/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
ALERTNESS=<ABILITY>\
Usage    : ALERTNESS\n\r\
Example  : alertness\n\r\
The thief uses his or her acute vision to notice details about rooms he \
might otherwise miss.  The higher his alertness expertise, the more he \
will catch.

AMPUTATE=AMPUTATION
AMPUTATION=<ABILITY>\
Usage    : AMPUTATE [TARGET NAME] [PART]\n\r\
Example  : amputate orc arm\n\r\
This ability governs the careful removal of body parts as a punishment for \
crimes.  The target is, amazingly, not harmed during the procedure, but merely \
loses the specified limb.  The target must be lying on an operating table or bed, \
bound.

BREAKLIMB=BROKENLIMBS
BROKENLIMBS=<ABILITY>\
Usage    : BREAKLIMB [TARGET NAME] [PART]\n\r\
Example  : breaklimb orc arm\n\r\
This ability governs the careful breaking of body parts as a punishment for \
crimes.  The target is, amazingly, not harmed during the procedure, but merely \
breaks the specified limb.  The target must be bound.

ARMOR_TWEAKING=<ABILITY>\
Usage    : TWEAK [ARMOR PIECE]\n\r\
Example  : tweak leggings\n\r\
The fighter becomes familiar enough with his or her armor that he is able to \
properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece \
to get maximum benefit from it. The result is a 10% benefit bonus from the armor. \
The benefits of the tweaking last as long as the armor is worn by the same wearer.

BEFRIEND=<ABILITY>\
Usage    : BEFRIEND [TARGET NAME]\n\r\
Example  : befriend vagabond\n\r\
This ability allows the bard to pick up new followers to join his or her adventures. \
The target must be a mobile npc mob, and must be the same racial category, and of \
a similar alignment.  The bard suffers penalties for trying to befriend mobs of \
higher or lower levels, though only 10% higher levels are forbidden entirely.

SETDECOYS=THIEF_SETDECOYS
THIEF_SETDECOYS=<ABILITY>\
Usage    : SETDECOYS\n\r\
Example  : setdecoys\n\r\
This skill sets a series of decoys that, during the heat of combat, will fool the \
thiefs opponents into thinking that he or she is actually where the decoy is.  \
The victim is fooled into running towards the decoy until they realize their mistake.  This \
has the effect of putting the victim at a distant range from the thief for a time.  After \
the trap is set, the decoys will begin popping up every so often for a duration.

PALADIN_ABIDINGAURA=PALADIN_ABIDING_AURA
ABIDING_AURA=PALADIN_ABIDING_AURA
PALADIN_ABIDING_AURA=<ABILITY>\
This powerful paladin aura holds back the death of the paladin's nearby allies for a \
few seconds.  From the moment the aura prevents a death, that person has 10 seconds \
to get above 10 percent of their health before the delayed death finally occurs. In the \
meantime, so long as he or she remains in the paladin's presence, death will not occur.

ABOVE_THE_LAW=<ABILITY>\
Example  : \n\r\
Some people, Oracles for instance, are so beloved and respected in their home cities \
that they are instantly forgiven any crimes they might commit.  

ANALYZE_MARK=<ABILITY>\
Example  : \n\r\
The thief, after marking a target for death (see the MARK skill), and \
"observing" the mark for awhile (15 ticks), gains great insight into \
the target. The thief will be able to see all vital information \
about the mark every time they examine the mark directly (LOOK).

ANIMAL_FRENZY=<ABILITY>\
Example  : \n\r\
All animal followers of the ranger gain amazing attack feats, and \
up to quadruple damage bonuses.

AMBUSH=<ABILITY>\
Usage    : AMBUSH\n\r\
Example  : ambush\n\r\
The thief directs the movements of his or her group members, positioning \
them so that they are in a hidden state, ready for an ambush.

APPRAISE=<ABILITY>\
Usage    : APPRAISE [ITEM NAME] \n\r\
Example  : appraise sword\n\r\
The thief carefully examines the item, determining (perhaps even successfully), the items material, \
weight, size (for armor), and base gold value.

ARREST=SKILL_ARREST
SKILL_ARREST=<ABILITY>\
Usage    : ARREST [TARGET NAME] \n\r\
Example  : arrest orc\n\r\
This powerful skill allows the player to automagically knock out the target, \
and instantly handcuff them for travel to the local judge for trial.  The \
Collect Bounty skill is required to turn the prisoner over to the judge. \
Otherwise, your other recourse is to turn the prisoner over to a cityguard.

ARSON=ARSONRY
ARSONRY=<ABILITY>\
Usage    : ARSONRY [TARGET ITEM]/[DIRECTION]\n\r\
Example  : arsonry pile of wood\n\r\
Example  : arsonry east\n\r\
If the thief is holding a torch or something else usable to spread fire, he \
may quickly light an available item, or a random item in an adjacent room \
using this skill.

ASSASSINATE=<ABILITY>\
Usage    : ASSASSINATE ([TARGET NAME]) \n\r\
Example  : \n\r\
The thief begins to track their mark for assassination.  When the track is \
complete, the thief will automatically attack.  If the thief is hidden, then \
the attack will be as a backstab.  Non-players with this skill will accept \
a parameter of a name, and will sneak into the room with the target.  \
Players with the Mark skill, however, must Mark the target first.

AVOID_TRAPS=<ABILITY>\
Example  : \n\r\
The player gains the ability to skirt, dodge, withstand, avoid, and \
otherwise survive traps which he may trigger or be fixing to trigger.

AUTO_CALTROPS=AUTOCALTROPS
AUTOCALTROPS=<ABILITY>\
Usage    : AUTOCALTROPS\n\r\
Example  : \n\r\
The thief quickly prepares a handful of caltrops and drops them into \
every room he or she enters automatically.

AUTO_SNEAK=AUTOSNEAK
AUTOSNEAK=<ABILITY>\
Usage    : AUTOSNEAK\n\r\
Example  : \n\r\
The thief begins using his or her sneaking skill every time they move. \
By turning this on, the thief uses half their normal movement cost \
for sneaking.  Enter AUTOSNEAK again to turn it off.   The success of a sneak attempt can \
depend on the level of the mobs in the room the thief \
is trying to sneak into, and on the thiefs stealth \
expertise.

BACKSTAB=BACK_STAB
BS=BACK_STAB
BACK_STAB=<ABILITY>\
Usage    : BACKSTAB [TARGET NAME] \n\r\
Example  : backstab orc\n\r\
Shorts   : BS\n\r\
If the thief is hidden, or otherwise invisible to the target, \
this ability will allow him or her to deal a massive one-time attack to them.

BASH=SHIELD_BASH
SHIELD_BASH=<ABILITY>\
Usage    : BASH [TARGET NAME] \n\r\
Example  : bash orc\n\r\
The fighter uses their shield as a weapon, delivering an \
otherwise additional blow to the target in combat.

ARRESTING_SAP=SKILL_ARRESTINGSAP
ARRESTINGSAP=SKILL_ARRESTINGSAP
SKILL_ARRESTINGSAP=<ABILITY>\
Usage    : ASAP [TARGET NAME] \n\r\
Example  : asap orc\n\r\
If the target has warrants out in the area, this skill will knock them out so that \
they can be cuffed for transport to the judge for trial.  The Handcuff skill is \
required to cuff them, and the Collect Bounty skill is \
required to turn the prisoner over to the judge.  Otherwise, your other recourse \
is to turn the prisoner over to a cityguard.

BACKHAND=BACK_HAND
BACK_HAND=<ABILITY>\
Example  : \n\r\
So long as the Monk is unarmed, he or she has this ability to \
deliver an extra attack per round using a swift, closed fist. \
This attack is only delivered to a combatant which the monk \
is not currently targeting, but with whom the monk is in melee \
combat all the same.

BEHEADING=BEHEAD
BEHEAD=<ABILITY>\
Usage    : BEHEAD [TARGET NAME]\n\r\
Example  : behead orc\n\r\
This skill is an execution skill whereby the fighter rears back and beheads \
a target which has been bound and is lying prone.   The target \
must be wanted for a crime in the area for this skill to work.

BIND=<ABILITY>\
Usage    : BIND [TARGET NAME] \n\r\
Example  : bind orc\n\r\
The thief uses ropes to bind the target, making them unable to move.  \
The target must be completely incapacitated (asleep) for the binding \
to work.  The bound creature can break free eventually, but the skill \
of the binding improves with the level of the thief.

DRUID_BITE=BITE
BITE=<ABILITY>\
Usage    : BITE [TARGET NAME] \n\r\
Example  : bite orc\n\r\
While in his or her animal form (see ShapeShift), the Druid gains the \
ability to deliver an especially powerful and piercing bite of damage.

BLOWS=ROLL_WITH_BLOWS
ROLL_WITH_BLOWS=<ABILITY>\
Example  : \n\r\
While in combat, this skill trims off some of the damage \
from normal melee hits.

BELLYROLLING=BELLY_ROLLING
BELLY_ROLLING=<ABILITY>\
During combat, the fighter gains the ability to dodge attacks while \
sitting or on the floor.

BERZERK=<ABILITY>\
Usage    : BERZERK\n\r\
Example  : berzerk\n\r\
Allows the fighter to gain some temporary bonus hit points, \
bonus attack points, and bonus damage, at the expense of a \
slightly lower armor score.

BLIND_FIGHTING=<ABILITY>\
Example  : \n\r\
Negates the affects of not being able to see your opponent \
during combat.

BODYTOSS=BODY_TOSS
BODY_TOSS=<ABILITY>\
Usage    : BODYTOSS [TARGET NAME]\n\r\
Example  : bodytoss orc\n\r\
The fighter picks up the target and tosses them away from himself, doing \
a bit of damage and putting them out of range.

BREAK=WEAPON_BREAK
WEAPON_BREAK=<ABILITY>\
Usage    : BREAK [TARGET NAME]\n\r\
Example  : break orc\n\r\
The fighter will attempt the difficult maneuver of breaking \
the weapon of the target.

BREAKALEG=BREAK_A_LEG
BREAK_A_LEG=<ABILITY>\
Usage    : BREAKALEG\n\r\
Example  : breakaleg\n\r\
The bard begins wishing everyone good luck (but especially his \
or her enemies), saying 'Break A Leg!'.  This will create a 5% chance \
per tick that everyone who heard him or her will actually break their \
leg.

BREAKUP=BREAKUP_FIGHT
BREAKUP_FIGHT=<ABILITY>\
Usage    : BREAKUP [TARGET NAME] \n\r\
Example  : breakup bob\n\r\
If the Paladin is not fighting, he or she may use this skill to \
break up a fight between any two other creatures or players.

BRIBE=<ABILITY>\
Usage    : BRIBE [TARGET NAME] [COMMAND]\n\r\
Example  : bribe orc sleep\n\r\
The thief will attempt to use money to get a target to do \
something for him or her.  

BUFFOONERY=<ABILITY>\
Usage    : BUFFOONERY [TARGET NAME] [ITEM NAME]\n\r\
Example  : buffoonery orc banana\n\r\
This strange skill allows the player to swap out an existing worn or wielded \
item on the target with one of his or her own.  The item must not be an effective \
weapon or piece of armor for the skill to work effectively.  This powerful skill \
overcomes curses and other inhibitions by the amazing power of silliness.

BULLRUSH=<ABILITY>\
Usage    : BULLRUSH [TARGET NAME] [DIRECTION]\n\r\
Example  : bullrush orc east\n\r\
The fighter takes a strong charge at the target, and runs them into \
the next room or area in one mighty heroic move.

CAGE=<ABILITY>\
Usage    : CAGE [TARGET NAME] [CAGE ITEM]\n\r\
Example  : cage rabbit wagon\n\r\
The thief will attempt to get a sleeping or otherwise bound \
or subdued animal into a cage for safe keeping.  The cage door \
must be closed afterwards.  If the door to a cage is left open, \
the creatures inside may escape within a few minutes!

CALLEDSTRIKE=CALLED_STRIKE
CALLED_STRIKE=<ABILITY>\
Usage    : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]\n\r\
Example  : calledstrike left arm\n\r\
Example  : calledstrike orc left arm\n\r\
The player calls out a body part on the target to destroy.  If the \
player manages to take more than 10% of the target`s hit points on the next \
hit, the body part will be removed.  Requires the use of a slashing melee \
weapon.

CALLEDSHOT=CALLED_SHOT
CALLED_SHOT=<ABILITY>\
Usage    : CALLEDSHOT ([TARGET NAME]) [BODY PART]\n\r\
Example  : calledshot left arm\n\r\
Example  : calledshot orc left arm\n\r\
The player calls out a body part on the target to destroy.  If the \
player manages to take more than 10% of the target`s hit points on the next \
hit, the body part will be removed.  Requires the use of a ranged or thrown \
weapon.

CALLMOUNT=CALL_MOUNT
CALL_MOUNT=<ABILITY>\
Usage    : CALLMOUNT\n\r\
Example  : callmount\n\r\
Allows the Paladin to call upon a white steed which can bear him from place to place.

CALTROPS=THIEF_CALTROPS
THIEF_CALTROPS=<ABILITY>\
Usage    : CALTROPS\n\r\
Example  : caltrops\n\r\
The thief drops numerous small metal spikes on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be damaged by them.

CAMOUFLAGE=RANGER_CAMOUFLAGE
RANGER_CAMOUFLAGE=<ABILITY>\
Usage    : CAMOUFLAGE [TARGET]\n\r\
Example  : camouflage bob\n\r\
Example  : camouflage table\n\r\
The ranger covers the target so that they resemble the surrounding country, making \
them more difficult to see.

CUTTHROAT=CUT_THROAT
CT=CUT_THROAT
CUT_THROAT=<ABILITY>\
Usage    : CUTTHROAT [TARGET NAME] \n\r\
Example  : cutthroat orc\n\r\
Shorts   : CT\n\r\
If the thief is hidden, or otherwise invisible to the target, and is wielding a dagger, \
this ability will allow him or her to cut the target`s throat, dealing \
a big burst of damage, and starting the bleeding effect.

DAZZLINGCALTROPS=THIEF_DAZZLINGCALTROPS
THIEF_DAZZLINGCALTROPS=<ABILITY>\
Usage    : DAZZLING CALTROPS\n\r\
Example  : dazzlingcaltrops\n\r\
The thief drops numerous small shiny colorful metal objects on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be have have to avoid meeting their dazzling \
gaze or else risk losing mana from doing so.

DISABLINGCALTROPS=THIEF_DISABLINGCALTROPS
THIEF_DISABLINGCALTROPS=<ABILITY>\
Usage    : DISABLING CALTROPS\n\r\
Example  : disablingcaltrops\n\r\
The thief drops numerous small metal hooked spikes on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be have their feet caught on them, \
disabling movement.

THIEF_CAREFULSTEP=CAREFUL_STEP
CARESTEP=CAREFUL_STEP
CAREFULSTEP=CAREFUL_STEP
CAREFUL_STEP=<ABILITY>\
Usage    : CARESTEP [DIRECTION]\n\r\
Example  : carestep east\n\r\
The thief moves slowly, watching every single footfall with utter care.  This \
has the effect of helping to prevent certain traps from springing, as well as \
preventing one from falling off a tightrope or narrow bridge.

CAST=\
Skill    : CAST\n\r\
Usage    : CAST [SPELL NAME] [TARGET NAME]\n\r\
Example  : cast sleep orc\n\r\
Short(s) : CA\n\r\
Mages, Rangers, and at later levels, Thieves and Bards \
can invoke their magical abilities using the cast \
command.  Some spells require that you direct the \
spell at a target, while others only apply to the \
caster.  For help on a particular spell, enter help \
and then the name of the spell.

