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		<center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr><td width=100% colspan=2 bgcolor=#DFDFDF align=left> 
		<h1>Player Skills Reference</h1>
		<h2> CoffeeMud 5.9 </h2>
		</td></tr>
		<tr><td width=100% colspan=2 BGCOLOR=LIGHTBLUE>
			<table width=100% cellpadding=0 cellspacing=0>
			<tr>
				<td width=16%><a href="skillsp.html"><B>Prayers</B></a></td>
				<td width=16%><a href="skillsc.html"><B>Chants</B></a></td>
				<td width=16%><a href="skillsd.html"><B>Songs/Dances/Plays</B></a></td>
				<td width=16%><a href="skillss.html"><B>Spells</B></a></td>
				<td width=16%><a href="skillse.html"><B>Expertises</B></a></td>
				<td width=16%><B>Skills</B></td>
			</tr>
			</table>
		</td></tr>
		<tr><td width=20% valign=top align=left>
		<B>Skills</B><BR>
		<ul>
			
			
				<li><a href="#Skill_AbandonShip">Abandon Ship</a>
			&nbsp;
			
				<li><a href="#Paladin_AbidingAura">Abiding Aura</a>
			&nbsp;
			
				<li><a href="#Skill_AboveTheLaw">Above The Law</a>
			&nbsp;
			
				<li><a href="#Archon_Accuse">Accuse</a>
			&nbsp;
			
				<li><a href="#Skill_AdLib">Ad Lib</a>
			&nbsp;
			
				<li><a href="#Alchemy">Alchemy</a>
			&nbsp;
			
				<li><a href="#Thief_Alertness">Alertness</a>
			&nbsp;
			
				<li><a href="#Paladin_Defend">All Defence</a>
			&nbsp;
			
				<li><a href="#Thief_Ambush">Ambush</a>
			&nbsp;
			
				<li><a href="#Amputation">Amputation</a>
			&nbsp;
			
				<li><a href="#Thief_AnalyzeMark">Analyze Mark</a>
			&nbsp;
			
				<li><a href="#AnimalBonding">Animal Bonding</a>
			&nbsp;
			
				<li><a href="#Ranger_AnimalFrenzy">Animal Frenzy</a>
			&nbsp;
			
				<li><a href="#AnimalHusbandry">Animal Husbandry</a>
			&nbsp;
			
				<li><a href="#AnimalTaming">Animal Taming</a>
			&nbsp;
			
				<li><a href="#AnimalTrading">Animal Trading</a>
			&nbsp;
			
				<li><a href="#AnimalTraining">Animal Training</a>
			&nbsp;
			
				<li><a href="#Apothecary">Apothecary</a>
			&nbsp;
			
				<li><a href="#Thief_Appraise">Appraise</a>
			&nbsp;
			
				<li><a href="#Druid_AquaticPass">Aquatic Pass</a>
			&nbsp;
			
				<li><a href="#Specialization_Armor">Armor Specialization</a>
			&nbsp;
			
				<li><a href="#Fighter_ArmorTweaking">Armor Tweaking</a>
			&nbsp;
			
				<li><a href="#Armorsmithing">Armorsmithing</a>
			&nbsp;
			
				<li><a href="#Skill_Arrest">Arrest</a>
			&nbsp;
			
				<li><a href="#Skill_ArrestingSap">Arresting Sap</a>
			&nbsp;
			
				<li><a href="#Thief_Arsonry">Arsonry</a>
			&nbsp;
			
				<li><a href="#Thief_Articles">Articles</a>
			&nbsp;
			
				<li><a href="#Thief_Assassinate">Assassinate</a>
			&nbsp;
			
				<li><a href="#Fighter_AtemiStrike">Atemi Strike</a>
			&nbsp;
			
				<li><a href="#AttributeTraining">Attribute Training</a>
			&nbsp;
			
				<li><a href="#Fighter_AutoBash">AutoBash</a>
			&nbsp;
			
				<li><a href="#Thief_Autocaltrops">AutoCaltrops</a>
			&nbsp;
			
				<li><a href="#Skill_Autoclimb">AutoClimb</a>
			&nbsp;
			
				<li><a href="#Skill_Autocrawl">AutoCrawl</a>
			&nbsp;
			
				<li><a href="#Thief_AutoDetectTraps">AutoDetect Traps</a>
			&nbsp;
			
				<li><a href="#Thief_AutoMarkTraps">AutoMark Traps</a>
			&nbsp;
			
				<li><a href="#Thief_Autosneak">AutoSneak</a>
			&nbsp;
			
				<li><a href="#Skill_Autoswim">AutoSwim</a>
			&nbsp;
			
				<li><a href="#Thief_AutoSwipe">AutoSwipe</a>
			&nbsp;
			
				<li><a href="#Skill_AvoidCurrents">Avoid Currents</a>
			&nbsp;
			
				<li><a href="#Thief_AvoidTraps">Avoid Traps</a>
			&nbsp;
			
				<li><a href="#Skill_AwaitShip">Await Ship</a>
			&nbsp;
			
				<li><a href="#Fighter_AxKick">Ax Kick</a>
			&nbsp;
			
				<li><a href="#Familiarity_Axe">Axe Familiarity</a>
			&nbsp;
			
				<li><a href="#Proficiency_Axe">Axe Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_Axe">Axe Specialization</a>
			&nbsp;
			
				<li><a href="#Fighter_BackHand">Back Hand</a>
			&nbsp;
			
				<li><a href="#Thief_BackStab">Back Stab</a>
			&nbsp;
			
				<li><a href="#Baiting">Baiting</a>
			&nbsp;
			
				<li><a href="#Baking">Baking</a>
			&nbsp;
			
				<li><a href="#Bandaging">Bandaging</a>
			&nbsp;
			
				<li><a href="#Archon_Banish">Banish</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeBard">Bard Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Fighter_Battlecry">Battle Cry</a>
			&nbsp;
			
				<li><a href="#Skill_Befriend">Befriend</a>
			&nbsp;
			
