. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : TORTURESMITH, TORTURESMITHING<BR>Usage : TORTURESMITH [ITEM TYPE]<BR>Example : torturesmith rack<BR>: torturesmith list<BR>: torturesmith list rack<BR>: torturesmith list all<BR>This skill allows a player to craft implements of execution and torture. The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level. To begin carving a new item, the player must have placed the wood he or<BR>she wishes to make the item from on the ground. The raw wood for building is<BR>found using the Chopping skill. Some items require metal gathered with the<BR>Mining skill. Most items require that the victim be bound, and some require<BR>that the MOUNT command be used to get them onto the implement.</pre></P> <P> <br><a name="Fighter_Toughness"><B>Toughness (Fighter_Toughness)</B></a> <pre><BR>Skill : Toughness<BR>Domain : Fitness<BR>Available: Fighter(10) <BR>Allows : Toughness II, Fitness I<BR>Invoked : Automatic<BR>This ability toughens up the fighter, giving them extra hitpoints.</pre></P> <P> <br><a name="Fighter_Toughness2"><B>Toughness II (Fighter_Toughness2)</B></a> <pre><BR>Skill : Toughness II<BR>Domain : Fitness<BR>Available: Fighter(14) <BR>Requires : 'Toughness'<BR>Allows : Toughness III, Fitness I<BR>Invoked : Automatic<BR>This ability toughens up the fighter, giving them extra hitpoints. The hit<BR>points stack with those gained from Toughness.</pre></P> <P> <br><a name="Fighter_Toughness3"><B>Toughness III (Fighter_Toughness3)</B></a> <pre><BR>Skill : Toughness III<BR>Domain : Fitness<BR>Available: Fighter(18) <BR>Requires : 'Toughness II'<BR>Allows : Fitness I<BR>Invoked : Automatic<BR>This ability toughens up the fighter, giving them extra hitpoints. The hit<BR>points stack with those gained from Toughness and Toughness II.</pre></P> <P> <br><a name="Ranger_Track"><B>Track (Ranger_Track)</B></a> <pre><BR>Skill : Track<BR>Domain : Combat lore<BR>Available: Charlatan(12) Ranger(1) Trapper(12) <BR>Allows : Combat Lore I<BR>Use Cost : Movement (51) <BR>Quality : Sometimes Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : TRACK<BR>Usage : TRACK [TARGET NAME] <BR>Example : track orc<BR>The ranger attempts to find a trail leading from where he or she is at present,<BR>to the location of the indicated target (not necessarily the closest)! When<BR>walking around, the Ranger will become aware of which direction seems best.</pre></P> <P> <br><a name="Ranger_TrackAnimal"><B>Track Animal (Ranger_TrackAnimal)</B></a> <pre><BR>Skill : Track Animal<BR>Domain : Combat lore<BR>Available: Ranger(3) <BR>Allows : Combat Lore I<BR>Use Cost : Movement (53) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : TRACKANIMAL<BR>Usage : TRACK ANIMAL<BR>Example : trackanimal<BR>The ranger, being a skilled hunter, may use this skill to track down the<BR>nearest unintelligent animal in the area.</pre></P> <P> <br><a name="Thief_TrapImmunity"><B>Trap Immunity (Thief_TrapImmunity)</B></a> <pre><BR>Skill : Trap Immunity<BR>Domain : Find/remove traps<BR>Available: Trapper(25) <BR>Allows : Trap Disabling I<BR>Invoked : Automatic<BR>Example : <BR>As the Thief's proficiency grows, he or she becomes more and more immune to<BR>traps and bombs.</pre></P> <P> <br><a name="Skill_Trip"><B>Trip (Skill_Trip)</B></a> <pre><BR>Skill : Trip<BR>Domain : Dirty fighting<BR>Available: Beastmaster(8) Fighter(14) Monk(8) Paladin(18) <BR>Available: Ranger(17) Several Classes(13) Several Classes(11) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (58) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : TRIP<BR>Usage : TRIP [TARGET NAME] <BR>Example : trip orc<BR>The fighter attempts to trip the target, putting them on the floor for a short<BR>time. During that time, the tripped target is much easier to hit.