CHANT=\
Skill    : CHANT\n\r\
Usage    : CHANT [CHANT NAME] [TARGET NAME]\n\r\
Example  : chant "shape change"\n\r\
Short(s) : CH\n\r\
Druids can invoke their magical abilities using the \
chant command.  Some chants require that you direct the \
magic at a target, while others only apply to the \
druid.  For help on a particular chant, enter help \
and then the name of the chant.

CHIRGURY=SKILL_CHIRGURY
CHIRURGY=SKILL_CHIRGURY
SKILL_CHIRGURY=<ABILITY>\
Usage    : CHIRURGY [BODY PART] [TARGET NAME]\n\r\
Example  : chururgy heart corpse\n\r\
The player is able to remove body parts from the dead, blood \
from the living or the dead, or an unborn fetus from the living.

CLEAVE=<ABILITY>\
Example  : \n\r\
This skill allows a fighter who is in combat against more than one opponent to take an \
extra attack against the next opponent on the same round in which the first opponent is \
killed.

CLIMB=<ABILITY>\
Usage    : CLIMB [DIRECTION]\n\r\
Example  : climb up\n\r\
In some places, one may be able (or required) to climb up \
or down a surface in order to get there safely.  Without \
using this skill, someone attempting the climb such a \
surface is certain to fall.  

BOUNTY=SKILL_COLLECTBOUNTY
COLLECT_BOUNTY=SKILL_COLLECTBOUNTY
COLLECTBOUNTY=SKILL_COLLECTBOUNTY
SKILL_COLLECTBOUNTY=<ABILITY>\
Usage    : COLLECTBOUNTY [TARGET NAME]\n\r\
Example  : collectbounty orc\n\r\
If the player is able to bring a legitimately wanted criminal \
up before a judge in the same area, the judge will pay the player \
a bounty on the criminal and bring in an authorized cityguard to \
complete the trial.

COMPREHEND=THIEF_COMPREHENSION
LINGUISTIC_COMPREHENSION=THIEF_COMPREHENSION
THIEF_COMPREHENSION=<ABILITY>\
Usage    : COMPREHEND\n\r\
Example  : comprehend\n\r\
This skill will cause the thief to begin listening intensely to what \
is being said around him in other languages, so that he or she may understand it. \
Depending upon proficiency, from a few seconds to a few minutes after each \
statement, the thief will understand.

CON=<ABILITY>\
Usage    : CON [TARGET NAME] [COMMAND]\n\r\
Example  : con orc sleep\n\r\
The thief will attempt to use trickery, and flattery to get a character to do \
something for him or her.  The conned character will do almost anything, but \
some things even the gullible won't do, such as follow or sleep (among others).

ICONCEAL=CONCEAL_ITEM
ITEMCONCEAL=CONCEAL_ITEM
CONCEAL_ITEM=<ABILITY>\
Usage    : ITEMCONCEAL [TARGET NAME]\n\r\
Example  : itemconceal chest\n\r\
The thief is able to hide an item of moderate size.  The size of the item he is \
able to hide is affected by level and stealth expertise.  The item remains \
hidden for a long time, or permanently if owned.

DCONCEAL=CONCEAL_DOOR
DOORCONCEAL=CONCEAL_DOOR
CONCEAL_DOOR=<ABILITY>\
Usage    : DOORCONCEAL [EXIT NAME]\n\r\
Example  : doorconceal east\n\r\
The thief is able to hide a door or gate.  The level of the door he is \
able to hide is affected by level and stealth expertise.  The door remains \
hidden from non-players for a long time, or permanently if owned.

WCONCEAL=CONCEAL_WALKWAY
WALKWAYCONCEAL=CONCEAL_WALKWAY
CONCEAL_WALKWAY=<ABILITY>\
Usage    : WALKWAYCONCEAL [EXIT NAME]\n\r\
Example  : walkway east\n\r\
The thief is able to hide a walkway to or within a building.  The level of the walkway he is \
able to hide is affected by level and stealth expertise. The walkway remains \
hidden from non-players for a long time, or permanently if owned.

CONTROL=CONTROL_UNDEAD
CONTROL_UNDEAD=<ABILITY>\
Usage    : CONTROL [TARGET NAME] \n\r\
Example  : control skeleton\n\r\
The evil or neutral priest attempts to frighten the heck out of an undead creature. \
Depending upon the level of the priest versus the level of the \
creature, the effect of the skill may be to either cause it to become \
submissive for a time, or come completely under the clerics control.

CONDUCT=CONDUCT_SYMPHONY
CONDUCTSYMPHONY=CONDUCT_SYMPHONY
CONDUCT_SYMPHONY=<ABILITY>\
Usage    : CONDUCT\n\r\
Example  : conduct\n\r\
This powerful bard skill allows the bard to conduct their group as if it \
were a symphony.  If the bards group all have instruments, and all are \
prepared to play them, then using this skill will grant them all the \
ability to play the magical "symphony" as per the bard song.

CONVERT=<ABILITY>\
Usage    : CONVERT [PLAYER NAME/DEITY NAME]\n\r\
Example  : convert bob\n\r\
Example  : convert odin\n\r\
This skill allows Clerics to convert themselves or others \
to the worship of specific deities.  If a player is specified, \
the target player must not be worshiping another deity at the \
time, which means that to change deities, the player must first \
REBUKE their current deity.  If an npc mob is specified, then \
a failed conversion will be followed by a 30 minute period of doubt where \
the npc may not be converted by anyone.  That is then followed by another \
30 minute period where the mob will be susceptable to conversion.  A \
converted npc mob will remain so for a period of time, but any religious services\
in the area attended by the mob will extend the period.\n\r\
\n\r\
A deity may be also be specified \
as a parameter, allowing the cleric to convert themselves to the \
worship of a deity.  Use the DEITIES command to list available deities.  \
See also the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS for more information.

CONTRACTHIT=CONTRACT_HIT
CONTRACT_HIT=<ABILITY>\
Usage    : CONTRACTHIT [TARGET NAME]\n\r\
Example  : contracthit orc\n\r\
By spending an appropriate amount of money, the player can put \
a 'hit' out on the target.  The target will, after some time, \
be assaulted by 3-6 assassins of appropriate level.  The \
assassins will persist until their job is done, or are all \
killed.  They will track the target if necessary.


COUP=COUP_DE_GRACE
COUPDEGRACE=COUP_DE_GRACE
COUP_DE_GRACE=<ABILITY>\
Usage    : COUP [TARGET NAME] \n\r\
Example  : coup orc\n\r\
The fighter attempts to deliver a final fatal blow to the \
target which is very injured, below 25% of their hit points \
and completely prone (lying down).  This is a difficult skill \
to use properly, so practice often!  The typical fighter must \
quickly whomp their target to the ground and coup-de-grace them \
before they come back to their senses.


THIEF_COUNTERTRACKING=COUNTER-TRACKING
COUNTERTRACKING=COUNTER-TRACKING
COUNTER_TRACKING=COUNTER-TRACKING
COUNTER-TRACKING=<ABILITY>\
Example  : \n\r\
proficiency in this skills negates mundane tracking skill use \
against the target, such as the tracking done by rangers and \
assassins.

COVER_DEFENCE=<ABILITY>\
Example  : \n\r\
During combat, the fighter will keep an eye out for defensive \
cover positions to take against missile weapons.  When the moment \
is right, the fighter may take cover behind these positions, \
negating the missile attack.

CRAFT_HOLY_AVENGER=<ABILITY>\
Usage    : CRAFTHOLY\n\r\
Example  : \n\r\
Allows the Paladin with Weaponsmithing to craft a powerful \
+5 weapon. Attack and damage are based on the Paladin's level.

CRITICAL_STRIKE=<ABILITY>\
Example  : \n\r\
Gives the fighter a bonus to all damage during combat when \
using a weapon in melee combat.

CRITICAL_SHOT=<ABILITY>\
Example  : \n\r\
Gives the fighter a bonus to all damage during combat when \
firing or throwing a ranged weapon in combat.

ALL_DEFENCE=PALADIN_DEFEND
DEFENCE=PALADIN_DEFEND
PALADIN_DEFEND=<ABILITY>\
Usage    : DEFENCE\n\r\
Example  : defence\n\r\
During combat, the Paladin can use this skill to stop attacking in favor of an all-out defensive \
posture.  Should the Paladin go two full rounds without being hit, the battle will end peacefully.

GRAFFITI=THIEF_GRAFFITI
GRAFFITI=<ABILITY>\
Usage    : GRAFFITI [MESSAGE]\n\r\
Example  : graffiti kilroy was here\n\r\
This skill allows the thief to put graffiti on walls and on city streets. Others \
must READ the graffiti to see it, as it will not be obvious.

DAGGER_DEFENSE=<ABILITY>\
Example  : \n\r\
This skill grants an extra attempt to parry when wielding a dagger. \
Parrying is the ability to cancel an armed attack by an opponent using \
your own weapon.  The character with this skill will parry the attacks of \
his or her armed opponents whenever possible.

DEEP_CUT=<ABILITY>\
Usage    : DEEPCUT ([TARGET NAME]) [BODY PART]\n\r\
Example  : deepcut left arm\n\r\
Example  : deepcut orc left arm\n\r\
The player lunges for a body part on the target to deeply injure.  If the \
player manages to take more than 8% of the target`s hit points on the next \
hit, the body part will be directly cut into.  Requires the use of a slashing \
or piercing melee weapon.

DETRAP=REMOVE_TRAPS
REMOVE_TRAPS=<ABILITY>\
Usage    : DETRAP [ITEM, DIRECTION]\n\r\
Example  : detrap east\n\r\
Example  : detrap chest\n\r\
If an item is trapped, the thief can attempt to disable \
or safely trigger the trap, rendering it ineffective until \
it resets.

DISASSEMBLETRAPS=DISASSEMBLE_TRAPS
DISTRAP=DISASSEMBLE_TRAPS
DISASSEMBLE_TRAPS=<ABILITY>\
Usage    : DISTRAP [ITEM, DIRECTION]\n\r\
Example  : distrap east\n\r\
Example  : distrap chest\n\r\
If an item is trapped, the thief can attempt to disable \
and safely disassemble the trap, recovering the components \
used to create it.

AUTODETECTTRAPS=THIEF_AUTODETECTTRAPS
THIEF_AUTODETECTTRAPS=<ABILITY>\
Usage    : AUTODETECTTRAPS\n\r\
Example  : autodetecttraps\n\r\
The thief concentrates on scanning all exits and obvious items \
in a room for signs of traps whenever entering a room.

AUTOMARKTRAPS=THIEF_AUTOMARKTRAPS
THIEF_AUTOMARKTRAPS=<ABILITY>\
Usage    : AUTOMARKTRAPS\n\r\
Example  : automarktraps\n\r\
The thief concentrates on scanning all exits and obvious items \
in a room for signs of traps whenever entering a room.  When \
one is spotted, the thief places the mark upon it so others \
will know their peril.

CHECK=DETECT_TRAPS
DETECT_TRAPS=<ABILITY>\
Usage    : CHECK\n\r\
Example  : check east\n\r\
Example  : check chest\n\r\
The thief can take a careful look at an item, container, \
or door to see if it is trapped.

IDTRAP=IDENTIFY_TRAPS
IDENTIFYTRAPS=IDENTIFY_TRAPS
IDENTIFY_TRAPS=<ABILITY>\
Usage    : IDENTIFYTRAPS\n\r\
Example  : identifytraps east\n\r\
Example  : identifytraps chest\n\r\
The thief can take a careful look at an item, container, \
or door to see if it is trapped, and then identify its \
type and quality level.

CENTEROFATTENTION=<ABILITY>\
Usage    : CENTEROFATTENTION\n\r\
Example  : centerofattention\n\r\
The bard begins performing loudly, flailing about dramatically.  The \
performance then causes all enemies in the room to stop fighting and \
freeze in place, watching the bard attentively.  This skill can only \
be used approximately twice every mud hour.  

DEATHTRAP=DEATH_TRAP
DEATH_TRAP=<ABILITY>\
Usage    : DEATHTRAP\n\r\
Example  : deathtrap\n\r\
With 100 pounds of metal on the ground, the thief may construct \
a most horrible and astounding trap.  Anyone entering the room \
with the trap will be killed most horribly.

FIGHTER_DESPERATEMOVES=DESPERATE_MOVES
DESPERATEMOVES=DESPERATE_MOVES
DESPERATE_MOVES=<ABILITY>\
When near death, the fighters desperation brings out their best \
evasive moves, cutting all damage in half when below 10% hit points.

DIRT=<ABILITY>\
Usage    : DIRT [TARGET NAME] \n\r\
Example  : dirt orc\n\r\
The fighter attempts to kick dirt into the eyes of the target, making them temporarily blind.

DISARM=<ABILITY>\
Usage    : DISARM [TARGET NAME] \n\r\
Example  : disarm orc\n\r\
The fighter attempts use his or her weapon to disarm the target, hurling \
their weapon onto the floor and out of reach.  To succeed, the player must \
be armed, make their profficiency check, "hit" their opponent, and not be \
too underpowered compared to their opponent.

DISEASE_IMMUNITY=<ABILITY>\
Example  : \n\r\
As the Paladin's proficiency grows, he or she becomes more and more immune to diseases and \
disease like spell affects.

MARKDISGUISE=MARK_DISGUISE
MARK_DISGUISE=<ABILITY>\
Usage    : MARKDISGUISE (!)\n\r\
Example  : markdisguise\n\r\
Example  : markdisguise !\n\r\
This powerful ability allows the bard to disguise him or herself to be \
identical to his or her mark.  The bard must first mark a target using \
the Mark skill.  After that, the bard must observe the mark from a hidden \
position for an amount of time.  After sufficient time, the bard may use \
this skill to take on the apperance of the mark through disguise.  Entering \
the command word again will remove the disguise.  The optional ! parameter \
may be given for the bard to disguise him or herself as the same person they \
did before, regardless of whether they are presently marked.

DISGUISE=<ABILITY>\
Usage    : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]\n\r\
Example  : disguise race orc\n\r\
Example  : disguise class thief\n\r\
Example  : disguise height 1000\n\r\
This powerful ability allows the bard to disguise his or her \
appearance in numerous ways.  The disguise command, without any \
arguments, will list the attributes which may be changed.  Once \
a disguise has been put on, entering disguise again without any \
arguments will remove the disguise.

DISTRACT=<ABILITY>\
Usage    : DISTRACT [TARGET NAME] \n\r\
Example  : distract orc\n\r\
The fighter forfeits his or her attacks in order to spend time \
distracting the target.  While distracted, the target`s attack and \
defence skills are greatly reduced.

DODGE=<ABILITY>\
Example  : dodge\n\r\
During combat, the character begins to dance around on their feet, \
making them harder to hit in combat.

PASS=DRUIDIC_PASS
DRUIDIC_PASS=<ABILITY>\
Usage    : PASS [DIRECTION]\n\r\
Example  : pass east\n\r\
This skill allows the druid to move silently and almost invisibly from place to place \
while traveling in the wild.  Moreover, this skill allows the Druid to pass into \
locked dwellings, if those dwellings are located in the wild outdoorsy domain.