				<li><a href="#Fighter_Behead">Behead</a>
			&nbsp;
			
				<li><a href="#Thief_Belay">Belay</a>
			&nbsp;
			
				<li><a href="#Skill_BellyRolling">Belly Rolling</a>
			&nbsp;
			
				<li><a href="#Fighter_Berzerk">Berzerk</a>
			&nbsp;
			
				<li><a href="#Thief_Bind">Bind</a>
			&nbsp;
			
				<li><a href="#Druid_Bite">Bite</a>
			&nbsp;
			
				<li><a href="#Blacksmithing">Blacksmithing</a>
			&nbsp;
			
				<li><a href="#Fighter_BlindFighting">Blind Fighting</a>
			&nbsp;
			
				<li><a href="#Fighter_BloodBrother">Blood Brother</a>
			&nbsp;
			
				<li><a href="#Familiarity_BluntWeapon">Blunt Weapon Familiarity</a>
			&nbsp;
			
				<li><a href="#Proficiency_BluntWeapon">Blunt Weapon Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_BluntWeapon">Blunt Weapon Specialization</a>
			&nbsp;
			
				<li><a href="#Boatwright">Boatwrighting</a>
			&nbsp;
			
				<li><a href="#Fighter_BodyFlip">Body Flip</a>
			&nbsp;
			
				<li><a href="#BodyPiercing">Body Piercing</a>
			&nbsp;
			
				<li><a href="#Fighter_BodyShield">Body Shield</a>
			&nbsp;
			
				<li><a href="#Fighter_BodyToss">Body Toss</a>
			&nbsp;
			
				<li><a href="#BookEditing">Book Editing</a>
			&nbsp;
			
				<li><a href="#BookLoaning">Book Loaning</a>
			&nbsp;
			
				<li><a href="#BookNaming">Book Naming</a>
			&nbsp;
			
				<li><a href="#Specialization_Bow">Bow Specialization</a>
			&nbsp;
			
				<li><a href="#Branding">Branding</a>
			&nbsp;
			
				<li><a href="#Skill_BreakALeg">Break A Leg</a>
			&nbsp;
			
				<li><a href="#Paladin_Breakup">Breakup Fight</a>
			&nbsp;
			
				<li><a href="#Thief_Bribe">Bribe</a>
			&nbsp;
			
				<li><a href="#Skill_Buffoonery">Buffoonery</a>
			&nbsp;
			
				<li><a href="#Fighter_BullRush">Bullrush</a>
			&nbsp;
			
				<li><a href="#Thief_BuriedTreasure">Buried Treasure</a>
			&nbsp;
			
				<li><a href="#Butchering">Butchering</a>
			&nbsp;
			
				<li><a href="#Skill_Cage">Cage</a>
			&nbsp;
			
				<li><a href="#CageBuilding">Cage Building</a>
			&nbsp;
			
				<li><a href="#Paladin_SummonMount">Call Mount</a>
			&nbsp;
			
				<li><a href="#Thief_PirateFamiliar">Call Pirate Familiar</a>
			&nbsp;
			
				<li><a href="#Fighter_CalledShot">Called Shot</a>
			&nbsp;
			
				<li><a href="#Fighter_CalledStrike">Called Strike</a>
			&nbsp;
			
				<li><a href="#Thief_Caltrops">Caltrops</a>
			&nbsp;
			
				<li><a href="#Ranger_Camouflage">Camouflage</a>
			&nbsp;
			
				<li><a href="#Thief_CarefulStep">Careful Step</a>
			&nbsp;
			
				<li><a href="#CargoLoading">Cargo Loading</a>
			&nbsp;
			
				<li><a href="#Carpentry">Carpentry</a>
			&nbsp;
			
				<li><a href="#Fighter_Cartwheel">Cartwheel</a>
			&nbsp;
			
				<li><a href="#Skill_CastBlocking">Cast Blocking</a>
			&nbsp;
			
				<li><a href="#Cataloging">Cataloging</a>
			&nbsp;
			
				<li><a href="#Fighter_CatchProjectile">Catch Projectile</a>
			&nbsp;
			
				<li><a href="#Skill_CenterOfAttention">Center of Attention</a>
			&nbsp;
			
				<li><a href="#Skill_Chantcraft">Chantcraft</a>
			&nbsp;
			
				<li><a href="#Fighter_Charge">Charge</a>
			&nbsp;
			
				<li><a href="#Skill_Chirgury">Chirurgy</a>
			&nbsp;
			
				<li><a href="#Fighter_CircleParry">Circle Parry</a>
			&nbsp;
			
				<li><a href="#Fighter_CircleTrip">Circle Trip</a>
			&nbsp;
			
				<li><a href="#ClanCrafting">Clan Crafting</a>
			&nbsp;
			
				<li><a href="#ClanShipwrighting">Clan Ship Building</a>
			&nbsp;
			
				<li><a href="#Fighter_Cleave">Cleave</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeCleric">Cleric Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Skill_Climb">Climb</a>
			&nbsp;
			
				<li><a href="#Cobbling">Cobbling</a>
			&nbsp;
			
				<li><a href="#Skill_CollectBounty">Collect Bounty</a>
			&nbsp;
			
				<li><a href="#Skill_CombatLog">Combat Log</a>
			&nbsp;
			
				<li><a href="#Archon_CRecord">Combat Record</a>
			&nbsp;
			
				<li><a href="#Skill_CombatRepairs">Combat Repairs</a>
			&nbsp;
			
				<li><a href="#Paladin_CommandHorse">Command Horse</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeCommoner">Commoner Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Composting">Composting</a>
			&nbsp;
			
				<li><a href="#Thief_Con">Con</a>
			&nbsp;
			
				<li><a href="#Thief_ConcealDoor">Conceal Door</a>
			&nbsp;
			
				<li><a href="#Thief_ConcealItem">Conceal Item</a>
			&nbsp;
			
				<li><a href="#Thief_ConcealWalkway">Conceal Walkway</a>
			&nbsp;
			