</pre></P> <P> <br><a name="Thief_TrophyCount"><B>Trophy Count (Thief_TrophyCount)</B></a> <pre><BR>Skill : Trophy Count<BR>Domain : Combat lore<BR>Available: Minstrel(6) Trapper(2) <BR>Allows : Combat Lore I<BR>Invoked : Automatic<BR>Uage : TROPHYCOUNT<BR>Example : trophycount<BR>The thief has the ability to keep track of their racial kills. The player may<BR>use the TROPHYCOUNT command to review the log of kills.</pre></P> <P> <br><a name="Fighter_TrueShot"><B>True Shot (Fighter_TrueShot)</B></a> <pre><BR>Skill : True Shot<BR>Domain : Martial lore<BR>Available: Assassin(15) Fighter(8) Ranger(7) Trapper(11) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>Gives the fighter an enormous boost to attack rating when using a ranged or<BR>thrown weapon in ranged combat.</pre></P> <P> <br><a name="Fighter_Tumble"><B>Tumble (Fighter_Tumble)</B></a> <pre><BR>Skill : Tumble<BR>Domain : Acrobatic<BR>Available: Assassin(24) Burglar(23) Fighter(20) Jester(18) <BR>Available: Monk(19) Dancer(15) <BR>Allows : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (65) <BR>Quality : Always Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : TUMBLE<BR>Usage : TUMBLE<BR>Example : tumble<BR>Allows the fighter to avoid a couple of potentially painful hits in combat by<BR>tumbling around. This comes at the cost of some attack and damage capability,<BR>however.</pre></P> <P> <br><a name="Skill_TuneInstrument"><B>Tune Instrument (Skill_TuneInstrument)</B></a> <pre><BR>Skill : Tune Instrument<BR>Domain : Artistic<BR>Available: Minstrel(5) <BR>Allows : Artsy I<BR>Use Cost : Mana (55) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : TUNEINSTRUMENT, TUNE<BR>Usage : TUNE<BR>Example : <BR>The Bard tunes their instrument, which can provide bonuses to many songs which<BR>are played with it.</pre></P> <P> <br><a name="Thief_TurfWar"><B>Turf War (Thief_TurfWar)</B></a> <pre><BR>Skill : Turf War<BR>Domain : Street smarts<BR>Available: Burglar(11) <BR>Allows : Street Lore I<BR>Use Cost : Mana (30) Movement (30) <BR>Quality : Circumstantial<BR>Targets : Rooms <BR>Range : Touch, or not applicable<BR>Commands : TURFWAR<BR>Usage : TURFWAR<BR>Example : turfwar<BR>The thief declares the tagged room he is in to be in dispute. Any turf tag on<BR>the room will be removed unless the thief who tagged the room successfully<BR>defends the turf in combat. After declaring the turf war, the tagging thief<BR>will be notified that it is in dispute. The tagger has until the expiration of<BR>the war to respond to the challenge. As soon as the tagger arrives in the<BR>disputed room, the tagger and the challenger will immediately be entered into<BR>combat. The combat will be non-lethal, with the loser merely being recalled<BR>instead of dying. After combat begins, the first combatant to be forced from<BR>the disputed room (e.g. by non-lethal "death"), will be the winner.<BR><BR>A TurfWar can only be infrequently declared.</pre></P> <P> <br><a name="Skill_TurnUndead"><B>Turn Undead (Skill_TurnUndead)</B></a> <pre><BR>Skill : Turn Undead<BR>Domain : Death lore<BR>Available: Cleric(5) Healer(1) Oracle(5) Purist(1) <BR>Allows : Death Lore I<BR>Use Cost : Mana (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : TURN<BR>Usage : TURN [TARGET NAME] <BR>Example : turn skeleton<BR>The good or neutral priest attempts to frighten the heck out of an undead<BR>creature. Depending upon the level of the priest versus the level of the<BR>creature, the effect of the skill may be to either frighten the creature away<BR>or cause it to be completely destroyed</pre></P> <P> <br><a