APASS=AQUATIC_PASS
AQUAPASS=AQUATIC_PASS
AQUATIC_PASS=<ABILITY>\
Usage    : AQUAPASS [DIRECTION]\n\r\
Example  : aquapass east\n\r\
This skill allows the druid to move silently and almost invisibly from place to place \
while traveling in aquatic areas.  Moreover, this skill allows the Druid to pass into \
locked dwellings, if those dwellings are located in the watery domain.

PACKCALL=PACK_CALL
DRUID_PACKCALL=PACK_CALL
PACK_CALL=<ABILITY>\
Usage    : PACKCALL\n\r\
Example  : packcall\n\r\
This powerful skill allows the druid, while in their animal form, \
to call on the aid of like animals during combat.  The combat aid \
will always arrive in the form of animals one-step below the druids \
current animal form, and always in numbers reflective of their level \
and skill, as well as reflective of the druids leadership abilities. \
These animals are able to rescue the druid from his or her enemies \
on command.  To do this, the druid needs only to order them to 'rescue'. \
Like many druid abilities, the druid must be out in the wild for this \
skill to work.  

DUALPARRY=DUAL_PARRY
DUAL_PARRY=<ABILITY>\
Example  : \n\r\
For players wielding two weapons, this skill allows the fighter to have \
an extra parry attempt using the off-hand weapon during combat.  A \
successful parry effectively cancels the attack.

EMBEZZLE=<ABILITY>\
Usage    : EMBEZZLE [BANKER NAME]\n\r\
Example  : embezzle bob\n\r\
The thief attempts to embezzle at least 2% of the value of a random \
bank account into his own account with the same bank.  If successful, \
the banker will notice that something has happened, and will watch \
their books closely for the coming month.

ENDURANCE=<ABILITY>\
Example  : \n\r\
Allows the fighter to recover hit points, mana, and movement \
more quickly when not in combat.

ENSLAVE=<ABILITY>\
Usage    : ENSLAVE [TARGET NAME]\n\r\
Example  : enslave orc\n\r\
This skill allows the player to break down an intelligent mob and enslave them. \
Once enslaved, a mob can be sold to slave traders, brought to the players \
clan homes or personal homes to remain as permanent residents, ORDERed as \
vassals of the owner, and, of course, command them to perform tasks.  Tasks \
for the slave to perform must be directed to the slave with the SAY command, \
and must begin with the words "I command you to" or "I order you to".  The \
slave will then wander around as in a GEAS trying to perform the task.  The \
slave can be released from the task by saying "cancel" to them.  Slaves are \
different from pets in that they require food and drink to survive.  If given \
the food and water, they will eat and drink as necessary from what they have \
been given.  Slaves eventually lose loyalty as well.  If they starve, or if \
they take damage for any reason, their loyalty will decrease, making them \
more and more likely to leave their masters homes, or attack their masters.

SLAVE=A slave is an intelligent mob broken down and sold to a liege master. \
Once enslaved, a mob can be sold to slave traders with the Slave Trading skill, \
brought to the players \
clan homes or personal homes to remain as permanent residents, ORDERed as \
vassals of the owner, and, of course, command them to perform tasks.  Tasks \
for the slave to perform must be directed to the slave with the SAY command, \
and must begin with the words "I command you to" or "I order you to".  The \
slave will then wander around as in a GEAS trying to perform the task.  The \
slave can be released from the task by saying "cancel" to them.  Slaves are \
different from pets in that they require food and drink to survive.  If given \
the food and water, they will eat and drink as necessary from what they have \
been given.  Slaves eventually lose loyalty as well.  If they starve, or if \
they take damage for any reason, their loyalty will decrease, making them \
more and more likely to leave their masters homes, or attack their masters.

STRUGGLE=SKILL_STRUGGLE
SKILL_STRUGGLE=<ABILITY>\
Usage    : STRUGGLE\n\r\
Example  : struggle\n\r\
The player wriggles and pulls to escape from bonds holding him or her. \
This skill can be used to more quickly become released from ropes, \
webs, nets, and other bindings.

ESCAPE=THIEF_ESCAPEBONDS
ESCAPEBONDS=THIEF_ESCAPEBONDS
THIEF_ESCAPEBONDS=<ABILITY>\
Usage    : ESCAPEBONDS\n\r\
Example  : escapebonds\n\r\
The player uses his or her special skills to be released from ropes, \
webs, nets, and other bindings. 

FALSEARREST=FALSE_ARREST
FALSE_ARREST=<ABILITY>\
Usage    : FALSEARREST [CRIMINAL NAME]\n\r\
Example  : falsearrest joe\n\r\
This skill allows the player to act as a bounty hunter or arresting \
officer for any area which enforces law.  The target must be a player wanted \
for some crime in some area.  The arresting player or the target player need \
not be in that area to use this skill.  However, unless both players are \
allowed by the mud rules to attack each other, certain aspects (such as \
hand-cuffing or subdueing) will fizzle out when the arresting player attempts \
them.

FAVORED_ENEMY_1=FAVORED_ENEMY
FAVORED_ENEMY_2=FAVORED_ENEMY
FAVORED_ENEMY_3=FAVORED_ENEMY
FAVORED_ENEMY_4=FAVORED_ENEMY
RANGER_ENEMY1=FAVORED_ENEMY
RANGER_ENEMY2=FAVORED_ENEMY
RANGER_ENEMY3=FAVORED_ENEMY
RANGER_ENEMY4=FAVORED_ENEMY
RANGER_ENEMY5=FAVORED_ENEMY
FAVORED_ENEMY=<ABILITY>\
Example  : \n\r\
As the Ranger gains knowledge of the creatures of the realm, \
he or she will gain a specific hatred and thus, an attack \
and damage bonus advantage against those creatures.

FINDWATER=FIND_WATER
FIND_WATER=<ABILITY>\
Usage    : FINDWATER\n\r\
Example  : findwater\n\r\
The ranger attempts to find a trail leading from where \
he or she is at present, to the location of a water source \
(not necessarily the closest)!  When walking around, \
the Ranger will become aware of which direction seems \
best.

RANGER_FIERCECOMPANIONS=FIERCE_COMPANIONS
FIERCE_COMPANIONS=<ABILITY>\
The ranger becomes an expert at fighting with animal companions. \
Whenever the ranger is in combat alongside an animal, the ranger \
gains attack and damage bonuses.

FEINT=<ABILITY>\
Usage    : FEINT\n\r\
Example  : feint\n\r\
During combat, the player feints a attack in order to put his or her \
opponent off balance.  The next attack then will have a much better \
chance of hitting.  The feinting skill of the player increases with \
level.

FIREBREATHING=FIRE_BREATHING
FIRE_BREATHING=<ABILITY>\
Usage    : FIREBREATH [TARGET NAME]\n\r\
Example  : firebreath orc\n\r\
If the player has a torch, or other burning object in his or her hands, \
they can use it to breathe fire at a target.

FORGE=FORGERY
FORGERY=<ABILITY>\
Usage    : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]\n\r\
Example  : forge Midgaard#3001 parchment\n\r\
Example  : forge "wish" scrollpaper\n\r\
Example  : forge "an Archon's Note" parchment\n\r\
The thief gains the ability to forge title's to land, spells onto \
scrolls (or at least in seeming), or payment notes.  While \
shopkeepers will not be fooled by these documents, other \
players may well be.

FLANK=THIEF_FLANK
THIEF_FLANK=<ABILITY>\
Usage    : FLANK\n\r\
Example  : flank\n\r\
This skill allows the thief to deliver a more accurate \
attack and extra damage when flanking his or her opponent \
in combat.  The thief can only slip around into a \
flanking position if their opponent is targeting someone \
else.

FLAY=THIEF_FLAY
THIEF_FLAY=<ABILITY>\
Example  : FLAY Orc\n\r\
The player with this skill is able to use a flailing leather weapon to so harm \
the target that it makes the wearing of equipment on the back or torso impossible \
for the duration.  The target must not be wearing anything on the torso or back \
for the skill to work.  They must also be bound or prone.

FRAGMENTATION=<ABILITY>\
This awesome skill allows thrown items to be hurled with SUCH force, \
that they do TRIPLE their normal damage (depending upon proficiency). \
The downside is, however, that the weapon is destroyed on impact as the \
weapon fragments and splinters into the victim.

DESERT_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in deserts. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
CAVE_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in cave. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
FOREST_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in forests. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
HILLS_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in hilly areas. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
URBAN_TACTICS=<ABILITY>\
This skill gives one an edge in attack, defence, and damage \
when fighting in urban areas. They  \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
JUNGLE_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in jungles. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
MOUNTAIN_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in the mountains. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
PLAINS_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting on the plains. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
SWAMP_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in swamps. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.
FIELD_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in the proper area type for the skill. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.

SKILL_FLEE=<ABILITY>\
Usage   : FLEE ([DIRECTION])\n\r\
Example : flee\n\r\
While in combat, your character may need to quickly disengage and flee \
the room.  A direction may be specified, but if one is not specified, \
a direction will be chosen for you.  Fleeing from combat can cause \
you to lose experience points in many cases, so use this command \
sparingly.  If all of your opponents are asleep, paralyzed, or bound, \
however, no loss is recorded for using this command.

FRAME_MARK=<ABILITY>\
Usage    : FRAME\n\r\
Example  : frame\n\r\
This awesome skill allows the thief to effectively place the \
blame for a crime the thief might have committed in the \
current area on their mark.  It requires 1000 gold per level \
of the mark to accomplish this.

HAGGLE=<ABILITY>\
Usage    : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])\n\r\
Example  : haggle buy sword\n\r\
Example  : haggle sell sword\n\r\
This skill allows the user to get better rates on buying and \
selling items by haggling with the shopkeeper over the price.

HALF_ATTACK=<ABILITY>\
Example  : \n\r\
Allows the affected character to deliver a second attack during \
every other combat round.  These attacks will be slightly less \
effective than primary attacks.

HANDCUFF=SKILL_HANDCUFF
CUFF=SKILL_HANDCUFF
SKILL_HANDCUFF=<ABILITY>\
Usage    : HANDCUFF [TARGET NAME] \n\r\
Example  : cuff orc\n\r\
Allows the player to bind another mob that is sitting or lying down, and force them \
to follow them around.  This skill also makes the prisoner temporarily not-assist \
in combat.  This skill can only be used if the target has a warrant out for their \
arrest.  See Arresting Sap for more information.

HANDS=HEALING_HANDS
HEALING_HANDS=<ABILITY>\
Usage    : HANDS [TARGET NAME]\n\r\
Example  : hands orc\n\r\
The Paladin becomes a vessel for the healing power of his \
or her god.

HEROISM=<ABILITY>\
Example  : \n\r\
As the power and noteriety of the fighter grows, his or her \
ability to resist certain demeaning blows (such as  Coup De \
Graces, kicks, whomps, bashes, dirt kicks, trips, etc..) \
grows.


HIDE=<ABILITY>\
Usage    : HIDE \n\r\
Example  : hide\n\r\
The thief attempts to creep into some shadowy corner \
and remain perfectly still.  Doing this makes them invisible \
to any other creatures in the room.  Making any moves or sounds \
will negate the hidden advantage.  \
The quality of the hide against other players depends in part on \
the thieves stealth expertise. \
The thief can use the VISIBLE command to make themself visible again.  

HIDEOUT=<ABILITY>\
Usage    : HIDEOUT\n\r\
Example  : hideout\n\r\
The thief in an urban settings can slip into a small dark hideout \
until things cool off.  Inside, the thief can not recall or bring \
friends or followers along, but he can rest up until its safe to go \
back to work.

HIDE_IN_PLAIN_SIGHT=<ABILITY>\
Usage    : HIDEINPLAINSIGHT\n\r\
Example  : hips\n\r\
The thief has become so adept at quick small movements, that he can \
do almost anything without being directly noticed.  Almost any quiet \
movement, such as getting or dropping items, wearing or removing items, \
or manipulating inventory, \
will be totally unnoticable by other players.  Even normally noisy actions \
will be done so that people aren't really sure who did it.  Direct speaking \
or giving is unaffected, however.

RANGER_HUNTERSENDURANCE=HUNTERS_ENDURANCE
HUNTERS_ENDURANCE=<ABILITY>\
Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears. \
Also, all movement is instantly and constantly restored.  When tracking \
concludes, or combat begins, the rangers previous state resumes.

OTHERHIDE=HIDE_OTHER
HIDE_OTHER=<ABILITY>\
Usage    : OTHERHIDE [TARGET] \n\r\
Example  : otherhide bob\n\r\
The thief attempts to hide a group member in some shadowy corner \
and directs them to remain perfectly still.  Doing this makes the target invisible \
to any other creatures in the room.  If the target makes any moves or sounds, it \
will negate the hidden advantage.  \
The quality of the hide will depend in part on the thieves stealth expertise. \
The VISIBLE command can be used to revoke this affect.

MARKSPY=MARKER_SPYING
MARKERSPYING=MARKER_SPYING
MARKER_SPYING=<ABILITY>\
Usage    : MARKER SPYING [TARGET] \n\r\
Example  : markerspying\n\r\
The thief has become adept at rummaging through the papers of \
his marks.  Until this skill is disengaged, he will remember \
those parts of the papers of those he Marks that the marks \
themselves read, regardless of where they are in the world. \n\r\
\n\r\
This skill is identical to SPYING, but does not require that \
the thief and the one spyed on be in the same room, and it \
only works on those the thief has MARKed.  The skill \
automatically transfers from Mark to Mark indefinitely, or \
until disengaged.

SPYING=<ABILITY>\
Usage    : SPYING [TARGET] \n\r\
Example  : spy bob\n\r\
The thief, by lip reading and discrete over-the-shoulder glaces, is able \
to read anything the target reads while they are both in the same room. \
The thief must remain unnoticed by the target.  Otherwise, this skill \
lasts indefinitely once the thief has figured out how to spy on the target. \
The level of player the thief can spy on depends on part on stealth expertise.

EVESDROP=<ABILITY>\
Usage    : EVESDROP [TARGET] \n\r\
Example  : evesdrop bob\n\r\
The thief atunes his hearing so well that he can hear TELL messages to the \
target, so long as he remains in the same room as the target and remains \
unnoticed by the target.  The level of the player the thief can evesdrop on, \
and the duration of the evesdropping will depend on alertness expertise.

ESPIONAGE=<ABILITY>\
Usage    : ESPIONAGE [TARGET] \n\r\
Example  : espionage bob\n\r\
The thief uses the target to spy on the target`s clan communications.  Any \
talk on the target`s clan-only or clan-ally channels will also be heard by the thief, \
so long as the thief is in the same room, and remains unnoticed by the target. \
The level of the player that can be used by the thief for espionage will depend on \
the thiefs level and on stealth expertise.

HIGH_MARKS=THIEF_HIGHMARKS
THIEF_HIGHMARKS=<ABILITY>\
Example  : \n\r\
proficiency in this skill allows the thief to Mark higher level \
persons and creatures.

IDENTIFYPOISON=IDENTIFY_POISON
IDPOISON=IDENTIFYPOISON
IDENTIFY_POISON=<ABILITY>\
Usage    : IDPOISON [ITEM NAME] \n\r\
Example  : idpoison orc\n\r\
This skill allows the player to sniff and taste a potentially \
poisoned item (like a drink, or a sword) and tell what kind of \
poison (if any) is on the item.