				<li><a href="#Skill_Conduct">Conduct Symphony</a>
			&nbsp;
			
				<li><a href="#Construction">Construction</a>
			&nbsp;
			
				<li><a href="#Thief_ContractHit">Contract Hit</a>
			&nbsp;
			
				<li><a href="#Skill_ControlUndead">Control Undead</a>
			&nbsp;
			
				<li><a href="#Skill_Convert">Convert</a>
			&nbsp;
			
				<li><a href="#Cooking">Cooking</a>
			&nbsp;
			
				<li><a href="#Costuming">Costuming</a>
			&nbsp;
			
				<li><a href="#Fighter_CounterAttack">Counter-Attack</a>
			&nbsp;
			
				<li><a href="#Thief_Countertracking">Counter-Tracking</a>
			&nbsp;
			
				<li><a href="#Fighter_CoupDeGrace">Coup de Grace</a>
			&nbsp;
			
				<li><a href="#Fighter_CoverDefence">Cover Defence</a>
			&nbsp;
			
				<li><a href="#Paladin_CraftHolyAvenger">Craft Holy Avenger</a>
			&nbsp;
			
				<li><a href="#Fighter_CriticalShot">Critical Shot</a>
			&nbsp;
			
				<li><a href="#Fighter_CritStrike">Critical Strike</a>
			&nbsp;
			
				<li><a href="#Skill_CrowsNest">Crow`s Nest</a>
			&nbsp;
			
				<li><a href="#Skill_CurtainCall">Curtain Call</a>
			&nbsp;
			
				<li><a href="#Thief_CutThroat">Cut Throat</a>
			&nbsp;
			
				<li><a href="#Thief_DaggerDefense">Dagger Defense</a>
			&nbsp;
			
				<li><a href="#Specialization_Dagger">Dagger Specialization</a>
			&nbsp;
			
				<li><a href="#Thief_DampenAuras">Dampen Auras</a>
			&nbsp;
			
				<li><a href="#Thief_DazzlingCaltrops">Dazzling Caltrops</a>
			&nbsp;
			
				<li><a href="#Skill_DeadReckoning">Dead Reckoning</a>
			&nbsp;
			
				<li><a href="#Thief_DeathTrap">Death Trap</a>
			&nbsp;
			
				<li><a href="#Skill_DecipherScript">Decipher Script</a>
			&nbsp;
			
				<li><a href="#Decorating">Decorating</a>
			&nbsp;
			
				<li><a href="#Skill_DeepBreath">Deep Breath</a>
			&nbsp;
			
				<li><a href="#Thief_DeepCut">Deep Cut</a>
			&nbsp;
			
				<li><a href="#Fighter_DeflectProjectile">Deflect Projectile</a>
			&nbsp;
			
				<li><a href="#Fighter_DesertTactics">Desert Tactics</a>
			&nbsp;
			
				<li><a href="#Fighter_DesperateMoves">Desperate Moves</a>
			&nbsp;
			
				<li><a href="#Thief_DetectTraps">Detect Traps</a>
			&nbsp;
			
				<li><a href="#Thief_Detection">Detection</a>
			&nbsp;
			
				<li><a href="#Skill_Dirt">Dirt</a>
			&nbsp;
			
				<li><a href="#Thief_DisablingCaltrops">Disabling Caltrops</a>
			&nbsp;
			
				<li><a href="#Skill_Disarm">Disarm</a>
			&nbsp;
			
				<li><a href="#Paladin_DiseaseImmunity">Disease Immunity</a>
			&nbsp;
			
				<li><a href="#Skill_Disguise">Disguise</a>
			&nbsp;
			
				<li><a href="#Dissertating">Dissertating</a>
			&nbsp;
			
				<li><a href="#Distilling">Distilling</a>
			&nbsp;
			
				<li><a href="#Thief_Distract">Distract</a>
			&nbsp;
			
				<li><a href="#Skill_Diving">Diving</a>
			&nbsp;
			
				<li><a href="#Skill_Dodge">Dodge</a>
			&nbsp;
			
				<li><a href="#Domesticating">Domesticating</a>
			&nbsp;
			
				<li><a href="#Thief_TreasureMap">Draw Treasure Map</a>
			&nbsp;
			
				<li><a href="#Drilling">Drilling</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeDruid">Druid Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Druid_DruidicPass">Druidic Pass</a>
			&nbsp;
			
				<li><a href="#Fighter_DualParry">Dual Parry</a>
			&nbsp;
			
				<li><a href="#Dyeing">Dyeing</a>
			&nbsp;
			
				<li><a href="#Familiarity_EdgedWeapon">Edged Weapon Familiarity</a>
			&nbsp;
			
				<li><a href="#Proficiency_EdgedWeapon">Edged Weapon Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_EdgedWeapon">Edged Weapon Specialization</a>
			&nbsp;
			
				<li><a href="#Thief_Embezzle">Embezzle</a>
			&nbsp;
			
				<li><a href="#Embroidering">Embroidering</a>
			&nbsp;
			
				<li><a href="#Skill_EncryptedWriting">Encrypted Writing</a>
			&nbsp;
			
				<li><a href="#Fighter_Endurance">Endurance</a>
			&nbsp;
			
				<li><a href="#Engraving">Engraving</a>
			&nbsp;
			
				<li><a href="#Enrolling">Enrolling</a>
			&nbsp;
			
				<li><a href="#Skill_Enslave">Enslave</a>
			&nbsp;
			
				<li><a href="#Thief_EscapeBonds">Escape Bonds</a>
			&nbsp;
			
				<li><a href="#Thief_Espionage">Espionage</a>
			&nbsp;
			
				<li><a href="#Thief_Evesdrop">Evesdrop</a>
			&nbsp;
			
				<li><a href="#Excavation">Excavation</a>
			&nbsp;
			
				<li><a href="#Skill_ExitStageLeft">Exit Stage Left</a>
			&nbsp;
			
				<li><a href="#Skill_FalseArrest">False Arrest</a>
			&nbsp;
			