name="Skill_TwoDaggerFighting"><B>Two Dagger Fighting (Skill_TwoDaggerFighting)</B></a> <pre><BR>Skill : Two Dagger Fighting<BR>Domain : Martial lore<BR>Available: Assassin(19) <BR>Requires : 'Two Weapon Fighting'<BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>While in combat, this skill allows the player to attack with a second dagger in<BR>the hold position, assuming the player is in range for the second weapon. This<BR>skill also allows more frequent attacks when wielding two daggers. If the<BR>player also has two weapon fighting, then they will find they no longer suffer<BR>quite as much attack and damage penalty when using two daggers.</pre></P> <P> <br><a name="Skill_TwoWeaponFighting"><B>Two Weapon Fighting (Skill_TwoWeaponFighting)</B></a> <pre><BR>Skill : Two Weapon Fighting<BR>Domain : Martial lore<BR>Available: Assassin(12) Bard(14) Dancer(14) Ranger(4) <BR>Available: Thief(12) Several Classes(3) <BR>Allows : Two Dagger Fighting, Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>Example : <BR>While in combat, this skill allows the fighter to attack with a second weapon<BR>in the hold position, assuming the fighter is in range for the second weapon.<BR>The fighter suffers a small attack and a tiny damage penalty for using 2<BR>weapons.</pre></P> <P> <br><a name="Unbinding"><B>Unbinding (Unbinding)</B></a> <pre><BR>Skill : Unbinding<BR>Domain : Binding<BR>Available: Bard(10) Thief(1) <BR>Allows : Binding I, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : UNBIND, UNTIE<BR>Usage : UNBIND [TARGET NAME]<BR>Example : unbind jack<BR>: untie bob<BR>This skill allows a player remove the bonds entangling or binding someone. The<BR>length of time it takes to complete the task depends on the difficulty of the<BR>task and the level of the one trying to do it.</pre></P> <P> <br><a name="Thief_UndergroundConnections"><B>Underground Connections (Thief_UndergroundConnections)</B></a> <pre><BR>Skill : Underground Connections<BR>Domain : Street smarts<BR>Available: Burglar(2) <BR>Allows : Street Lore I<BR>Use Cost : Mana (26) Movement (26) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : UNDERGROUNDCONNECTIONS<BR>Usage : UNDERGROUNDCONNECTIONS<BR>Example : undergroundconnections<BR>The thief contacts his or her underground connections within the city. The<BR>connections arrange quick (though seldom comfortable) transportation outside<BR>the current area into an adjoining one. The thief and group members will make<BR>the trip in an environment free from the restrictions of law, geas, or spells,<BR>and without being harassed by the local law or any other aggressive monsters.</pre></P> <P> <br><a name="Skill_Upstage"><B>Upstage (Skill_Upstage)</B></a> <pre><BR>Skill : Upstage<BR>Domain : Theatre<BR>Available: Charlatan(14) <BR>Allows : Acting I<BR>Use Cost : Mana (32) Movement (32) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : UPSTAGE<BR>Usage : UPSTAGE<BR>Example : upstage<BR>The bard upstages his or her enemies, making them stop fighting who they were<BR>fighting, target the bard, and cross the room to reach him or her. The effect<BR>ends when they hit the bard, at which point they returning immediately to their<BR>previous target and range. </pre></P> <P> <br><a name="Fighter_UrbanTactics"><B>Urban Tactics (Fighter_UrbanTactics)</B></a> <pre><BR>Skill : Urban Tactics<BR>Domain : Nature lore<BR>Available: Fighter(21) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>This skill gives one an edge in attack, defence, and damage when fighting in<BR>urban areas. They can also hide themselves simply by sitting down on the<BR>ground and staying still for a few mins.