IMPROVEDCALTROPS=THIEF_IMPROVEDCALTROPS
THIEF_IMPROVEDCALTROPS=<ABILITY>\
Usage    : IMPROVED CALTROPS\n\r\
Example  : improvedcaltrops\n\r\
The thief drops numerous small light sharp metal objects on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be have have to avoid them or having them \
pierce deeply into their flesh, doing horrible damage.

IMPROVED_HIDING=THIEF_IMPROVEDHIDING
THIEF_IMPROVEDHIDING=<ABILITY>\
Example  : \n\r\
The thief has become so adept at remaining hidden that he or she \
is able to speak and make other noises while remaining hidden.

IMPROVED_DISTRACTION=THIEF_IMPROVEDDISTRACTION
THIEF_IMPROVEDDISTRACTION=<ABILITY>\
Example  : \n\r\
proficiency in this skill allows the thief to distract higher and \
higher level opponents.

IMPROVED_PEEK=THIEF_IMPROVEDPEEK
THIEF_IMPROVEDPEEK=<ABILITY>\
Example  : \n\r\
proficiency in this skill allows the thief to peek into the inventories \
of higher level persons and creatures.

FIGHTER_IMPROVEDSHIELDDEFENCE=IMPROVED_SHIELD_DEFENCE
IMPROVEDSHIELDDEFENCE=IMPROVED_SHIELD_DEFENCE
IMPROVED_SHIELD_DEFENCE=<ABILITY>\
Example  : \n\r\
As the fighter gains proficiency with shield use, he becomes better able \
to use a shield to enhance his armor.

FIGHTER_IMPROVEDTHROWING=IMPROVED_THROWING
IMPROVEDTHROWING=IMPROVED_THROWING
IMPROVED_THROWING=<ABILITY>\
As the fighter gains proficiency in this skill, he or she hits more accurately \
with thrown weapons, and does up to double damage.

IMPROVED_SWIPE=THIEF_IMPROVEDSWIPE
THIEF_IMPROVEDSWIPE=<ABILITY>\
Example  : \n\r\
proficiency in this skill allows the thief to swipe the gold \
of higher level persons and creatures.

IMPROVED_STEAL=THIEF_IMPROVEDSTEAL
THIEF_IMPROVEDSTEAL=<ABILITY>\
Example  : \n\r\
Proficiency in this skill allows the thief to steal from the inventories \
of higher level persons and creatures.  See help on STEAL.

IDENTIFY_BOMBS=THIEF_IDENTIFYBOMBS
THIEF_IDENTIFYBOMBS=<ABILITY>\
Example  : \n\r\
The thief can sense bombs just by looking at them, or looking at those who might \
be bearing them.

IBASH=INSTRUMENT_BASH
INSTRUMENTBASH=INSTRUMENT_BASH
INSTRUMENT_BASH=<ABILITY>\
Usage    : IBASH [TARGET NAME] \n\r\
Example  : ibash orc\n\r\
The bard uses their instrument as a weapon, delivering an \
otherwise additional blow to the target in combat.

INVISIBILITY_TO_MARK=THIEF_MARKINVISIBILITY
THIEF_MARKINVISIBILITY=<ABILITY>\
Example  : \n\r\
The thief is considered completely invisible whenever the mark \
is in the room, due to their extreme ability to go unnoticed when \
their energy is focused (as when the mark is present).  See the \
MARK ability for more information.

INTIMIDATION=FIGHTER_INTIMIDATE
FIGHTER_INTIMIDATE=<ABILITY>\
Example  : \n\r\
This skill makes the player naturally intimidating to lower \
level creatures, making them less likely to be able to initiate \
an attack.

IMITATE=SKILL_IMITATION
SKILL_IMITATION=<ABILITY>\
Usage    : IMITATE [SPELL NAME] [TARGET NAME]\n\r\
Example  : imitate Fireball Orc\n\r\
This strange pseudo-magical skill allows spells, prayers, songs, and \
chants learned through Spellcraft, Prayercraft, etc to be faked \
at a later time. The spell or skill will not yield any actual results \
(no damage or benefits from casting), but will enable the character \
to deceive others into believing that he can use that type of magic.

JAILORS_KEY=SKILL_JAILKEY
JAILOR_KEY=SKILL_JAILKEY
JAILERS_KEY=SKILL_JAILKEY
JAILER_KEY=SKILL_JAILKEY
JAIL_KEY=SKILL_JAILKEY
JAILKEY=SKILL_JAILKEY
SKILL_JAILKEY=<ABILITY>\
Usage    : JAILKEY [DIRECTION] \n\r\
Example  : jailkey north\n\r\
Allows the player to lock or unlock any door to a jail room in the area.

JOKE=<ABILITY>\
Usage    : JOKE [TARGET NAME]\n\r\
Example  : joke orc\n\r\
This will cause the player to tell a random joke to the target. \
The joke has a 75% chance of giving the target the giggles, and \
a 25% chance of putting them under the spell of Laughter.

JUGGLE=<ABILITY>\
Usage    : JUGGLE [ITEM NAME]\n\r\
Example  : juggle all\n\r\
Example  : juggle dagger\n\r\
Example  : juggle\n\r\
This will cause the player to begin juggling one or more items.  The \
number of items the player may juggle is limited by level.  Entering \
juggle without an item name will stop juggling.  GETting an item \
being juggled will also remove that item from the juggle list.  During \
combat, the juggler will be able to throw one item per 5 levels per \
combat round for a little extra damage.

KILLLOG=KILL_LOG
KILL_LOG=<ABILITY>\
Uage     : KILLLOG\n\r\
Example  : killlog\n\r\
The thief has the ability to keep track of their kill percentage \
on creatures which they have marked using the Mark still.  The player \
may use the KILLLOG command to review the log of kills.  Every new \
and unique creature added to the kill log will result in a small \
experience bonus.

KICK=<ABILITY>\
Usage    : KICK [TARGET NAME] \n\r\
Example  : kick orc\n\r\
The fighter uses his or her feet to deliver an extra bit of pain \
in combat.

SUBDUE=<ABILITY>\
Usage    : SUBDUE [TARGET NAME] \n\r\
Example  : subdue orc\n\r\
The fighter uses finesse to avoid killing the target by making more \
strategic hits on the target.  The actual damage will be minimal, \
but in reality the fighters damage will count towards subdueing damage. \
If carried through to the end, it will end up knocking the target \
cold instead of killing them.  Dueing combat, a smart fighter can \
examine his or her target and tell how close they are to being \
fully subdued despite the apparant actual damage done.  Once knocked \
out, the target can not be killed until consciousness is regained.\n\r\
\n\r\
Enter SUBDUE again to cancel this effect.

DRUID_KNOWPLANTS=KNOW_PLANTS
KNOWPLANTS=KNOW_PLANTS
KNOWPLANT=KNOW_PLANTS
KNOW_PLANTS=<ABILITY>\
Usage    : KNOWPLANT [ITEM NAME] \n\r\
Example  : knowplant flowers\n\r\
This skill allows a player to gain knowledge about a plant, or an item \
made from plant material.  If the plant was summoned by a druid, it will \
give the name of the druid who summoned it as well.

LEECHING=SKILL_LEECHING
SKILL_LEECHING=<ABILITY>\
Usage    : LEECHING [TARGET NAME]\n\r\
Example  : leech org\n\r\
The player is able to apply leeches to the target.  The target will be \
unable to heal, but will have any poisons removed for the duration of the \
leeches presence.

LISTEN=<ABILITY>\
Usage    : LISTEN [DIRECTION NAME]\n\r\
Example  : listen north\n\r\
Example  : listen\n\r\
The thief listens a particular direction for signs of movement (life). \
A very proficient thief may also tell the number of creatures, and may \
be able to listen in on private conversations and whispering that may \
be going on in the room.  You may only listen to the room you are in, \
or to an adjacent indoor room.  How well the thief can hear will depend \
on proficiency, how much higher in level than the thief those being \
listened to are, and alertness expertise.

LORE=<ABILITY>\
Usage    : LORE [ITEM NAME] \n\r\
Example  : lore sword\n\r\
The bard carefully examines the item, using his extensive knowledge of magical lore to determine the \
items magical properties, if any.

LURE=<ABILITY>\
Usage    : LURE [ITEM NAME] \n\r\
Example  : lure monster east\n\r\
The thief gains the ability to lure a creature in the direction they \
want, when not in combat.

KAMIKAZE=<ABILITY>\
Usage    : KAMIKAZE [TARGET NAME] [DIRECTION(S)]\n\r\
Example  : kamikaze orc east\n\r\
Example  : kamikaze orc 2e 3n e e e n w d\n\r\
The thief pays the target a sufficient amount of money for them to follow \
the directions given, drop any bombs (see Make Bombs) being carried, and blow \
them all up.

MARKTRAPPED=MARK_TRAPPED
MARK_TRAPPED=<ABILITY>\
Usage    : MARKTRAPPED [ITEM/DIRECTION/HERE]\n\r\
Example  : marktrapped north\n\r\
Example  : marktrapped chest\n\r\
The thief places an easily recognizable marker upon the target which all will \
recognize as meaning that it is trapped.  This can serve as a nice warning to \
team members that stumble that way, or a confusing countermeasure to force \
other thieves to be extra careful.  The skill can be used again to remove \
such marks.  Marks last quite a long time, though each thief is limited \
in the number that may be marked.

BOMB=MAKE_BOMBS
MAKE_BOMBS=<ABILITY>\
Usage    : BOMB [ITEM] [BOMB NAME]\n\r\
Example  : bomb list\n\r\
Example  : bomb waterskin water bomb\n\r\
The thief attempts to make some sort of bomb from the \
item, or container specified.  The bomb \
may be of any of the listed sort.  The thief who \
makes the bomb may activate it by HOLDING the item. \
Once the item is held, the thief has but a few seconds \
to drop, throw, or do whatever they need to before the \
bomb goes off.  The number of bombs available to the thief will go \
up as the thief advances in level, so bomb list may be used \
to see what new bombs are available as the thief advances.  \
Not all bombs may be set on all items, however.

MEDITATE=MEDITATION
MEDITATION=<ABILITY>\
Usage    : MEDITATE\n\r\
Example  : meditate\n\r\
If the mage is in a quiet, sitting position, this skill will allow \
him or her to gain mana back at an accellerated rate.

MOUNTED=MOUNTED_COMBAT
MOUNTEDCOMBAT=MOUNTED_COMBAT
MOUNTED_COMBAT=<ABILITY>\
Example  : \n\r\
This skill helps negate the bad consequences of fighting from horseback or \
from a boat or other vehicle.

MYPLANTS=MY_PLANTS
MY_PLANTS=<ABILITY>\
Usage    : MYPLANTS\n\r\
Example  : myplants\n\r\
A druid can, at will, become attuned to the plants which he or she has created \
through druidic magic.  This ability allows the druid to perceive all of his \
or her magical plants still alive, and where they are.\n\r\
\n\r\
This skill is most useful for Plant Pass and for creating a druidic connection \
to an area.  A druid in a rural area has placed one of his or her plants in \
at least 50% of the rooms in an area will create a druidic connection to the area. \
See also Druidic Connection for more information on this phenomenon.\n\r\
\n\r\
Druids also gain experience for placing their plants inside areas classified as \
cities.  A certain number of plants per city per mud-month can be summoned for experience \
in this way.

MARK=THIEF_MARK
THIEF_MARK=<ABILITY>\
Usage    : MARK [TARGET NAME]\n\r\
Example  : mark orc\n\r\
The player marks the target for death.  Once done, the player will \
remember who they have marked until the death of the mark is witnessed, or \
the mark is changed.  The ability of the player to kill the mark will go \
up the longer the player has to "observe" the mark.  The mark is observed \
whenever the player is in the same room as the mark and can see him, but \
the mark cannot see the player.  Marking for death is also useful for \
certain higher level assassin skills.  You can issue a Mark a second time \
against the same target to remove the mark.


MIMICRY=<ABILITY>\
Usage    : MIMICRY [TARGET NAME]\n\r\
Example  : mimcry orc\n\r\
The player begins to mimic the actions of the target, thus annoying them.

MONOLOGUE=<ABILITY>\
Usage    : MONOLOGUE\n\r\
Example  : monologue\n\r\
The bard begins a dramatic monologue, causing everyone, friend and foe alike, \
to suspend all activity (including spell effects), until the bard is done. To \
maintain the monologue, the bard MUST say something at least every 4 seconds. \
If the bard leaves the room, or stops speaking, then the effect will end.

MUG=<ABILITY>\
Usage    : MUG [ITEM NAME]\n\r\
Example  : mug bag\n\r\
The thief will attempt to pilfer some non-monetary item from the \
inventory of the person he or she is fighting.  This \
skill can only be used in combat.

CASTBLOCKING=CAST_BLOCKING
CAST_BLOCKING=<ABILITY>\
Usage    : CASTBLOCKING\n\r\
Example  : castblocking\n\r\
The bard carefully re-arranges all the people in the room who are in combat, \
possibly changing who they are fighting, and at what range.

COMMANDHORSE=COMMAND_HORSE
COMMAND_HORSE=<ABILITY>\
Usage    : COMMANDHORSE [TARGET] [COMMAND]\n\r\
Example  : commandhorse horse smile\n\r\
The Paladin`s affinity with horses has grown such that they have the natural \
ability to command equines of all sorts to do just about anything he wants. 

CURTAINCALL=CURTAIN_CALL
CURTAIN_CALL=<ABILITY>\
Usage    : CURTAINCALL\n\r\
Example  : curtaincall\n\r\
The bard calls the curtain, making everyone in his or her group begin taking a bow \
until their health and mana is restored, at the cost of movement.

ADLIB=AD_LIB
AD_LIB=<ABILITY>\
Usage    : ADLIB [TARGET]\n\r\
Example  : adlib bob\n\r\
The bard begins watching the target carefully.  If the target uses a skill that is \
unknown to the bard within the short time of this effect, even if it is not one the \
bard is capable of learning, the bard will immediately attempt to ad-lib the skill \
towards the exact same target, and at the same proficiency.  If either leaves the room, \
or the short time limit runs out, the effect just quietly ends.

STRIKESET=STRIKE_THE_SET
STRIKETHESET=STRIKE_THE_SET
STRIKE_THE_SET=<ABILITY>\
Usage    : STRIKETHESET\n\r\
Usage    : STRIKESET\n\r\
Example  : striketheset\n\r\
The bard strikes the set of the room, making any and all items in the room appear \
to be gone, and the room empty.

EXITSTAGELEFT=EXIT_STAGE_LEFT
EXIT_STAGE_LEFT=<ABILITY>\
Usage    : EXITSTAGELEFT\n\r\
Example  : exitstageleft\n\r\
The bard calls the curtain and motions for his or her enemies to exit, stage left (West). \
The enemies will then flee or wander west for awhile, until they run out of west directions, \
or the effect wears off.  At that point, they will return quickly to their homes.

UPSTAGE=<ABILITY>\
Usage    : UPSTAGE\n\r\
Example  : upstage\n\r\
The bard upstages his or her enemies, making them stop fighting who they were fighting, \
target the bard, and cross the room to reach him or her.  The effect ends when they hit the bard, \
at which point they returning immediately to their previous target and range. 

NONDETECTION=<ABILITY>\
Example  : \n\r\
The thief has so perfected his or her ability to hide that, when doing so, \
they are completely undetectable by any magical or other means.

OBSERVATION=OBSERVE
OBSERVE=<ABILITY>\
Usage    : OBSERVE \n\r\
Example  : observe\n\r\
The thief opens his or her eyes and takes careful notice \
of his or her surroundings, allowing them to spot anyone \
that may try to sneak into the room.