				<li><a href="#Fighter_FarShot">Far Shot</a>
			&nbsp;
			
				<li><a href="#Farming">Farming</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy1">Favored Enemy 1</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy2">Favored Enemy 2</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy3">Favored Enemy 3</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy4">Favored Enemy 4</a>
			&nbsp;
			
				<li><a href="#Skill_Feint">Feint</a>
			&nbsp;
			
				<li><a href="#Thief_FenceLoot">Fence Loot</a>
			&nbsp;
			
				<li><a href="#Ranger_FierceCompanions">Fierce Companions</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift5">Fifth Totem</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeFighter">Fighter Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Skill_FindHome">Find Home</a>
			&nbsp;
			
				<li><a href="#Skill_FindShip">Find Ship</a>
			&nbsp;
			
				<li><a href="#Ranger_FindWater">Find Water</a>
			&nbsp;
			
				<li><a href="#Skill_FireBreathing">Fire Breathing</a>
			&nbsp;
			
				<li><a href="#FireBuilding">Fire Building</a>
			&nbsp;
			
				<li><a href="#FishLore">Fish Lore</a>
			&nbsp;
			
				<li><a href="#Fishing">Fishing</a>
			&nbsp;
			
				<li><a href="#Specialization_FlailedWeapon">Flailing Weapon Specialization</a>
			&nbsp;
			
				<li><a href="#Thief_Flank">Flank</a>
			&nbsp;
			
				<li><a href="#Thief_Flay">Flay</a>
			&nbsp;
			
				<li><a href="#Fletching">Fletching</a>
			&nbsp;
			
				<li><a href="#Floristry">Floristry</a>
			&nbsp;
			
				<li><a href="#Thief_MerchantFlag">Fly Merchant Flag</a>
			&nbsp;
			
				<li><a href="#Fighter_FlyingKick">Flying Kick</a>
			&nbsp;
			
				<li><a href="#FoodPrep">Food Prep</a>
			&nbsp;
			
				<li><a href="#FoodPreserving">Food Preserving</a>
			&nbsp;
			
				<li><a href="#Thief_Footlocks">Footlocks</a>
			&nbsp;
			
				<li><a href="#Foraging">Foraging</a>
			&nbsp;
			
				<li><a href="#Fighter_ForestTactics">Forest Tactics</a>
			&nbsp;
			
				<li><a href="#Thief_Forgery">Forgery</a>
			&nbsp;
			
				<li><a href="#Skill_FoulWeatherSailing">Foul Weather Sailing</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift4">Fourth Totem</a>
			&nbsp;
			
				<li><a href="#Fighter_Fragmentation">Fragmentation</a>
			&nbsp;
			
				<li><a href="#Thief_FrameMark">Frame Mark</a>
			&nbsp;
			
				<li><a href="#Archon_Freeze">Freeze</a>
			&nbsp;
			
				<li><a href="#GaolFood">Gaol Food</a>
			&nbsp;
			
				<li><a href="#Gardening">Gardening</a>
			&nbsp;
			
				<li><a href="#Digging">Gem Digging</a>
			&nbsp;
			
				<li><a href="#GlassBlowing">Glass Blowing</a>
			&nbsp;
			
				<li><a href="#Druid_GolemForm">Golem Form</a>
			&nbsp;
			
				<li><a href="#Fighter_Gouge">Gouge</a>
			&nbsp;
			
				<li><a href="#Thief_Graffiti">Graffiti</a>
			&nbsp;
			
				<li><a href="#Skill_Groin">Groin</a>
			&nbsp;
			
				<li><a href="#Skill_Guildmaster">Guildmaster</a>
			&nbsp;
			
				<li><a href="#Skill_Haggle">Haggle</a>
			&nbsp;
			
				<li><a href="#Skill_AttackHalf">Half Attack</a>
			&nbsp;
			
				<li><a href="#Familiarity_Hammer">Hammer Familiarity</a>
			&nbsp;
			
				<li><a href="#Proficiency_Hammer">Hammer Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_Hammer">Hammer Specialization</a>
			&nbsp;
			
				<li><a href="#Fighter_HammerRing">HammerRing</a>
			&nbsp;
			
				<li><a href="#Specialization_Natural">Hand to hand combat</a>
			&nbsp;
			
				<li><a href="#Skill_HandCuff">Handcuff</a>
			&nbsp;
			
				<li><a href="#Skill_HardToPort">Hard to Port</a>
			&nbsp;
			
				<li><a href="#Skill_HardToStern">Hard to Stern</a>
			&nbsp;
			
				<li><a href="#Paladin_HealingHands">Healing Hands</a>
			&nbsp;
			
				<li><a href="#Herbalism">Herbalism</a>
			&nbsp;
			
				<li><a href="#Herbology">Herbology</a>
			&nbsp;
			
				<li><a href="#Fighter_Heroism">Heroism</a>
			&nbsp;
			
				<li><a href="#Thief_Hide">Hide</a>
			&nbsp;
			
				<li><a href="#Thief_HideInPlainSight">Hide In Plain Sight</a>
			&nbsp;
			
				<li><a href="#Thief_HideOther">Hide Other</a>
			&nbsp;
			
				<li><a href="#Thief_HideShip">Hide Ship</a>
			&nbsp;
			
				<li><a href="#Thief_Hideout">Hideout</a>
			&nbsp;
			
				<li><a href="#Thief_HighMarks">High Marks</a>
			&nbsp;
			
				<li><a href="#Fighter_HillsTactics">Hills Tactics</a>
			&nbsp;
			
				<li><a href="#Skill_HireCrewmember">Hire Crewmember</a>
			&nbsp;
			
				<li><a href="#Thief_HoldYourLiquor">Hold Your Liquor</a>
			&nbsp;
			
				<li><a href="#Paladin_HolyStrike">Holy Strike</a>
			&nbsp;
			
				<li><a href="#Ranger_HuntersEndurance">Hunters Endurance</a>
			&nbsp;
			