</pre></P> <P> <br><a name="Thief_UsePoison"><B>Use Poison (Thief_UsePoison)</B></a> <pre><BR>Skill : Use Poison<BR>Domain : Poisoning<BR>Available: Arcanist(8) Assassin(12) Burglar(22) Jester(8) <BR>Available: Thief(7) Trapper(7) <BR>Allows : Poisoning I<BR>Use Cost : Mana (28) Movement (28) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : POISON, USEPOISON<BR>Usage : POISON [ITEM NAME] [POISON SOURCE]<BR>Example : poison sword beesting<BR>Example : poison waterskin beesting<BR>This allows the player to poison a weapon, food, or drink with a pre-prepared<BR>poison source. The Apothecary skill must be used to create the poison. After<BR>that, the poison may be applied, where it will persist for a short time on<BR>weapons, and forever on food and drink.</pre></P> <P> <br><a name="Wainwrighting"><B>Wainwrighting (Wainwrighting)</B></a> <pre><BR>Skill : Wainwrighting<BR>Domain : Crafting<BR>Available: Artisan(8) Trapper(1) Numerous Classes(10) <BR>Requires : 'Carpentry'<BR>Requires : A base intelligence of at least 12. <BR>Allows : Quick Worker I<BR>Use Cost : Movement (10) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : WAINWRIGHTING<BR>Usage : WAINWRIGHT (LIST/LEARN) [ITEM TYPE]<BR>Example : wainwright wagon<BR>: wainwright list<BR>: wainwright list wagon<BR>: wainwright list all<BR>: wainwright learn cart<BR>This skill allows a player to craft wagons and carts. The extent of the items<BR>which can be crafted expands as the player goes up in level. To begin carving<BR>a new item, the player must have placed the wood he or she wishes to make the<BR>item from on the ground. The player may also learn to how to make a found cart,<BR>provided a blank recipe page, or recipe book with blank pages is in his or her<BR>inventory. Items crafted with balsa can be done with half the required wood<BR>listed, while items crafted with ironwood will require twice the required wood<BR>listed. The raw wood for building is found using the Chopping skill.</pre></P> <P> <br><a name="Skill_WandUse"><B>Wands (Skill_WandUse)</B></a> <pre>Skill : Wands<BR>Available: Almost All<BR>Example : <BR>A wand is an holdable item that can be used to create magical affects.<BR><BR>This skill allows one to effectively use a magical wand or staff. To invoke a<BR>wand or staff, it must first be held. Then the magic word is spoken to the<BR>target. For instance, if the magic word is `zuy`, you would enter the<BR>following to invoke your wand: sayto orc zuy. <BR><BR>If the spell on the wand requires extra parameters, then you can include those<BR>after the casting words. For a wand of Summon, for instance, you might try:<BR>say zuy cityguard. <BR>Wands generally require a small amount of mana to use, and less if the wand<BR>user is capable of learning the spell cast by the wand.</pre></P> <P> <br><a name="Fighter_Warcry"><B>War Cry (Fighter_Warcry)</B></a> <pre><BR>Skill : War Cry<BR>Domain : Singing<BR>Available: Barbarian(13) <BR>Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I<BR>Use Cost : Movement (63) <BR>Quality : Always Beneficial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : WARCRY<BR>Usage : WARCRY<BR>Example : warcry<BR>The Barbarian lets out a primal call to war, inspiring all group members to<BR>follow his or her banner. Those under the affect of the cry will deliver more<BR>damaging blows. The affect wears off when battle is concluded, or if battle is<BR>not joined swiftly enough after the cry is made.</pre></P> <P> <br><a name="Skill_Warrants"><B>Warrants (Skill_Warrants)</B></a> <pre><BR>Skill : Warrants<BR>Domain : Legal<BR>Available: Artisan(5) Charlatan(9) Gaoler(9) Thief(23) <BR>Use Cost : Mana (55) <BR>Quality : Circumstantial<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : WARRANTS<BR>Example : <BR>The player, using nothing more than local contacts and charismatic persuasion,<BR>gathers information about all warrants and wanted criminals.