SIZEUP=OPPONENT_KNOWLEDGE
TARGET=OPPONENT_KNOWLEDGE
OPPONENT_KNOWLEDGE=<ABILITY>\
Usage    : SIZEUP [TARGET NAME] \n\r\
Example  : sizeup orc\n\r\
The fighter's experience is used to determine a more accurate \
survey of an target`s health, combat prowess, and defensive \
capability.

PALADIN\'S_AURA=PALADIN`S_AURA
PALADINS_AURA=PALADIN`S_AURA
PALADIN`S_AURA=<ABILITY>\
Example  : \n\r\
When the Paladin\'s Aura begins to exude, it will act as the cleric spell Protection From Evil for \
the paladin's group.  Evil and Undead spells and affects will be repelled by the aura.  Any evil \
players or creatures in the paladin\'s group will be hurt by the aura.

PALADIN_PALADINSMOUNT=PALADIN_PALADINS_MOUNT
PALADIN\'S_MOUNT=PALADIN_PALADINS_MOUNT
PALADINS_MOUNT=PALADIN_PALADINS_MOUNT
PALADIN`S_MOUNT=PALADIN_PALADINS_MOUNT
PALADIN_PALADINS_MOUNT=<ABILITY>\
Example  : \n\r\
The paladin extends his holy protection to his or her mount.  When mounted on a horse or equine, \
the mount has enhanced saving throws, especially against disease and poison, immunity to fear \
attacks, and protection from evil prayers.

PALADIN\'S_PURITY=PALADIN`S_PURITY
PALADINS_PURITY=PALADIN`S_PURITY
PALADIN`S_PURITY=<ABILITY>\
Example  : \n\r\
The Paladins goodness becomes capable of warding off any influence over his goodness that originates \
from an external source, such as wicked magic.  The Paladin must remain good for the purity to endure, \
and the purity will not protect him or her from intentional acts of wickedness.

PALADINS_COURAGE=PALADIN`S_COURAGE
PALADIN\'S_COURAGE=PALADIN`S_COURAGE
PALADIN`S_COURAGE=<ABILITY>\
Example  : \n\r\
When the Paladin\'s aura of Courage begins to exude, the paladin and other non-evil group members \
become immune to the Fear spells "Spook", "Nightmare", and "Fear".

PALADIN\'S_GOODNESS=PALADIN`S_GOODNESS
PALADINS_GOODNESS=PALADIN`S_GOODNESS
PALADIN`S_GOODNESS=<ABILITY>\
Example  : \n\r\
When the Paladin\'s aura of Goodness begins to exude, it becomes almost impossible for evil to approach \
the paladin.  Any evil group members or creatures within melee range will take severe damage from the \
aura of goodness, which grows more powerful as the Paladin gains levels.

PALADINS_RESISTANCE=PALADIN`S_RESISTANCE
PALADIN\'S_RESISTANCE=PALADIN`S_RESISTANCE
PALADIN`S_RESISTANCE=<ABILITY>\
Example  : \n\r\
As the Paladin gains in levels, he or she becomes more and more resistant to magical, poisonous, \
disease, and other magical and non-magical attacks against him.

PANHANDLE=PANHANDLING
PANHANDLING=<ABILITY>\
Example  : \n\r\
Using this skill, a thief can sit down along a city street and beg passer-bys for \
change.  Some may even hand it over.

PARRY=<ABILITY>\
Example  : \n\r\
Parrying is the ability to cancel an armed attack by an opponent using \
your own weapon.  The character with this skill will parry the attacks of \
his or her armed opponents whenever possible.

PEEK=<ABILITY>\
Usage    : PEEK [TARGET NAME]\n\r\
Example  : peek orc\n\r\
The thief will attempt to sneak a look at the inventory \
of the target.

LOCK_PICK=PICK_LOCKS
PICK_LOCK=PICK_LOCKS
PICK=PICK_LOCKS
PICK_LOCKS=<ABILITY>\
Usage    : PICK [DIRECTION/ITEM NAME/EXIT NAME]\n\r\
Example  : pick e\n\r\
The thief attempts to pick the lock on a door, or container lid.  \
Success depends on the level of the thief and the level of the \
door or item as well as the thief`s proficiency.  This skill \
can be used to lock as well as unlock.

PLANTFORM=PLANT_FORM
PLANT_FORM=<ABILITY>\
Usage    : PLANTFORM [LIST/FORM NAME]\n\r\
Example  : plantform\n\r\
Example  : plantform list\n\r\
Example  : plantform flower\n\r\
The druid gains the ability, through this skill, to take on the form of a \
plant.  The plant form progresses as the druid gains in level.

GOLEMFORM=GOLEM_FORM
GOLEM_FORM=<ABILITY>\
Usage    : GOLEMFORM [LIST/FORM NAME]\n\r\
Example  : golemform\n\r\
Example  : golemform list\n\r\
Example  : golemform massive stone golem\n\r\
The druid gains the ability, through this skill, to take on the form of a \
stone golem.  The form progresses as the druid gains in level, he will gain \
access to more powerful forms, each more devastating than the last, though \
each also a bit slower on the move.  Golems are also unable to speak or chant.

DEPRECATED_POISON=THIEF_POISON
DOPOISON=THIEF_POISON
THIEF_POISON=<ABILITY>\
Usage    : DOPOISON [TARGET NAME] \n\r\
Example  : dopoison orc\n\r\
The thief attempts to inflict a poisonous wound the target, making them suffer and wither to death.

POISON_IMMUNITY=<ABILITY>\
Example  : \n\r\
As the Paladin's proficiency grows, he or she becomes more and more immune to poison and \
poisonous affects.

PRAY=\
Skill    : PRAY\n\r\
Usage    : PRAY [PRAYER NAME] [TARGET NAME]\n\r\
Example  : pray cure light orc\n\r\
Short(s) : PR\n\r\
Clerics, and at later levels, Paladins \
can invoke their magical abilities using the pray \
command.  Some prayers require that you direct the \
energy at a target, while others only apply to the \
cleric.  For help on a particular prayer, enter help \
and then the name of the prayer.

PALM=<ABILITY>\
Usage   : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])\n\r\
Example : palm all dagger backpack\n\r\
Example : palm all body\n\r\
Example : palm pie\n\r\
Example : palm all\n\r\
Example : palm pie.2\n\r\
Example : palm all.pie container.3\n\r\
Short(s): \n\r\
This skill works exactly like GET except for two important advantages. \
One is that PALM is so quick that no other players in the room will \
see it happen. The other is that PALM can be done as a free action/skill \
during combat.

PLANTITEM=PLANT_ITEM
PLANT_ITEM=<ABILITY>\
Usage    : PLANTITEM [ITEM NAME] [TARGET NAME]\n\r\
Example  : plantitem bomb orc\n\r\
Plant item is the ability to slip an item to another creature \
unaware.  If successful, the item will be hidden in the target`s \
inventory.

POWER_GRAB=THIEF_POWERGRAB
POWERGRAB=THIEF_POWERGRAB
THIEF_POWERGRAB=<ABILITY>\
Usage    : POWERGRAB ([CONTAINER]) ITEM\n\r\
Example  : powergrab corpse sword\n\r\
The thief summons all their thiefly skill to take possession of an item \
that would otherwise be too powerful to pick up.

PUPPETEER=<ABILITY>\
Usage    : PUPPETEER [ITEM NAME]\n\r\
Example  : puppeteer [item name]\n\r\
This skill allows the player to animate one or more puppets.  While \
animated, the puppets will fight for the player.  However, \
the player is unable to attack or perform many other actions while \
animating the puppets.  Puppets may be created with the carpentry \
skill.  To stop animating a puppet, the player need only pick it \
up.

PRESSURE_POINTS=<ABILITY>\
Example  : \n\r\
Gives the fighter a bonus to all damage during combat when \
fighting unarmed in melee.

QUICKCHANGE=<ABILITY>\
Usage    : QUICKCHANGE\n\r\
Example  : quickchange\n\r\
The bard is so adept at costume changes that he can seemingly \
instantly remove all of his gear (putting it who knows where), \
retreive another custome (from who knows where) and put it on. \
This skill will swap what the bard is currently wearing with \
whatever gear the thief was wearing the last time a quick change \
was done.  The gear currently worn when a quick change is done \
is magically stored away, no longer consuming bag space or \
encumbrance weight.  Even cursed items can be stored in this way.

RAPIDSHOT=RAPID_SHOT
RAPID_SHOT=<ABILITY>\
Example  : \n\r\
Rapid shot is the ability to make extra attacks per round whenever using \
a ranged weapon that requires ammunition, such as a bow or crossbow. \
The number of extra attacks will go up as the players level does.

RECALL=<ABILITY>\
Usage    : RECALL\n\r\
Example  : recall\n\r\
The player calls upon the power of the gods to return \
to his or her place of origin, along with any npc group \
members present with him or her.  Normal fleeing penalties \
apply during combat.

REGIONAL_AWARENESS=<ABILITY>\
Usage    : REGIONAL\n\r\
Example  : regional\n\r\
The player scans the horizon, getting a rough estimate of the lay of the \
wilderness around him or her.  The depth of the map expands as the player \
gains levels.   The key to the map is as follows:\n\r\
~ water\n\r\
T forest\n\r\
: rocks/badlands\n\r\
J jungle\n\r\
= city/street\n\r\
M mountains\n\r\
_ plains\n\r\
. desert\n\r\
* here\n\r\
x swamp\n\r\
h hills

RESCUE=<ABILITY>\
Usage    : RESCUE [GROUP MEMBER]\n\r\
Example  : rescue bob\n\r\
Allows the fighter to step forward and take all damage from \
an opponent, when fighting in a group.  The person taking \
the opponents damage during combat is commonly called the \
"tank".

REVOKE=<ABILITY>\
Usage    : REVOKE [TARGET NAME]\n\r\
Example  : revoke bob\n\r\
Mages, Clerics, and at later levels, Rangers and Paladins \
can revoke their magical abilities using the revoke \
command.  Only one spell or prayer is revoked using \
this skill, usually the most recent spell.

DRUID_RECOVERVOICE=RECOVER_VOICE
RECOVERVOICE=RECOVER_VOICE
RECOVER_VOICE=<ABILITY>\
Usage    : RECOVERVOICE\n\r\
Example  : recovervoice\n\r\
Short(s) : vrecover\n\r\
This skill allows the druid to "shake off" any magical or other \
affects which may be preventing him or her from \
speaking and thus chanting.

RACKETEER=<ABILITY>\
Usage    : RACKETEER [BANKER NAME]\n\r\
Example  : racketeer bob\n\r\
The thief, though intimidation and bluffing, attempts to convince \
a shopkeeper to pay him or her "protection" money.  The shopkeeper will \
then be safe from more payments for the coming month from any thief.

HOLY_STRIKE=PALADIN_HOLY_STRIKE
HOLYSTRIKE=PALADIN_HOLY_STRIKE
PALADIN_HOLYSTRIKE=PALADIN_HOLY_STRIKE
PALADIN_HOLY_STRIKE=<ABILITY>\
Usage    : HOLYSTRIKE [TARGET]\n\r\
Example  : holystrike\n\r\
Wielding his trusty sword, the paladin calls down the power of his or \
her god into a mighty sword swing for devastating damage on evil ttarget`s

ROBBERY=<ABILITY>\
Usage    : ROBBERY [ITEM NAME] [SHOPKEEPER]\n\r\
Example  : robbery bob\n\r\
The thief may use this skill to steal items from the inventory \
of shopkeepers.  Regardless of whether the thief is actually \
caught, the shopkeeper will be much less willing to deal with \
the thief for a period after the robbery.

SAFECRACKING=<ABILITY>\
Example  : \n\r\
This skill allows a thief the ability to pick the locks on doors \
which are normally reserved for a thief of a much higher level.  \
It also allows the thief to mundanely circumvent a Wizard Lock \
under certain circumstances.

SAP=<ABILITY>\
Usage    : SAP [TARGET NAME] \n\r\
Example  : sap orc\n\r\
The thief delivers a strong well placed blow to the target, \
knocking them unconscious for a short amount of time.  Like a \
back-stab, the thief must not be visible to the target for this \
to work.

SCRATCH=THIEF_SCRATCH
THIEF_SCRATCH=<ABILITY>\
Usage    : SCRATCH [TARGET NAME] \n\r\
Example  : scratch orc\n\r\
The thief descretely uses his or her fingertips to cafully deliver very \
minor damage to the target. If done carefully, the target won't know who \
did it.

SCROLL_COPY=SKILL_SCROLLCOPY
MEMORIZE=SKILL_SCROLLCOPY
SKILL_SCROLLCOPY=<ABILITY>\
Usage    : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]\n\r\
Example  : memorize magic missile scroll\n\r\
By spending the necessary practice points or trains, a Mage may use this command \
to gain the ability to learn some spell that is written \
on a scroll.  If the memorization is successful, the spell may \
be practiced and cast as normal, and the mage will gain \
experience based on the level of himself and the spell learned.

DETECTION=<ABILITY>\
Usage    : detect\n\r\
Example  : \n\r\
The thief takes a careful and meticulous look around, \
allowing him or her to spot any hidden things in the \
area. The longer the thief looks around, the more he \
will see.