				<li><a href="#Hunting">Hunting</a>
			&nbsp;
			
				<li><a href="#Archon_Hush">Hush</a>
			&nbsp;
			
				<li><a href="#Thief_IdentifyBombs">Identify Bombs</a>
			&nbsp;
			
				<li><a href="#Skill_IdentifyPoison">Identify Poison</a>
			&nbsp;
			
				<li><a href="#Thief_IdentifyTraps">Identify Traps</a>
			&nbsp;
			
				<li><a href="#Skill_Imitation">Imitate</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedBoarding">Improved Boarding</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedDistraction">Improved Distraction</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedHiding">Improved Hiding</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedPeek">Improved Peek</a>
			&nbsp;
			
				<li><a href="#Fighter_ImprovedShieldDefence">Improved Shield Defence</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedSteal">Improved Steal</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedSwipe">Improved Swipe</a>
			&nbsp;
			
				<li><a href="#ImprovedTeaching">Improved Teaching</a>
			&nbsp;
			
				<li><a href="#Fighter_ImprovedThrowing">Improved Throwing</a>
			&nbsp;
			
				<li><a href="#Archon_Infect">Infect</a>
			&nbsp;
			
				<li><a href="#Thief_Informant">Informant</a>
			&nbsp;
			
				<li><a href="#Archon_Injure">Injure</a>
			&nbsp;
			
				<li><a href="#Skill_InstrumentBash">Instrument Bash</a>
			&nbsp;
			
				<li><a href="#InstrumentMaking">Instrument Making</a>
			&nbsp;
			
				<li><a href="#Skill_InterceptShip">Intercept Ship</a>
			&nbsp;
			
				<li><a href="#Fighter_Intimidate">Intimidation</a>
			&nbsp;
			
				<li><a href="#Thief_MarkInvisibility">Invisibility to Mark</a>
			&nbsp;
			
				<li><a href="#Irrigation">Irrigation</a>
			&nbsp;
			
				<li><a href="#Skill_JailKey">Jail Key</a>
			&nbsp;
			
				<li><a href="#JewelMaking">Jewel Making</a>
			&nbsp;
			
				<li><a href="#Skill_Joke">Joke</a>
			&nbsp;
			
				<li><a href="#Skill_Juggle">Juggle</a>
			&nbsp;
			
				<li><a href="#Fighter_JungleTactics">Jungle Tactics</a>
			&nbsp;
			
				<li><a href="#Thief_Kamikaze">Kamikaze</a>
			&nbsp;
			
				<li><a href="#Fighter_KiStrike">Ki Strike</a>
			&nbsp;
			
				<li><a href="#Fighter_Kick">Kick</a>
			&nbsp;
			
				<li><a href="#Thief_KillLog">Kill Log</a>
			&nbsp;
			
				<li><a href="#Fighter_KnifeHand">Knife Hand</a>
			&nbsp;
			
				<li><a href="#Druid_KnowPlants">Know Plants</a>
			&nbsp;
			
				<li><a href="#Labeling">Labeling</a>
			&nbsp;
			
				<li><a href="#Lacquerring">Lacquering</a>
			&nbsp;
			
				<li><a href="#Landscaping">Landscaping</a>
			&nbsp;
			
				<li><a href="#Thief_MinorTrap">Lay Minor Traps</a>
			&nbsp;
			
				<li><a href="#Thief_Trap">Lay Traps</a>
			&nbsp;
			
				<li><a href="#LeatherWorking">Leather Working</a>
			&nbsp;
			
				<li><a href="#Lecturing">Lecturing</a>
			&nbsp;
			
				<li><a href="#Skill_Leeching">Leeching</a>
			&nbsp;
			
				<li><a href="#LegendaryWeaponsmithing">Legendary Weaponsmithing</a>
			&nbsp;
			
				<li><a href="#Thief_LetterOfMarque">Letter of Marque</a>
			&nbsp;
			
				<li><a href="#Fighter_LightningStrike">Lightning Strike</a>
			&nbsp;
			
				<li><a href="#Thief_Comprehension">Linguistic Comprehension</a>
			&nbsp;
			
				<li><a href="#Thief_Listen">Listen</a>
			&nbsp;
			
				<li><a href="#Skill_Lobotomizing">Lobotomizing</a>
			&nbsp;
			
				<li><a href="#Thief_LocateAlcohol">Locate Alcohol</a>
			&nbsp;
			
				<li><a href="#LockSmith">Locksmithing</a>
			&nbsp;
			
				<li><a href="#Thief_Lore">Lore</a>
			&nbsp;
			
				<li><a href="#Thief_Lure">Lure</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeMage">Mage Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Thief_MakeBomb">Make Bombs</a>
			&nbsp;
			
				<li><a href="#Skill_Map">Make Maps</a>
			&nbsp;
			
				<li><a href="#Thief_PubContacts">Make Pub Contacts</a>
			&nbsp;
			
				<li><a href="#Skill_SeaMapping">Make Sea Maps</a>
			&nbsp;
			
				<li><a href="#Thief_Mark">Mark</a>
			&nbsp;
			
				<li><a href="#Skill_MarkDisguise">Mark Disguise</a>
			&nbsp;
			
				<li><a href="#Archon_MarkOOC">Mark OOC</a>
			&nbsp;
			
				<li><a href="#Thief_MarkTrapped">Mark Trapped</a>
			&nbsp;
			
				<li><a href="#Thief_MarkerSpying">Marker Spying</a>
			&nbsp;
			
				<li><a href="#Merchant">Marketeering</a>
			&nbsp;
			
				<li><a href="#Masonry">Masonry</a>
			&nbsp;
			
				<li><a href="#Thief_MastShot">Mast Shot</a>
			&nbsp;
			
				<li><a href="#MasterArmorsmithing">Master Armorsmithing</a>
			&nbsp;
			
				<li><a href="#MasterBaking">Master Baking</a>
			&nbsp;
			
				<li><a href="#MasterButchering">Master Butchering</a>
			&nbsp;
			