</pre></P> <P> <br><a name="Fighter_WeaponBreak"><B>Weapon Break (Fighter_WeaponBreak)</B></a> <pre><BR>Skill : Weapon Break<BR>Domain : Martial lore<BR>Available: Barbarian(15) Fighter(12) Monk(13) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (62) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : BREAK<BR>Usage : BREAK [TARGET NAME]<BR>Example : break orc<BR>The fighter will attempt the difficult maneuver of breaking the weapon of the<BR>target.</pre></P> <P> <br><a name="Fighter_WeaponCatch"><B>Weapon Catch (Fighter_WeaponCatch)</B></a> <pre><BR>Skill : Weapon Catch<BR>Domain : Martial lore<BR>Available: Fighter(23) <BR>Allows : Combat Fluidity I, Martial Lore I<BR>Invoked : Automatic<BR>This skill allows the fighter to thwart disarm attempts by catching his as it<BR>flies out of his hand.</pre></P> <P> <br><a name="Fighter_WeaponSharpening"><B>Weapon Sharpening (Fighter_WeaponSharpening)</B></a> <pre><BR>Skill : Weapon Sharpening<BR>Domain : Weapon use<BR>Available: Fighter(4) <BR>Use Cost : Mana (54) <BR>Quality : Circumstantial<BR>Targets : Items <BR>Range : Touch, or not applicable<BR>Commands : WEAPONSHARPENING, SHARPEN<BR>Usage : SHARPEN [WEAPON NAME]<BR>Example : sharpen sword<BR>The fighter sharpens the slashing or piercing weapon so that it will give a<BR>slight damage bonus during use. The weapon will remain sharp until it takes<BR>too much wear damage in combat.</pre></P> <P> <br><a name="Thief_Snatch"><B>Weapon Snatch (Thief_Snatch)</B></a> <pre><BR>Skill : Weapon Snatch<BR>Domain : Stealing<BR>Available: Monk(20) Thief(19) <BR>Allows : Theft Mastery I<BR>Use Cost : Movement (65) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : SNATCH<BR>Usage : SNATCH [TARGET NAME] <BR>Example : snatch orc<BR>The thief attempts to disarm the target, flinging their weapon into the air so<BR>that it can be caught by the thieves other hand.</pre></P> <P> <br><a name="Weaponsmithing"><B>Weaponsmithing (Weaponsmithing)</B></a> <pre><BR>Skill : Weaponsmithing<BR>Domain : Crafting<BR>Available: Artisan(7) Numerous Classes(5) <BR>Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe<BR>Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger<BR>Specialization', 'Edged Weapon Specialization', 'Flailing Weapon<BR>Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm<BR>Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',<BR>'Staff Specialization', 'Sword Specialization', or 'Weapon Specialization')<BR>Requires : A base strength of at least 12. <BR>Allows : Master Weaponsmithing, Craft Holy Avenger, Light Crafting I<BR>Allows : Quality Crafting I, Quick Worker I, Lethal Crafting I<BR>Allows : Counterbalance Crafting I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : WEAPONSMITH, WEAPONSMITHING<BR>Usage : WEAPONSMITH (LIST/MEND/SCAN/LEARN) [WEAPON TYPE]<BR>Example : weaponsmith twohanded sword<BR>: weaponsmith list<BR>: weaponsmith list sword<BR>: weaponsmith list all<BR>: weaponsmith scan<BR>: weaponsmith scan bob<BR>: weaponsmith learn knife<BR>This skill allows a player to craft weapons from metal. This skill requires<BR>Blacksmithing in order to learn it. It also requires specialization in the<BR>weapon type the player wishes to make. The extent of the weapons which can be<BR>crafted expands as the player goes up in level. To begin smithing, the player<BR>must be in a room with an open fire burning, and must have placed the metal he<BR>or she wishes to make the weapon from on the ground. The player may also scan<BR>the room or other players for equipment that may be mended by this skill, using<BR>the scan parameter, or learn to how to smith a found item, provided a blank<BR>recipe page, or recipe book with blank pages is in his or her inventory. The<BR>metal for weaponsmithing is obtained using the Mining skill, or better metals<BR>from the Smelting skill. Using better materials will increase both the strength<BR>and the required level of the crafted item.