SPECIALIZATION_SHIELD=SHIELD_SPECIALIZATION
SHIELD_SPECIALIZATION=<ABILITY>\
The player is adept with a shield, gaining bonuses to attack and damage when \
using a shield as a weapon in combat (such as Shield Bash).  Can also allow \
the use of higher level shields if the focus expertise is taken.
SPECIALIZATION_AXE=AXE_SPECIALIZATION
AXE_SPECIALIZATION=<ABILITY>\
The player is an axe master, gaining bonuses to attack when \
using an axe in combat.  Can also allow \
the use of higher level axes if the focus expertise is taken.
SPECIALIZATION_ARMOR=ARMOR_SPECIALIZATION
ARMOR_SPECIALIZATION=<ABILITY>\
The player is an expert at getting the most from armor. This allows a small bonus \
per piece of armor worn, and with the use of focus expertise, can permit higher \
level armor to be worn.
SPECIALIZATION_STAFF=STAFF_SPECIALIZATION
STAFF_SPECIALIZATION=<ABILITY>\
The player is proficient with staffs, gaining bonuses to attack when \
using a staff in combat.  Can also allow \
the use of higher level staffs if the focus expertise is taken.
SPECIALIZATION_SWORD=SWORD_SPECIALIZATION
SWORD_SPECIALIZATION=<ABILITY>\
The player is a sword master, gaining bonuses to attack when \
using a sword in combat.  Can also allow \
the use of higher level swords if the focus expertise is taken.
SPECIALIZATION_DAGGER=DAGGER_SPECIALIZATION
DAGGER_SPECIALIZATION=<ABILITY>\
The player is a master with daggers, gaining bonuses to attack when \
using a dagger in combat.  Can also allow \
the use of higher level daggers if the focus expertise is taken. \
This specialization stacks its bonuses on top of the more general \
edged weapon specialization.
BOW_SPECIALIZATION=SPECIALIZATION_BOW
SPECIALIZATION_BOW=<ABILITY>\
The player is a master with bows, gaining bonuses to attack when \
using a bow in combat.  Can also allow \
the use of higher level bows if the focus expertise is taken. \
This specialization stacks its bonuses on top of the more general \
ranged weapon specialization.
SPECIALIZATION_BLUNTWEAPON=BLUNT_WEAPON_SPECIALIZATION
BLUNT_WEAPON_SPECIALIZATION=<ABILITY>\
The player is a master of blunt weapons, gaining bonuses to attack when \
using a blunt weapon in combat.  Can also allow \
the use of higher level weapons if the focus expertise is taken.
SPECIALIZATION_EDGEDWEAPON=EDGED_WEAPON_SPECIALIZATION
EDGED_WEAPON_SPECIALIZATION=<ABILITY>\
The player is a master of sharp edges, gaining bonuses to attack when \
using an edged weapon in combat.  Can also allow \
the use of higher level weapons if the focus expertise is taken.
SPECIALIZATION_FLAILEDWEAPON=FLAILED_WEAPON_SPECIALIZATION
FLAILED_WEAPON_SPECIALIZATION=<ABILITY>\
The player is a master of flails, gaining bonuses to attack when \
using a flailed weapon in combat.  Can also allow \
the use of higher level weapons if the focus expertise is taken.
SPECIALIZATION_HAMMER=HAMMER_SPECIALIZATION
HAMMER_SPECIALIZATION=<ABILITY>\
The player is a master of hammers, gaining bonuses to attack when \
using a hammer in combat.  Can also allow \
the use of higher level hammers if the focus expertise is taken.
SPECIALIZATION_POLEARM=POLEARM_SPECIALIZATION
POLEARM_SPECIALIZATION=<ABILITY>\
The player is a polearm master, gaining bonuses to attack when \
using a polearm in combat.  Can also allow \
the use of higher level polearms if the focus expertise is taken.
SPECIALIZATION_WEAPON=WEAPON_SPECIALIZATION
WEAPON_SPECIALIZATION=<ABILITY>\
The player is a weapon master, gaining bonuses to attack when \
armed.   Can also allow \
the use of higher level weapons if the focus expertise is taken.
SPECIALIZATION_NATURAL=HAND_TO_HAND_SPECIALIZATION
HAND_TO_HAND_SPECIALIZATION=<ABILITY>\
The player becomes so specialized at hand to hand combat that \
they gain bonuses to attack when fighting unarmed.   Can also allow \
the use of higher level natural weapons if the focus expertise is taken.
SPECIALIZATION_RANGED=RANGED_WEAPON_SPECIALIZATION
RANGED_WEAPON_SPECIALIZATION=<ABILITY>\
The player becomes so specialized at thrown and ranged combat that \
they gain bonuses to attack when fighting from afar.  Can also allow \
the use of higher level weapons if the focus expertise is taken.

SECOND_ATTACK=<ABILITY>\
Example  : \n\r\
Allows the affected character to deliver a second attack during \
their round.  These attacks will be slightly less \
effective than primary attacks.

SENSE_LAW=<ABILITY>\
Example  : \n\r\
The thief gains an uncanny ability to sense law enforcement \
officials in the same room or any adjacent room, even if they \
are invisible or unseen.  

SETALARM=SET_ALARM
SET_ALARM=<ABILITY>\
Usage    : SETALARM [DIRECTIONNAME] \n\r\
Example  : setalarm east\n\r\
This skill allows a trap to be set on a door.  Should the \
door be opened, an alarm will be set off which can be heard from \
many rooms away.  All mobile creatures in the area will come \
running to the rooms, curious about the noise.  Once the alarm \
has run out, they will disperse.

THIEF_FOOTLOCKS=FOOTLOCKS
FOOTLOCKS=<ABILITY>\
Usage    : FOOTLOCKS [TARGET NAME]\n\r\
Example  : footlocks orc\n\r\
Using a simple piece of cloth pulled taught like a rope, and \
a couple of chunks of wood, the thief quickly constructs and \
deploys an ingenious device called the footlock.  The ropes and \
blocks wrap loosely around the target`s feet.  They don't prevent \
movement, but will cause the target to stumble, preventing sudden \
movements such as advancing or retreating in combat, or fleeing. \
The footlocks don't stay in place long, but improves with expertise.

THIEF_SHADOW=SHADOW
SHADOW=<ABILITY>\
Usage    : shadow [TARGET NAME] \n\r\
Example  : shadow orc\n\r\
If the thief is hidden, or otherwise invisible to the target, \
this skill will allow the thief to follow \
them perfectly while remaining hidden.  Entering 'shadow' \
again will stop the shadowing.

SHAPE=SHAPE_SHIFT
SHAPESHIFT=SHAPE_SHIFT
SHAPE_SHIFT=<ABILITY>\
Usage    : SHAPESHIFT (FORM)\n\r\
Example  : shapeshift\n\r\
Example  : shapeshift list\n\r\
Example  : shapeshift cub\n\r\
Throughout his or her life, a Druid will have a particular creature which \
he or she may change to and from at will.  By entering into this chant in \
any shape, the druid may change to their special animal form.  The animal \
form will progress as the Druid gains in levels.  Entering the command again \
allows the druid to revert to human form. A higher level druid may optionally \
specify a lower version of their form to assume that. Use shapeshift list to \
see all available forms.

THIRD_TOTEM=SECOND_TOTEM
FOURTH_TOTEM=SECOND_TOTEM
FIFTH_TOTEM=SECOND_TOTEM
DRUID_SHAPESHIFT2=SECOND_TOTEM
DRUID_SHAPESHIFT3=SECOND_TOTEM
DRUID_SHAPESHIFT4=SECOND_TOTEM
DRUID_SHAPESHIFT5=SECOND_TOTEM
SECOND_TOTEM=<ABILITY>\
Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM)\n\r\
Example  : shapeshift 2\n\r\
Example  : shapeshift lion\n\r\
Example  : shapeshift cub\n\r\
Example  : shapeshift 3\n\r\
Example  : shapeshift 4\n\r\
As certain Druids gain in experience and skill, they may acquire new totems \
or animal forms which they may take on.  By specifying the totem number or \
the name of the animal form, the druid may take on the new form.  Just like \
the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress \
in power as the druid gains levels.

SHADOW_STRIKE=SHADOWSTRIKE
SHADOWSTRIKE=THIEF_SHADOWSTRIKE
THIEF_SHADOWSTRIKE=<ABILITY>\
Usage    : SHADOWSTRIKE [TARGET NAME]\n\r\
Example  : shadowstrike orc\n\r\
If the thief is unseen (hidden especially) by the target, then \
a sneaky melee strike can be made.  Following the strike, the thief will \
instantly try to recover their hidden position.  The target will be \
totally unaware of where the attack came from.

SILENT_DROP=THIEF_SILENTDROP
THIEF_SILENTDROP=<ABILITY>\
Usage    : SILENTDROP [TARGET ITEM]\n\r\
Example  : silentdrop gold\n\r\
This command is similar to the drop command, except that the thief is able to drop the \
item without anyone else knowing about it.

SILENTGOLD=SILENT_AUTOGOLD
SILENT_AUTOGOLD=<ABILITY>\
Usage    : SILENTGOLD\n\r\
Example  : silentgold\n\r\
This command is similar to the AUTOGOLD command, which allows a player to automatically take gold \
from the corpse of a defeated monster.  If the player is in a group when AUTOGOLD is used, the gold \
is evenly distributed among the players.  SILENTGOLD, like AUTOGOLD, is toggled on and off.  When on \
the thief will automatically, and without anyone knowing, take 10% of a defeated monsters gold. \
This will work regardless of whether the thief played any part in the defeat of the monster, or is \
even a member of the group which defeated the monster.  Also, the gold taken is "off the top" of any \
gold which may be obtained while the thief is part of a group.

SILENTLOOT=SILENT_AUTOLOOT
SILENT_AUTOLOOT=<ABILITY>\
Usage    : SILENTLOOT\n\r\
Example  : silentloot\n\r\
This command is similar to the AUTOLOOT command, which allows a player to automatically take items \
from the corpse of a defeated monster.  SILENTLOOT, like AUTOLOOT, is toggled on and off.  When on \
the thief will automatically, and without anyone knowing, take one of a defeated monsters items. \
This will work regardless of whether the thief played any part in the defeat of the monster, or is \
even a member of the group which defeated the monster.  

SILENT_OPEN=THIEF_SILENTOPEN
THIEF_SILENTOPEN=<ABILITY>\
Usage    : SILENTOPEN [TARGET ITEM]\n\r\
Example  : silentopen door\n\r\
This command is similar to the open command, except that the thief is able to open the \
container or door without anyone else knowing about it.

SLOWFALL=SLOW_FALL
SLOW_FALL=<ABILITY>\
If the proficiency check is made, this player does not fall from high places, \
but floats instead.

SING=\
Skill    : SING\n\r\
Usage    : SING [SONG NAME]\n\r\
Example  : sing lullaby\n\r\
Short(s) : SI\n\r\
Bards \
can invoke their magical abilities using the sing \
command.  Some songs require that you direct the \
energy at a target, while others only apply to the \
bard.  For help on a particular song, enter help \
and then the name of the song.

DANCE=\
Skill    : DANCE\n\r\
Usage    : DANCE [SONG NAME]\n\r\
Example  : dance foxtrot\n\r\
Short(s) : DA\n\r\
Bards \
can invoke their magical dances using the dance \
command.  Some songs require that you direct the \
energy at a target, while others only apply to the \
bard.  Dances can be stopped using the DANCE STOP \
command, or by simply moving to a new room. \
For help on a particular song, enter help \
and then the name of the song. 

PLAY=\
Skill    : PLAY\n\r\
Usage    : PLAY [SONG NAME]\n\r\
Example  : play accompaniment\n\r\
Short(s) : PL\n\r\
Bards \
can invoke their magical instruments using the play \
command.  Some songs require that you direct the \
energy at a target, while others only apply to the \
bard.  For help on a particular song, enter help \
and then the name of the song.

SATIRE=<ABILITY>\
Usage    : SATIRE [TARGET NAME]\n\r\
Example  : satire cityguard\n\r\
This ability allows the bard to playfully mock and shame an officer of the law \
satirically, to his face.  Any group members (other than him or herself) wanted \
for a crim in that area may be forgiven one warrant if the satire is successful. \
Unsuccessful satire will get the bard in trouble with the law.  Even successful \
satire will occasionally cause trouble for the bard, depending on the bard's charisma.

SAFEHOUSE=<ABILITY>\
Usage    : SAFEHOUSE\n\r\
Example  : safehouse\n\r\
The thief uses his knowledge of the city to hide out from the law. \
If the thief is in an indoor room just off the street, then \
using this skill will make him realize that he is \
probably already in a safehouse, and can remain safely until he leaves it. \
If the current room is not a safehouse, the thief will remember where \
one is nearby, so that he can go there and hide out

SEA_LORE=<ABILITY>\
Usage    : automatic\n\r\
Example  : \n\r\
So long as the Druid is in the wwaters, he or she will have \
a advantage in attack, damage, and armor adjustements.

SET_SNARE=RANGER_SETSNARE
RANGER_SETSNARE=<ABILITY>\
Usage    : SETSNARE\n\r\
Example  : setsnare\n\r\
The ranger carefully sets a snare on the outdoor room, tripping up and \
binding anyone who runs into it.   Snares will be permanent on owned \
property.

SLICKCALTROPS=THIEF_SLICKCALTROPS
THIEF_SLICKCALTROPS=<ABILITY>\
Usage    : SLICK CALTROPS\n\r\
Example  : slickcaltrops\n\r\
The thief drops numerous small slick metal objects on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be have have to avoid them or risk slipping \
and hitting the ground, possibly also taking heavy damage from the caltrops.

SNATCH=WEAPON_SNATCH
WEAPON_SNATCH=<ABILITY>\
Usage    : SNATCH [TARGET NAME] \n\r\
Example  : snatch orc\n\r\
The thief attempts to disarm the target, flinging their weapon \
into the air so that it can be caught by the thieves other hand.

SNEAK=THIEF_SNEAK
THIEF_SNEAK=<ABILITY>\
Usage    : SNEAK [DIRECTION]\n\r\
Example  : sneak e\n\r\
The thief attempts to sneak in the indicated direction. \
If successful, he or she will not be seen when entering \
the room.  Also, a sneak attempt automatically invokes \
a hide attempt.  The success of a sneak attempt can \
depend on the level of the mobs in the room the thief \
is trying to sneak into, and on the thiefs stealth \
expertise.

SNEAK_ATTACK=THIEF_SNEAKATTACK
THIEF_SNEAKATTACK=<ABILITY>\
Example  : \n\r\
This skill allows the thief to deliver a more accurate \
attack and extra damage when attacking from a hidden \
position.

SNIPE=THIEF_SNIPE
THIEF_SNIPE=<ABILITY>\
Usage    : SNIPE [TARGET NAME]\n\r\
Example  : snipe orc\n\r\
If the thief is unseen (hidden especially) by the target, then \
a sneaky ranged strike can be made.  Following the shot, the thief will \
instantly try to recover their hidden position.  The target will be \
totally unaware of where the attack came from.

SONGWRITE=<ABILITY>\
Usage    : SONGWRITE [SPELL NAME] [TARGET NAME] \n\r\
Example  : songwrite "rage" scroll\n\r\
This skill allows the bard to place any song he or she knows onto a scroll. \
Once placed on the scroll, the song may be sung off it.  Song Writing is very  \
draining on the bard however.  The bard will lose some experience points for \
using this skill.  Song Writing also requires that the caster be at full \
mana.

SPEAK=\
Skill    : SPEAK\n\r\
Usage    : SPEAK [LANGUAGE]\n\r\
Available: All\n\r\
Example  : speak orcish\n\r\
Example  : speak common\n\r\
Use the speak command to select a new default language.  Whenever \
say or channel messages are written, they will be translated into \
the selected language automatically.  Those who know the language \
will receive the translation back to common automatically.

STABILITY=<ABILITY>\
This skill allows the player to remain on his or her feet despite \
certain magical or physical attempts to get them on the ground.

STEAL=<ABILITY>\
Usage    : STEAL [ITEM NAME] [TARGET NAME]\n\r\
Example  : steal paper orc\n\r\
The thief will attempt to pilfer some item from the \
inventory of the target.  This skill can not be \
used in combat, and works best when the target can not \
see the thief.  This skill is almost always successful \
if the target is incapacitated (asleep, knocked out, \
bound, etc).

SLAPSTICK=<ABILITY>\
Usage    : SLAPSTICK [TARGET NAME]\n\r\
Example  : slapstick orc\n\r\
This will cause the player to perform some random slapstick \
comedy to or for the target.  The result will be a loss of \
mana, which the target will not even feel.

SLIP_ITEM=<ABILITY>\
Usage    : "SLIPITEM" [ITEM NAME] [TARGET NAME]\n\r\
Example  : slipitem hat orc\n\r\
The thief will attempt to remove some item the target \
is wearing.  If successful, the item will appear in the \
target's inventory.  This skill is very sly, and may not \
be used in combat, lest the target notice what the thief \
is doing.

SLIPPERYMIND=SLIPPERY_MIND
SLIPPERY_MIND=<ABILITY>\
Usage    : SLIPPERYMIND\n\r\
Example  : slipperymind\n\r\
The thief manages to convince himself and others that he is utterly \
neutral with regard to all factions (right in the middle of the range \
of each of his factions).

DAMPENAURAS=DAMPEN_AURAS
DAMPEN_AURAS=<ABILITY>\
Usage    : DAMPENAURAS\n\r\
Example  : dampenauras\n\r\
This skill eliminates any emanations and auras on the thief and his or \
her inventory items.  This includes emanations and auras which others \
might be using skills to detect (such as magic, goodness, metalicness, \
etc).