				<li><a href="#MasterCooking">Master Cooking</a>
			&nbsp;
			
				<li><a href="#MasterCostuming">Master Costuming</a>
			&nbsp;
			
				<li><a href="#MasterDistilling">Master Distilling</a>
			&nbsp;
			
				<li><a href="#MasterDrilling">Master Drilling</a>
			&nbsp;
			
				<li><a href="#MasterDyeing">Master Dyeing</a>
			&nbsp;
			
				<li><a href="#MasterFarming">Master Farming</a>
			&nbsp;
			
				<li><a href="#MasterFishing">Master Fishing</a>
			&nbsp;
			
				<li><a href="#MasterFloristry">Master Floristry</a>
			&nbsp;
			
				<li><a href="#MasterFoodPrep">Master Food Prep</a>
			&nbsp;
			
				<li><a href="#MasterForaging">Master Foraging</a>
			&nbsp;
			
				<li><a href="#MasterGardening">Master Gardening</a>
			&nbsp;
			
				<li><a href="#MasterDigging">Master Gem Digging</a>
			&nbsp;
			
				<li><a href="#MasterHerbology">Master Herbology</a>
			&nbsp;
			
				<li><a href="#MasterLacquerring">Master Lacquering</a>
			&nbsp;
			
				<li><a href="#MasterLeatherWorking">Master Leather Working</a>
			&nbsp;
			
				<li><a href="#MasterMining">Master Mining</a>
			&nbsp;
			
				<li><a href="#MasterShearing">Master Shearing</a>
			&nbsp;
			
				<li><a href="#MasterTailoring">Master Tailoring</a>
			&nbsp;
			
				<li><a href="#MasterTrawling">Master Trawling</a>
			&nbsp;
			
				<li><a href="#MasterWeaponsmithing">Master Weaponsmithing</a>
			&nbsp;
			
				<li><a href="#MasterChopping">Master Wood Chopping</a>
			&nbsp;
			
				<li><a href="#Archon_MatrixPossess">Matrix Possess</a>
			&nbsp;
			
				<li><a href="#MeatCuring">MeatCuring</a>
			&nbsp;
			
				<li><a href="#Skill_Meditation">Meditation</a>
			&nbsp;
			
				<li><a href="#Skill_ScrollCopy">Memorize</a>
			&nbsp;
			
				<li><a href="#Archon_Metacraft">Metacrafting</a>
			&nbsp;
			
				<li><a href="#Skill_Mimicry">Mimicry</a>
			&nbsp;
			
				<li><a href="#Mining">Mining</a>
			&nbsp;
			
				<li><a href="#Fighter_MonkeyGrip">Monkey Grip</a>
			&nbsp;
			
				<li><a href="#Fighter_MonkeyPunch">Monkey Punch</a>
			&nbsp;
			
				<li><a href="#Skill_Monologue">Monologue</a>
			&nbsp;
			
				<li><a href="#Skill_MorseCode">Morse Code</a>
			&nbsp;
			
				<li><a href="#Fighter_MountainTactics">Mountain Tactics</a>
			&nbsp;
			
				<li><a href="#Paladin_MountedCharge">Mounted Charge</a>
			&nbsp;
			
				<li><a href="#Skill_MountedCombat">Mounted Combat</a>
			&nbsp;
			
				<li><a href="#Thief_Mug">Mug</a>
			&nbsp;
			
				<li><a href="#Archon_Multiwatch">Multiwatch</a>
			&nbsp;
			
				<li><a href="#Druid_MyPlants">My Plants</a>
			&nbsp;
			
				<li><a href="#Proficiency_Natural">Natural Weapon Proficiency</a>
			&nbsp;
			
				<li><a href="#Skill_NavalTactics">Naval Tactics</a>
			&nbsp;
			
				<li><a href="#Skill_Nippletwist">Nipple Twist</a>
			&nbsp;
			
				<li><a href="#Thief_Nondetection">Nondetection</a>
			&nbsp;
			
				<li><a href="#Thief_Observation">Observe</a>
			&nbsp;
			
				<li><a href="#Fighter_SizeOpponent">Opponent Knowledge</a>
			&nbsp;
			
				<li><a href="#Organizing">Organizing</a>
			&nbsp;
			
				<li><a href="#Druid_PackCall">Pack Call</a>
			&nbsp;
			
				<li><a href="#Painting">Painting</a>
			&nbsp;
			
				<li><a href="#Paladin_Aura">Paladin`s Aura</a>
			&nbsp;
			
				<li><a href="#Paladin_Courage">Paladin`s Courage</a>
			&nbsp;
			
				<li><a href="#Paladin_Goodness">Paladin`s Goodness</a>
			&nbsp;
			
				<li><a href="#Paladin_PaladinsMount">Paladin`s Mount</a>
			&nbsp;
			
				<li><a href="#Paladin_Purity">Paladin`s Purity</a>
			&nbsp;
			
				<li><a href="#Paladin_ImprovedResists">Paladin`s Resistance</a>
			&nbsp;
			
				<li><a href="#Thief_Palm">Palm</a>
			&nbsp;
			
				<li><a href="#Thief_Panhandling">Panhandling</a>
			&nbsp;
			
				<li><a href="#PaperMaking">Paper Making</a>
			&nbsp;
			
				<li><a href="#Skill_Parry">Parry</a>
			&nbsp;
			
				<li><a href="#Thief_PayOff">Pay Off</a>
			&nbsp;
			
				<li><a href="#Thief_Peek">Peek</a>
			&nbsp;
			
				<li><a href="#Thief_PetSpy">Pet Spy</a>
			&nbsp;
			
				<li><a href="#Thief_PetSteal">Pet Steal</a>
			&nbsp;
			
				<li><a href="#Thief_Pick">Pick Locks</a>
			&nbsp;
			
				<li><a href="#Thief_PiecesOfEight">Pieces of Eight</a>
			&nbsp;
			
				<li><a href="#Fighter_Pin">Pin</a>
			&nbsp;
			