</pre></P> <P> <br><a name="Weaving"><B>Weaving (Weaving)</B></a> <pre><BR>Skill : Weaving<BR>Domain : Crafting<BR>Available: Numerous Classes(4) <BR>Requires : A base wisdom of at least 10. <BR>Allows : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows : Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : WEAVING, WEAVE<BR>Usage : WEAVE (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example : weave basket<BR>: weave bundle 100 vine<BR>: weave list<BR>: weave list vest<BR>: weave list all<BR>: weave mend vest<BR>: weave refit sleeves<BR>: weave scan<BR>: weave scan bob<BR>: weave learn shirt<BR>This skill allows a player to weave items, such as baskets and ropes. The<BR>extent of the items which can be weaved expands as the player goes up in level.<BR> This command also allows the player to mend any damaged items, refit any<BR>clothes which are the wrong size, or learn to how to weave a found item,<BR>provided a blank recipe page, or recipe book with blank pages is in his or her<BR>inventory. To begin weaving a new item, the player must have placed the<BR>material he or she wishes to make the item from on the ground. Weaving requires<BR>cotton, silk, hemp, leather, fur, or seaweed. The player may also scan the room<BR>or other players for equipment that may be mended by this skill, using the scan<BR>parameter. The raw material for weaving is found using the Foraging or<BR>Butchering skills.</pre></P> <P> <br><a name="Welding"><B>Welding (Welding)</B></a> <pre></pre></P> <P> <br><a name="Fighter_Whomp"><B>Whomp (Fighter_Whomp)</B></a> <pre><BR>Skill : Whomp<BR>Domain : Dirty fighting<BR>Available: Fighter(17) <BR>Allows : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (67) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch, or not applicable<BR>Commands : WHOMP<BR>Usage : WHOMP [TARGET NAME] <BR>Example : whomp orc<BR>The fighter attempts to deliver a massive blow to the target, causing them to<BR>instantly to fall unconscious for a time.</pre></P> <P> <br><a name="Skill_WildernessLore"><B>Wilderness Lore (Skill_WildernessLore)</B></a> <pre><BR>Skill : Wilderness Lore<BR>Domain : Nature lore<BR>Available: Oracle(9) Several Classes(1) <BR>Allows : Nature Lore I<BR>Use Cost : Mana (51) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : WILDERNESSLORE, WLORE<BR>Usage : WLORE<BR>Example : wlore<BR>Tells you what type of terrain you are presently in or on.</pre></P> <P> <br><a name="Chopping"><B>Wood Chopping (Chopping)</B></a> <pre><BR>Skill : Wood Chopping<BR>Domain : Gathering<BR>Available: Numerous Classes(2) <BR>Allows : Master Wood Chopping, Quick Worker I<BR>Use Cost : Movement (5) <BR>Quality : Circumstantial<BR>Targets : Items Creatures <BR>Range : Touch, or not applicable<BR>Commands : CHOP, CHOPPING<BR>Usage : CHOP (BUNDLE [NUM]) [TARGET])<BR>Example : chop<BR>Example : chop bundle 10 oak<BR>With this common skill, a player can find good trees, chop a few down, and the<BR>chop up the wood for carrying. Trees for chopping are best found in forests.<BR>You can also bundle multiple resources together using this skill. The GET<BR>command can be used to unbundle such resources.