FIGHTER_SMOKESIGNALS=SMOKE_SIGNALS
SMOKE_SIGNALS=<ABILITY>\
Usage    : "SMOKESIGNALS" [MESSAGE]\n\r\
Example  : smokesignals I'm here at the temple!\n\r\
This skill requires a fire to be built in the area, and it must be \
performed outdoors.  This skill sends a smoke signal viewable \
throughout the entire area by those outside.  Those with the smoke \
signal skill will be able to read the message in the signal.

STRIP_ITEM=<ABILITY>\
Usage    : "STRIPITEM" [ITEM NAME] [TARGET NAME]\n\r\
Example  : stripitem hat orc\n\r\
The thief will attempt to remove some item the target \
is wearing.  If successful, the item will appear in the \
target's inventory.  This skill is blatant, and may be \
used during combat.

SURRENDER=<ABILITY>\
Usage    : SURRENDER\n\r\
Example  : surrender\n\r\
A unique thief skills which allows him or her to toss shiny coins at his \
opponents for allowing the thief to leave combat without losing experience.

SWEEP=<ABILITY>\
Usage    : SWEEP\n\r\
Example  : \n\r\
Allows the fighter wielding a slashing weapon to rear back and take a free whack at all opponents \
within range.  Attack ability on such an attack is one half less and damage is one third normal.

SWIPE=SWIPE_GOLD
SWIPE_GOLD=<ABILITY>\
Usage    : SWIPE [TARGET NAME]\n\r\
Example  : swipe orc\n\r\
The thief will attempt to pocket some of a target`s gold. This skill can not be \
used in combat, and works best when the target can not see the thief. \
This skill is almost always successful \
if the target is incapacitated (asleep, knocked out, \
bound, etc).


FIGHTER_TOUGHNESS=TOUGHNESS
TOUGHNESS=<ABILITY>\
This ability toughens up the fighter, giving them extra hitpoints.

FIGHTER_TOUGHNESS2=TOUGHNESS_II
TOUGHNESS2=TOUGHNESS_II
TOUGHNESS_II=<ABILITY>\
This ability toughens up the fighter, giving them extra hitpoints.  The hit points \
stack with those gained from Toughness.

FIGHTER_TOUGHNESS3=TOUGHNESS_III
TOUGHNESS3=TOUGHNESS_III
TOUGHNESS_III=<ABILITY>\
This ability toughens up the fighter, giving them extra hitpoints.  The hit points \
stack with those gained from Toughness and Toughness II.

THIRD=THIRD_ATTACK
THIRD_ATTACK=<ABILITY>\
Example  : \n\r\
Allows the character to deliver a third attack during \
their round.  These attacks will be slightly less \
effective than primary attacks.

TRACK=<ABILITY>\
Usage    : TRACK [TARGET NAME] \n\r\
Example  : track orc\n\r\
The ranger attempts to find a trail leading from where \
he or she is at present, to the location of the indicated \
target (not necessarily the closest)!  When walking around, \
the Ranger will become aware of which direction seems \
best.

TRACKANIMAL=TRACK_ANIMAL
TRACK_ANIMAL=<ABILITY>\
Usage    : TRACK ANIMAL\n\r\
Example  : trackanimal\n\r\
The ranger, being a skilled hunter, may use this skill to \
track down the nearest unintelligent animal in the area.

TRIP=<ABILITY>\
Usage    : TRIP [TARGET NAME] \n\r\
Example  : trip orc\n\r\
The fighter attempts to trip the target, putting \
them on the floor for a short time.  During that time, \
the tripped target is much easier to hit.

TRAP_IMMUNITY=<ABILITY>\
Example  : \n\r\
As the Thief's proficiency grows, he or she becomes more and more immune to traps and \
bombs.

TRUE_SHOT=<ABILITY>\
Example  : \n\r\
Gives the fighter an enormous boost to attack rating when using a \
ranged or thrown weapon in ranged combat.

TWO_DAGGER_FIGHTING=<ABILITY>\
Example  : \n\r\
While in combat, this skill allows the player to attack with a second dagger \
in the hold position, assuming the player is in range for the second weapon. \
This skill also allows more frequent attacks when wielding two daggers. \
If the player also has two weapon fighting, then they will find they no longer \
suffer quite as much attack and damage penalty when using two daggers.

TWO_WEAPON_COMBAT=TWO_WEAPON_FIGHTING
DUAL_WIELDING=TWO_WEAPON_FIGHTING
DUALWIELD=TWO_WEAPON_FIGHTING
DUAL_WIELD=TWO_WEAPON_FIGHTING
SECOND_WEAPON=TWO_WEAPON_FIGHTING
TWO_WEAPON=TWO_WEAPON_FIGHTING
TWO_WEAPONS=TWO_WEAPON_FIGHTING
TWO_WEAPON_FIGHTING=<ABILITY>\
Example  : \n\r\
While in combat, this skill allows the fighter to attack with a second weapon \
in the hold position, assuming the fighter is in range for the second weapon. \
The fighter suffers a small attack and a tiny damage penalty for using 2 weapons.

MTRAP=LAY_MINOR_TRAPS
MINORTRAP=LAY_MINOR_TRAPS
THIEF_MINORTRAP=LAY_MINOR_TRAPS
LAY_MINOR_TRAPS=<ABILITY>\
Usage    : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]\n\r\
Example  : mtrap list\n\r\
Example  : mtrap east noise\n\r\
Example  : mtrap chest needle\n\r\
The thief attempts to lay some sort of trap upon the \
item, door, room, entryway, or container specified.  The trap \
may be gaseous, needles, blades, or pits, and may be \
triggered by unlocking, opening, getting, or moving \
through in the case of entryways, or entering in the case \
of rooms.  The thief who sets the trap may not trigger the \
trap. The number of traps available to the thief will go \
up as the thief advances in level, so trap list may be used \
to see what new traps are available as the thief advances.  \
Not all traps may be set on all items, however.  Lay Minor \
traps only allows a small subset of the traps avaiailable from \
the full Lay Traps skill. Traps are temporary, but reset if \
sprung after a time.  Setting the same trap on the same \
object will reset the trap early.

LAY_TRAP=LAY_TRAPS
TRAP=LAY_TRAPS
LAY_TRAPS=<ABILITY>\
Usage    : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]\n\r\
Example  : trap list\n\r\
Example  : trap east noise\n\r\
Example  : trap chest needle\n\r\
The thief attempts to lay some sort of trap upon the \
item, door, room, entryway, or container specified.  The trap \
may be gaseous, needles, blades, or pits, and may be \
triggered by unlocking, opening, getting, or moving \
through in the case of entryways, or entering in the case \
of rooms.  The thief who sets the trap may not trigger the \
trap.  The number of traps available to the thief will go \
up as the thief advances in level, so trap list may be used \
to see what new traps are available as the thief advances.  \
Not all traps may be set on all items, however.  Traps are \
temporary, but reset if sprung after a time.  Setting the \
same trap on the same object will reset the trap early.

TURN=TURN_UNDEAD
TURN_UNDEAD=<ABILITY>\
Usage    : TURN [TARGET NAME] \n\r\
Example  : turn skeleton\n\r\
The good or neutral priest attempts to frighten the heck out of an undead creature. \
Depending upon the level of the priest versus the level of the \
creature, the effect of the skill may be to either frighten the creature \
away or cause it to be completely destroyed

UNDEAD_INVISIBILITY=<ABILITY>\
Example  : \n\r\
Allows the priest or paladin to walk among the undead without being \
assaulted.

UNDEAD_COLDTOUCH=\
Ability    : Undead_ColdTouch\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, gives the target a strength and constitution of 3.

UNDEAD_ENERGYDRAIN=\
Ability    : Undead_EnergyDrain\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, drains the target of temporary levels.

UNDEAD_LIFEDRAIN=\
Ability    : Undead_LifeDrain\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack that is almost identical to the mage Drain spell, without the magical \
nature.  It causes the target to lose mana.

UNDEAD_WEAKENERGYDRAIN=\
Ability    : Undead_WeakEnergyDrain\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, drains the target of temporary levels for a \
short time.

WCOVER=WATER_COVER
WATER_COVER=<ABILITY>\
Usage    : WCOVER\n\r\
Example  : wcover\n\r\
The druid slinks into the water, taking cover behind reed, seaweed, or simply \
blending in with the waves, all while remaining perfectly still.  Doing this makes them invisible \
to any other creatures in the room.  Making any moves or sounds \
will negate the hidden advantage.  The druid must be in or on the \
water for this skill to work.  You can use the VISIBLE command \
to make yourself visible again.

WHOMP=<ABILITY>\
Usage    : WHOMP [TARGET NAME] \n\r\
Example  : whomp orc\n\r\
The fighter attempts to deliver a massive blow to the \
target, causing them to instantly to fall unconscious for \
a time.

WHIDE=WOODLAND_HIDE
WOODLAND_HIDE=<ABILITY>\
Usage    : WHIDE\n\r\
Example  : whide\n\r\
The ranger attempts to creep behind a rock, or into a bush \
and remain perfectly still.  Doing this makes them invisible \
to any other creatures in the room.  Making any moves or sounds \
will negate the hidden advantage.  The ranger must be in the \
wild for this skill to work.  You can use the VISIBLE command \
to make yourself visible again.

WCREEP=WOODLAND_CREEP
WOODLAND_CREEP=<ABILITY>\
Usage    : WCREEP\n\r\
Example  : wcreep\n\r\
The ranger creep slowly from bush to tree, remaining especially hard \
to spot.  Doing this makes them invisible \
to any other creatures in the area.  The ranger must be in the \
wild for this skill to work.  You can use the VISIBLE command \
to make yourself visible again.

WOODLAND_LORE=<ABILITY>\
Usage    : automatic\n\r\
Example  : \n\r\
So long as the Ranger is in the wild, he or she will have gain \
a advantage in attack, damage, and armor adjustements.

WSNEAK=WOODLAND_SNEAK
WOODLAND_SNEAK=<ABILITY>\
Usage    : WSNEAK [DIRECTION]\n\r\
Example  : wsneak e\n\r\
So long as the Ranger is in the wild, he or she can use \
this skill to attempt to sneak in the indicated direction. \
If successful, he or she will not be seen when entering \
the room.  Also, a sneak attempt automatically invokes \
a woodland hide attempt.   The success of a sneak attempt can \
depend on the level of the mobs in the room the ranger \
is trying to sneak into, and on the rangers stealth \
expertise.

WRITE=\
Skill    : WRITE\n\r\
Usage    : WRITE [ITEM] ([TEXT TO WRITE])\n\r\
Available: ALL\n\r\
Example  : write parchment From recall, go nseeseenwesee\n\r\
This skill allows one to write ordinary messages onto ordinary paper, \
parchments, and similar writing material.  The language the player \
will write in will depend on which language the player is currently \
SPEAKing.\n\r\
\n\r\
When writing on a journal, you need not specify any parameters \
when using this command.

WAND_USE=WANDS
WANDS=\
Skill    : Wands\n\r\
Available: Almost All\n\r\
Example  : \n\r\
A wand is an holdable item that can be used to create magical affects.\n\r\
\n\r\
This skill allows one to effectively use a magical wand or staff.  To \
invoke a wand or staff, it must first be held.  Then the magic word \
is spoken to the target.  For instance, if the magic word is \
`zuy`, you would enter the following to invoke your wand: sayto orc zuy. \n\r\
\n\r\
If the spell on the wand requires extra parameters, then you can include \
those after the casting words.  For a wand of Summon, for instance, you \
might try: say zuy cityguard. \
\n\r\
Wands generally require a small amount of mana to use, and less if the wand \
user is capable of learning the spell cast by the wand.

SWIM=\
Skill    : SWIM\n\r\
Usage    : SWIM [DIRECTION]\n\r\
Available: ALL\n\r\
Example  : swim e\n\r\
This skill allows the character to travel on a water surface.  The amount \
of weight being carried can affect this skill.

TUMBLE=<ABILITY>\
Usage    : TUMBLE\n\r\
Example  : tumble\n\r\
Allows the fighter to avoid a couple of potentially painful hits \
in combat by tumbling around.  This comes at the cost of some attack \
and damage capability, however.

ATEMI=ATEMI_STRIKE
ATEMI_STRIKE=<ABILITY>\
Usage    : ATEMI [TARGET NAME]\n\r\
Example  : atemi orc\n\r\
The Monk delivers a lethal, deadly, and powerful strike to the target. \
Some time later, the target WILL die.

AXKICK=AX_KICK
AX_KICK=<ABILITY>\
Usage    : AXKICK [TARGET NAME]\n\r\
Example  : axkick orc\n\r\
The Monk delivers swift and powerful kick to the target.

BATTLECRY=BATTLE_CRY
BATTLE_CRY=<ABILITY>\
Usage    : BATTLECRY\n\r\
Example  : battlecry\n\r\
The Barbarian lets out a primal scream of battle, inspiring all group \
members to his or her banner.  Those under the affect of the cry will \
hit more frequently.  The affect wears off when battle is concluded, \
or if battle is not joined swiftly enough after the cry is made.

BODYFLIP=BODY_FLIP
BODY_FLIP=<ABILITY>\
Usage    : BODYFLIP [TARGET NAME]\n\r\
Example  : bodyflip orc\n\r\
The Monk slips in and turns the target head over heels, dropping them \
to the ground stunned for a few moments.

CARTWHEEL=<ABILITY>\
Usage    : CARTWHEEL\n\r\
Example  : cartwheel\n\r\
The Monk jumps into a hands-over-heels cartwheel away from his or her \
opponent.  This can put the Monk as far as range 2 from enemies.

CATCHPROJECTILE=CATCH_PROJECTILE
CATCH_PROJECTILE=<ABILITY>\
Example  : \n\r\
The Monk gains the uncanny ability to catch arrows, spears, and other \
projectiles in mid flight.  The Monk requires a free hand to perform this \
skill.

SKILL_MAP=MAKE_MAPS
MAP=MAKE_MAPS
MAKE_MAPS=<ABILITY>\
Usage    : MAP [PAPER NAME]\n\r\
Example  : map parchment\n\r\
Allows you to begin mapping on the targeted piece of paper.  As you walk around \
the parchment will be filled with a pictoral map of the rooms you walk through.

CHARGE=<ABILITY>\
Usage    : CHARGE [TARGET NAME]\n\r\
Example  : charge orc\n\r\
The Barbarian runs at top speed at an target, delivering a deadly \
attack, but sacrificing armor.

CIRCLEPARRY=CIRCLE_PARRY
CIRCLE_PARRY=<ABILITY>\
Example  : \n\r\
The Monk gains the skill to block and parry melee attacks while \
unarmed.

CIRCLETRIP=CIRCLE_TRIP
CTRIP=CIRCLE_TRIP
CIRCLE_TRIP=<ABILITY>\
Usage    : CIRCLETRIP\n\r\
Example  : circletrip\n\r\
Short(s) : ctrip\n\r\
The Monk becomes capable of swinging his foot along the floor, \
tripping all opponents in range.

DEFLECTPROJECTILE=DEFLECT_PROJECTILE
DEFLECT_PROJECTILE=<ABILITY>\
Example  : \n\r\
The Monk gains the uncanny ability to block and deflect arrows, \
spears, and other projectiles in mid flight.  The Monk requires \
a free hand to perform this skill.