				<li><a href="#Fighter_PlainsTactics">Plains Tactics</a>
			&nbsp;
			
				<li><a href="#Skill_PlanarLore">Planar Lore</a>
			&nbsp;
			
				<li><a href="#Druid_PlantForm">Plant Form</a>
			&nbsp;
			
				<li><a href="#Thief_PlantItem">Plant Item</a>
			&nbsp;
			
				<li><a href="#PlantLore">Plant Lore</a>
			&nbsp;
			
				<li><a href="#PlayInstrument">Play Instrument</a>
			&nbsp;
			
				<li><a href="#Thief_Plunder">Plunder</a>
			&nbsp;
			
				<li><a href="#Fighter_PointBlank">Point Blank Shot</a>
			&nbsp;
			
				<li><a href="#Paladin_PoisonImmunity">Poison Immunity</a>
			&nbsp;
			
				<li><a href="#Specialization_Polearm">Polearm Specialization</a>
			&nbsp;
			
				<li><a href="#Pottery">Pottery</a>
			&nbsp;
			
				<li><a href="#Thief_PowerGrab">Power Grab</a>
			&nbsp;
			
				<li><a href="#Skill_Prayercraft">Prayercraft</a>
			&nbsp;
			
				<li><a href="#Fighter_PressurePoints">Pressure Points</a>
			&nbsp;
			
				<li><a href="#Skill_PrisonAssignment">Prison Assignment</a>
			&nbsp;
			
				<li><a href="#Skill_PrisonerTransfer">Prisoner Transfer</a>
			&nbsp;
			
				<li><a href="#Publishing">Publishing</a>
			&nbsp;
			
				<li><a href="#Skill_Puppeteer">Puppeteer</a>
			&nbsp;
			
				<li><a href="#Skill_QuickChange">QuickChange</a>
			&nbsp;
			
				<li><a href="#Skill_RacialLore">Racial Lore</a>
			&nbsp;
			
				<li><a href="#Thief_Racketeer">Racketeer</a>
			&nbsp;
			
				<li><a href="#Fighter_Rallycry">Rally Cry</a>
			&nbsp;
			
				<li><a href="#Familiarity_Ranged">Ranged Weapon Familiarity</a>
			&nbsp;
			
				<li><a href="#Proficiency_Ranged">Ranged Weapon Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_Ranged">Ranged Weapon Specialization</a>
			&nbsp;
			
				<li><a href="#Fighter_RapidShot">Rapid Shot</a>
			&nbsp;
			
				<li><a href="#Skill_Recall">Recall</a>
			&nbsp;
			
				<li><a href="#Recollecting">Recollecting</a>
			&nbsp;
			
				<li><a href="#Archon_Record">Record</a>
			&nbsp;
			
				<li><a href="#Druid_RecoverVoice">Recover Voice</a>
			&nbsp;
			
				<li><a href="#Skill_RegionalAwareness">Regional Awareness</a>
			&nbsp;
			
				<li><a href="#Thief_RemoveTraps">Remove Traps</a>
			&nbsp;
			
				<li><a href="#Druid_Rend">Rend</a>
			&nbsp;
			
				<li><a href="#Fighter_Rescue">Rescue</a>
			&nbsp;
			
				<li><a href="#Skill_Resistance">Resistance</a>
			&nbsp;
			
				<li><a href="#Fighter_ReturnProjectile">Return Projectile</a>
			&nbsp;
			
				<li><a href="#Skill_RevealText">Reveal Text</a>
			&nbsp;
			
				<li><a href="#Skill_Revoke">Revoke</a>
			&nbsp;
			
				<li><a href="#Thief_RideTheRigging">Ride The Rigging</a>
			&nbsp;
			
				<li><a href="#Thief_RammingSpeed">Rig Ramming Speed</a>
			&nbsp;
			
				<li><a href="#Thief_Robbery">Robbery</a>
			&nbsp;
			
				<li><a href="#Rodsmithing">Rodsmithing</a>
			&nbsp;
			
				<li><a href="#Fighter_Roll">Roll With Blows</a>
			&nbsp;
			
				<li><a href="#Thief_RopeSwing">Rope Swing</a>
			&nbsp;
			
				<li><a href="#Thief_RunningFight">Running Fight</a>
			&nbsp;
			
				<li><a href="#Thief_Safecracking">Safecracking</a>
			&nbsp;
			
				<li><a href="#Thief_Safehouse">Safehouse</a>
			&nbsp;
			
				<li><a href="#Salvaging">Salvaging</a>
			&nbsp;
			
				<li><a href="#Thief_Sap">Sap</a>
			&nbsp;
			
				<li><a href="#Skill_Satire">Satire</a>
			&nbsp;
			
				<li><a href="#Scalp">Scalping</a>
			&nbsp;
			
				<li><a href="#Scrapping">Scrapping</a>
			&nbsp;
			
				<li><a href="#Thief_Scratch">Scratch</a>
			&nbsp;
			
				<li><a href="#ScrimShaw">Scrimshawing</a>
			&nbsp;
			
				<li><a href="#ScrollScribing">Scroll Scribing</a>
			&nbsp;
			
				<li><a href="#Sculpting">Sculpting</a>
			&nbsp;
			
				<li><a href="#Thief_Scuttle">Scuttle</a>
			&nbsp;
			
				<li><a href="#Skill_SeaCharting">Sea Charting</a>
			&nbsp;
			
				<li><a href="#Skill_SeaLegs">Sea Legs</a>
			&nbsp;
			
				<li><a href="#Druid_SeaLore">Sea Lore</a>
			&nbsp;
			
				<li><a href="#Skill_SeaManeuvers">Sea Maneuvers</a>
			&nbsp;
			
				<li><a href="#Skill_SeaNavigation">Sea Navigation</a>
			&nbsp;
			
				<li><a href="#Searching">Searching</a>
			&nbsp;
			
				<li><a href="#Skill_Attack2">Second Attack</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift2">Second Totem</a>
			&nbsp;
			