</pre></P> <P> <br><a name="Ranger_WoodlandCreep"><B>Woodland Creep (Ranger_WoodlandCreep)</B></a> <pre><BR>Skill : Woodland Creep<BR>Domain : Stealthy<BR>Available: Ranger(24) <BR>Allows : Stealthy I<BR>Use Cost : Mana (37) Movement (37) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : WCREEP<BR>Usage : WCREEP<BR>Example : wcreep<BR>The ranger creep slowly from bush to tree, remaining especially hard to spot. <BR>Doing this makes them invisible to any other creatures in the area. The ranger<BR>must be in the wild for this skill to work. You can use the VISIBLE command to<BR>make yourself visible again.</pre></P> <P> <br><a name="Ranger_Hide"><B>Woodland Hide (Ranger_Hide)</B></a> <pre><BR>Skill : Woodland Hide<BR>Domain : Stealthy<BR>Available: Gaian(7) Ranger(14) SkyWatcher(5) <BR>Allows : Camouflage, Stealthy I<BR>Use Cost : Mana (27) Movement (27) <BR>Quality : Sometimes Beneficial<BR>Targets : Caster only<BR>Range : Touch, or not applicable<BR>Commands : WHIDE<BR>Usage : WHIDE<BR>Example : whide<BR>The ranger attempts to creep behind a rock, or into a bush and remain perfectly<BR>still. Doing this makes them invisible to any other creatures in the room. <BR>Making any moves or sounds will negate the hidden advantage. The ranger must<BR>be in the wild for this skill to work. You can use the VISIBLE command to make<BR>yourself visible again.</pre></P> <P> <br><a name="Ranger_WoodlandLore"><B>Woodland Lore (Ranger_WoodlandLore)</B></a> <pre><BR>Skill : Woodland Lore<BR>Domain : Nature lore<BR>Available: Ranger(15) <BR>Allows : Nature Lore I<BR>Invoked : Automatic<BR>Usage : automatic<BR>Example : <BR>So long as the Ranger is in the wild, he or she will have gain a advantage in<BR>attack, damage, and armor adjustements.</pre></P> <P> <br><a name="Ranger_Sneak"><B>Woodland Sneak (Ranger_Sneak)</B></a> <pre><BR>Skill : Woodland Sneak<BR>Domain : Stealthy<BR>Available: Ranger(10) SkyWatcher(10) <BR>Allows : Stealthy I, AutoSneak<BR>Use Cost : Movement (60) <BR>Quality : Circumstantial<BR>Targets : <BR>Range : Touch, or not applicable<BR>Commands : WSNEAK<BR>Usage : WSNEAK [DIRECTION]<BR>Example : wsneak e<BR>So long as the Ranger is in the wild, he or she can use this skill to attempt<BR>to sneak in the indicated direction. If successful, he or she will not be seen<BR>when entering the room. Also, a sneak attempt automatically invokes a woodland<BR>hide attempt. The success of a sneak attempt can depend on the level of the<BR>mobs in the room the ranger is trying to sneak into, and on the rangers stealth<BR>expertise.</pre></P> <P> <br><a name="Archon_Wrath"><B>Wrath (Archon_Wrath)</B></a> <pre><BR>Skill : Wrath<BR>Domain : Archon<BR>Use Cost : Movement (51) <BR>Quality : Malicious<BR>Targets : Creatures <BR>Range : Touch - Range 1<BR>Commands : WRATH<BR>Usage : WRATH [PLAYER NAME] (!)<BR>Example : wrath gunther<BR>Example : wrath gunther !<BR>From anywhere on the map, the player with this skill can immediately knock<BR>another mob out of their shoes, depriving them of half of their hit points,<BR>mana, and movement in the process. If the "!" flag is added, an announcement of<BR>the wrath will also be made.</pre></P> <P> <br><a name="Skill_Write"><B>Write (Skill_Write)</B></a> <pre>Skill : WRITE<BR>Usage : WRITE [ITEM] ([TEXT TO WRITE])<BR>Available: ALL<BR>Example : write parchment From recall, go nseeseenwesee<BR>This skill allows one to write ordinary messages onto ordinary paper,<BR>parchments, and similar writing material. The language the player will write<BR>in will depend on which language the player is currently SPEAKing.<BR><BR>When writing on a journal, you need not specify any parameters when using this<BR>command.</pre></P> </td></tr></table></center> </body> </html>