FLYINGKICK=FLYING_KICK
FLYING_KICK=<ABILITY>\
Usage    : FLYING KICK [TARGET NAME]\n\r\
Example  : flying kick orc\n\r\
From a range of 1 or greater, the Monk uses this skill to leap \
high into the air and land a terrific kick on the target!

MOUNTEDCHARGE=MOUNTED_CHARGE
MOUNTED_CHARGE=<ABILITY>\
Usage    : MCHARGE [TARGET NAME]\n\r\
Example  : mcharge orc\n\r\
The Paladin, from the back of a mount, rides at top speed at an target, \
delivering a deadly attack, but sacrificing armor.

KISTRIKE=KI_STRIKE
KI_STRIKE=<ABILITY>\
Usage    : KISTRIKE\n\r\
Example  : kistrike\n\r\
Short(s) : ki\n\r\
The Monk summons up his or her inner power and focuses it into \
a single, terrifying attack.  This skill will allow the next \
blow that lands to have that little, extra, well, KI.

KNIFEHAND=KNIFE_HAND
KNIFE_HAND=<ABILITY>\
Example  : \n\r\
So long as the Monk is unarmed, he or she has this ability to \
deliver an extra attack per round using a pointed, swift strike.

LIGHTNINGSTRIKE=LIGHTNING_STRIKE
LIGHTNING_STRIKE=<ABILITY>\
Usage    : LIGHTNINGSTRIKE [TARGET NAME]\n\r\
Example  : lightningstrike orc\n\r\
Short(s) : lstrike\n\r\
This most powerful of Monk abilities allows him or her to deliver \
as many unarmed blows in a single round as he or she has Monk \
levels.  After this exhausting exchange, the Monk will collapse \
for many rounds of needed rest.

POINTBLANK=POINT_BLANK_SHOT
POINT_BLANK_SHOT=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to use a ranged weapon, such as a bow and \
arrow, at very close range.

FIGHTER_COUNTERATTACK=COUNTER-ATTACK
COUNTER_ATTACK=COUNTER-ATTACK
COUNTER-ATTACK=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to position themselves for an extra attack \
following a successful Parry.

FARSHOT=FAR_SHOT
FAR_SHOT=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to use a ranged weapon, such as a bow and \
arrow, at extremely far ranges.

BODYSHIELD=BODY_SHIELD
BODY_SHIELD=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to use an opponent pinned using the PIN skill \
as a shield against weapon attacks.

MONKEYPUNCH=MONKEY_PUNCH
MONKEY_PUNCH=<ABILITY>\
Example  : \n\r\
So long as the Monk is unarmed, he or she has this ability to \
deliver an extra attack per round using a swift, closed fist.

SHADOWPASS=<ABILITY>\
Usage    : SHADOWPASS [DIRECTION LIST...] \n\r\
Example  : shadowpass 4n 3e 3s e s w\n\r\
This ability allows the thief to pass from one dark room to another, avoiding \
traps, and slipping through doors and entryways.  The starting room, and the \
room represented by the end of the trail must both be in utter darkness, regardless \
of the rooms in between, or the shadowpass will fail.  The thief is unable to take \
any followers or mounts on his journey.

WEAPONCATCH=WEAPON_CATCH
WEAPON_CATCH=<ABILITY>\
This skill allows the fighter to thwart disarm attempts by catching \
his as it flies out of his hand.

AUTOBASH=<ABILITY>\
Usage    : AUTOBASH\n\r\
Example  : autobash\n\r\
Using this command will toggle Auto Shield Bashing on and off.  If the Fighter \
turns this feature on, and knows Shield Bashing, he will attempt a free shield \
bash attempt every combat round in which his autobash proficiency check is made.

PIN=<ABILITY>\
Usage    : PIN [TARGET NAME]\n\r\
Example  : pin orc\n\r\
The fighter grabs the target and wrestles them to the \
ground in a strong, solid pin maneuver.  For a short, period, \
both the fighter and the target are locked in struggle and too \
occupied to fight.

GOUGE=<ABILITY>\
Usage    : GOUGE [TARGET NAME]\n\r\
Example  : gouge orc\n\r\
The Fighter gouges at the eyes of the target, blinding them for a short time, \
and possibly taking out an eye in the process.

RALLYCRY=RALLY_CRY
RALLY_CRY=<ABILITY>\
Usage    : RALLYCRY\n\r\
Example  : rallycry\n\r\
The Barbarian lets out a primal call to rally, inspiring all group \
members to draw from their inner strength.  Those under the affect \
of the cry will be able to take more hits.  The affect wears off \
when battle is concluded, or if battle is not joined swiftly enough \
after the cry is made.

DRUID_REND=REND
REND=<ABILITY>\
Usage    : REND [TARGET NAME] \n\r\
Example  : rend orc\n\r\
While in his or her animal form (see ShapeShift), the Druid gains the \
ability to kick their way out of a pin, or rip open an target prone \
on the ground with his or her legs.

RETURNPROJECTILE=RETURN_PROJECTILE
RETURN_PROJECTILE=<ABILITY>\
Example  : \n\r\
The Monk gains the amazing ability to catch arrows, spears, and other \
projectile attacks in mid flight, and then return them right back to \
his or her opponent.  The Monk requires a free hand to perform this \
skill.

RUNNING_FIGHT=<ABILITY>\
Example  : \n\r\
The Thief is able to maneuver his or her fighting opponent into another \
room by simply heading that way.  The opponent must be in one-on-one \
combat with the thief for it to work.

BRACE=SHRUG_OFF
SHRUG_OFF=<ABILITY>\
Usage    : BRACE\n\r\
Example  : shrugoff\n\r\
The Barbarian braces him or herself for the next blow, allowing that \
blow to be shrugged off without any damage.

SONGWRITE=SONG_WRITE
SONG_WRITE=\
Usage    : SONGWRITE [SONG NAME] [TARGET NAME] \n\r\
Example  : songwrite "valor" scroll\n\r\
This skill allows the bard to place any song he or she knows onto a scroll. \
Once placed on the scroll, the song may be sung off it.  Song writing is very  \
draining on the caster however.  The caster will lose some experience points for \
using this skill.  Song writing also requires that the caster be at full \
mana.

SPRING=SPRING_ATTACK
SPRINGATTACK=SPRING_ATTACK
SPRING_ATTACK=<ABILITY>\
Usage    : SPRINGATTACK [TARGET NAME]\n\r\
Example  : sattack orc\n\r\
Short(s) : spring, sattack\n\r\
The Barbarian delivers a quick damaging blow, then leaps backwards \
to a further position of range 1 or 2.

TUNE=TUNE_INSTRUMENT
TUNEINSTRUMENT=TUNE_INSTRUMENT
TUNE_INSTRUMENT=<ABILITY>\
Usage    : TUNE\n\r\
Example  : \n\r\
The Bard tunes their instrument, which can provide bonuses to many songs \
which are played with it.

TAG_TURF=<ABILITY>\
Usage    : TAGTURF (UNTAG)\n\r\
Example  : tagturf\n\r\
Example  : tagturf untag\n\r\
The thief tags this place as their "turf" or, if they are a part of a clan, \
their clan's "turf".  Other thieves will not be able to use their skills \
here.  The tag can only be seen by the tagging thief, and those who can see \
hidden things.  A tag can be removed only by a turf war.

TURF_WAR=<ABILITY>\
Usage    : TURFWAR\n\r\
Example  : turfwar\n\r\
The thief declares the tagged room he is in to be in dispute.  Any turf tag \
on the room will be removed unless the thief who tagged the room successfully \
defends the turf in combat.  After declaring the turf war, the tagging thief \
will be notified that it is in dispute.  The tagger has until the expiration \
of the war to respond to the challenge.  As soon as the tagger arrives in the \
disputed room, the tagger and the challenger will immediately be entered into \
combat.  The combat will be non-lethal, with the loser merely being recalled \
instead of dying.  After combat begins, the first combatant to be forced from \
the disputed room (e.g. by non-lethal "death"), will be the winner.\n\r\
\n\r\
A TurfWar can only be infrequently declared.

UNDERGROUNDCONNECTIONS=UNDERGROUND_CONNECTIONS
UNDERGROUND_CONNECTIONS=<ABILITY>\
Usage    : UNDERGROUNDCONNECTIONS\n\r\
Example  : undergroundconnections\n\r\
The thief contacts his or her underground connections within the city.  The \
connections arrange quick (though seldom comfortable) transportation outside \
the current area into an adjoining one.  The thief and group members will make \
the trip in an environment free from the restrictions of law, geas, or spells, \
and without being harassed by the local law or any other aggressive monsters.

SIDEKICK=SIDE_KICK
SIDE_KICK=<ABILITY>\
Example  : \n\r\
So long as the Monk is unarmed, he or she has this ability to \
deliver an extra attack per round using a swift side kick. \
This attack is only delivered to a combatant which the monk \
is not currently targeting, but with whom the monk is in melee \
combat all the same.

SHIELDBLOCK=SHIELD_BLOCK
SHIELD_BLOCK=<ABILITY>\
Example  : \n\r\
So long as the Fighter is holding a shield, he has a chance to totally block \
weapon attacks coming at him or her.

SHUFFLE=<ABILITY>\
Example  : \n\r\
This strange but very useful skill allows the player to rearrange \
the order of the people in the room by running around and bumping \
into them.

PRAYERCRAFT=<ABILITY>\
Example  : \n\r\
The player is so knowledgable about divine magic that he or she can \
identify prayers cast in his or her presence by name.  The players \
ability to identify more powerful magic will go up in level as \
he or she does.  

CHANTCRAFT=<ABILITY>\
Example  : \n\r\
The player is so knowledgable about druidic magic that he or she can \
identify chants cast in his or her presence by name.  The players \
ability to identify more powerful magic will go up in level as \
he or she does.  

SONGCRAFT=<ABILITY>\
Example  : \n\r\
The player is so knowledgable about bardic magic that he or she can \
identify magical songs sung in his or her presence by name.  The players \
ability to identify more powerful magic will go up in level as \
he or she does.  

SPELLCRAFT=<ABILITY>\
Example  : \n\r\
The player is so knowledgable about arcane magic that he or she can \
identify spells cast in his or her presence by name.  The players \
ability to identify more powerful magic will go up in level as \
he or she does.  \n\r\
\n\r\
Arcanists have the ability to remember how to cast a number of spells \
(based on level) learned through this skill.

SQUATTING=THIEF_SQUATTING
SQUAT=THIEF_SQUATTING
THIEF_SQUATTING=<ABILITY>\
Usage    : SQUATTING\n\r\
Example  : squat\n\r\
To use this skill, the player must be sitting on a piece of property \
that is, or was once for sale.  If it is owned by another player or \
clan, then an owner must be online when squatting begins.  After a mud \
month of continuous sitting, the property will change ownership.  \
Property belonging to another player will go back on the market.  \
Property on the market will belong to the squatter.

WARRANTS=<ABILITY>\
Example  : \n\r\
The player, using nothing more than local contacts and charismatic \
persuasion, gathers information about all warrants and wanted criminals.

IMITATION=<ABILITY>\
Example  : IMITATE Fireball\n\r\
Example  : IMITATE LIST\n\r\
The player with this skill gains the ability to remember the gestures and \
audio/visual aspects of the magical skills recognized with Spellcraft, \
Songcraft, Prayercraft, or Chantcraft.  By then using this skill, the \
player imitates those magical abilities thus learned, with no real \
affect.

TAPROOM=THIEF_TAPROOM
THIEF_TAPROOM=<ABILITY>\
Example  : taproom\n\r\
The thief is able to use two glass drinking cups and some sort of raw cloth \
to stretch a long tapline between the room he wishes to tap, and some destination \
room.  The distance the line can be stretched depends upon the thieves level \
and alertness expertise.  If, while stretching the line, the thief runs out of \
either cloth or distance allowance, the second cup must be put down.  At the \
destination, the thief will hear, through the second cup, all that is said in the \
room where the skill was involved, where the first cup was hidden.

TARANDFEATHER=TAR_AND_FEATHER
TAR_AND_FEATHER=<ABILITY>\
Example  : TAR Orc\n\r\
The player with this skill is able to cover the target with tar and feathers, \
making the wearing of equipment impossible for the duration.  The target must \
not be wearing clothes for the skill to work.  They must also be bound or prone.

SENSE_SNARES_AND_PITS=RANGER_SENSETRAPS
SENSE_SNARES=RANGER_SENSETRAPS
RANGER_SENSETRAPS=<ABILITY>\
Example  : \n\r\
The Ranger has the natural ability to sense snares, pits, and other kinds of \
traps while roaming around outdoors.

STONEBODY=STONE_BODY
STONE_BODY=<ABILITY>\
Example  : \n\r\
The Barbarian has become so hardened to battle that he or she ignores \
2 points from every damage roll taken.

STRATEGICRETREAT=STRATEGIC_RETREAT
FREEFLEE=STRATEGIC_RETREAT
STRATEGIC_RETREAT=<ABILITY>\
Usage    : FREEFLEE ([DIRECTION])\n\r\
Example  : freeflee\n\r\
While in combat, your character may need to quickly disengage and flee \
the room.  A direction may be specified, but if one is not specified, \
a direction will be chosen for you.  Unlike FLEE, this command may be \
used without experience loss, provided the proficiency check is passed.

TROPHYCOUNT=TROPHY_COUNT
TROPHY_COUNT=<ABILITY>\
Uage     : TROPHYCOUNT\n\r\
Example  : trophycount\n\r\
The thief has the ability to keep track of their racial kills. \
The player may use the TROPHYCOUNT command to review the log of kills.


USE_POISON=THIEF_USEPOISON
THIEF_USEPOISON=<ABILITY>\
Usage    : POISON [ITEM NAME] [POISON SOURCE]\n\r\
Example  : poison sword beesting\n\r\
Example  : poison waterskin beesting\n\r\
This allows the player to poison a weapon, food, or drink with a \
pre-prepared poison source.  The Apothecary skill must be used to \
create the poison.  After that, the poison may be applied, where \
it will persist for a short time on weapons, and forever on food \
and drink.

WARCRY=WAR_CRY
WAR_CRY=<ABILITY>\
Usage    : WARCRY\n\r\
Example  : warcry\n\r\
The Barbarian lets out a primal call to war, inspiring all group \
members to follow his or her banner.  Those under the affect \
of the cry will deliver more damaging blows.  The affect wears off \
when battle is concluded, or if battle is not joined swiftly enough \
after the cry is made.

SHARPEN=WEAPON_SHARPENING
WEAPON_SHARPENING=<ABILITY>\
Usage    : SHARPEN [WEAPON NAME]\n\r\
Example  : sharpen sword\n\r\
The fighter sharpens the slashing or piercing weapon so that it will \
give a slight damage bonus during use.  The weapon will remain sharp \
until it takes too much wear damage in combat.

DRAGONBREATH=\
Ability    : Dragonbreath\n\r\
Parameters : acid, fire, cold, lightning, or gas\n\r\
Example    : acid\n\r\
Usage      : DRAGONBREATH\n\r\
Description: \n\r\
Gives the creature the ability to use his or her breath weapon. 

WILDERNESS_LORE=<ABILITY>\
Usage    : WLORE\n\r\
Example  : wlore\n\r\
Tells you what type of terrain you are presently in or on.

WINGED_FLIGHT=WINGFLYING
WINGFLYING=\
Ability    : WingFlying\n\r\
Parameters : \n\r\
Example    : \n\r\
Usage      : FLAP\n\r\
Description: \n\r\
The ability to control winged flight.