				<li><a href="#Skill_SecretWriting">Secret Writing</a>
			&nbsp;
			
				<li><a href="#Thief_SenseLaw">Sense Law</a>
			&nbsp;
			
				<li><a href="#Ranger_SenseTraps">Sense Snares and Pits</a>
			&nbsp;
			
				<li><a href="#Thief_SetAlarm">Set Alarm</a>
			&nbsp;
			
				<li><a href="#Thief_SetDecoys">Set Decoys</a>
			&nbsp;
			
				<li><a href="#Ranger_SetSnare">Set Snare</a>
			&nbsp;
			
				<li><a href="#Thief_Shadow">Shadow</a>
			&nbsp;
			
				<li><a href="#Thief_Shadowpass">Shadowpass</a>
			&nbsp;
			
				<li><a href="#Thief_Shadowstrike">Shadowstrike</a>
			&nbsp;
			
				<li><a href="#Archon_Shame">Shame</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift">Shape Shift</a>
			&nbsp;
			
				<li><a href="#Shearing">Shearing</a>
			&nbsp;
			
				<li><a href="#Skill_Bash">Shield Bash</a>
			&nbsp;
			
				<li><a href="#Fighter_ShieldBlock">Shield Block</a>
			&nbsp;
			
				<li><a href="#Familiarity_Shield">Shield Familiarity</a>
			&nbsp;
			
				<li><a href="#Specialization_Shield">Shield Specialization</a>
			&nbsp;
			
				<li><a href="#Shipwright">Ship Building</a>
			&nbsp;
			
				<li><a href="#Skill_ShipLore">Ship Lore</a>
			&nbsp;
			
				<li><a href="#Fighter_Shrug">Shrug Off</a>
			&nbsp;
			
				<li><a href="#Skill_Shuffle">Shuffle</a>
			&nbsp;
			
				<li><a href="#Skill_Shush">Shush</a>
			&nbsp;
			
				<li><a href="#Fighter_SideKick">Side Kick</a>
			&nbsp;
			
				<li><a href="#Specialization_SiegeWeapon">Siege Weapon Specialization</a>
			&nbsp;
			
				<li><a href="#Siegecraft">Siegecraft</a>
			&nbsp;
			
				<li><a href="#Thief_SilentGold">Silent AutoGold</a>
			&nbsp;
			
				<li><a href="#Thief_SilentLoot">Silent AutoLoot</a>
			&nbsp;
			
				<li><a href="#Thief_SilentDrop">Silent Drop</a>
			&nbsp;
			
				<li><a href="#Thief_SilentOpen">Silent Open</a>
			&nbsp;
			
				<li><a href="#Thief_SilentRunning">Silent Running</a>
			&nbsp;
			
				<li><a href="#Skill_Skillcraft">Skillcraft</a>
			&nbsp;
			
				<li><a href="#Skill_Slapstick">Slapstick</a>
			&nbsp;
			
				<li><a href="#SlaveTrading">Slave Trading</a>
			&nbsp;
			
				<li><a href="#Thief_SlipItem">Slip Item</a>
			&nbsp;
			
				<li><a href="#Thief_SlipperyMind">Slippery Mind</a>
			&nbsp;
			
				<li><a href="#Skill_SlowFall">Slow Fall</a>
			&nbsp;
			
				<li><a href="#Smelting">Smelting</a>
			&nbsp;
			
				<li><a href="#SmokeRings">Smoke Rings</a>
			&nbsp;
			
				<li><a href="#Fighter_SmokeSignals">Smoke Signals</a>
			&nbsp;
			
				<li><a href="#Thief_SmugglersHold">Smugglers Hold</a>
			&nbsp;
			
				<li><a href="#Thief_Sneak">Sneak</a>
			&nbsp;
			
				<li><a href="#Thief_SneakAttack">Sneak Attack</a>
			&nbsp;
			
				<li><a href="#Thief_Snipe">Snipe</a>
			&nbsp;
			
				<li><a href="#Skill_SongWrite">Song Write</a>
			&nbsp;
			
				<li><a href="#Skill_Songcraft">Songcraft</a>
			&nbsp;
			
				<li><a href="#Speculate">Speculating</a>
			&nbsp;
			
				<li><a href="#Skill_Spellcraft">Spellcraft</a>
			&nbsp;
			
				<li><a href="#Fighter_Spring">Spring Attack</a>
			&nbsp;
			
				<li><a href="#Thief_Spying">Spying</a>
			&nbsp;
			
				<li><a href="#Thief_Squatting">Squatting</a>
			&nbsp;
			
				<li><a href="#Skill_Stability">Stability</a>
			&nbsp;
			
				<li><a href="#Familiarity_Staff">Staff Familiarity</a>
			&nbsp;
			
				<li><a href="#StaffMaking">Staff Making</a>
			&nbsp;
			
				<li><a href="#Proficiency_Staff">Staff Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_Staff">Staff Specialization</a>
			&nbsp;
			
				<li><a href="#Thief_Steal">Steal</a>
			&nbsp;
			
				<li><a href="#Archon_Stinkify">Stinkify</a>
			&nbsp;
			
				<li><a href="#Fighter_Stonebody">Stone Body</a>
			&nbsp;
			
				<li><a href="#Skill_Stowaway">Stowaway</a>
			&nbsp;
			
				<li><a href="#Thief_StrategicRetreat">Strategic Retreat</a>
			&nbsp;
			
				<li><a href="#Skill_StrikeTheSet">Strike The Set</a>
			&nbsp;
			
				<li><a href="#Thief_StripItem">Strip Item</a>
			&nbsp;
			
				<li><a href="#Skill_Struggle">Struggle</a>
			&nbsp;
			
				<li><a href="#Studying">Studying</a>
			&nbsp;
			
				<li><a href="#Skill_Subdue">Subdue</a>
			&nbsp;
			
				<li><a href="#Thief_Superstition">Superstition</a>
			&nbsp;
			
				<li><a href="#Thief_Surrender">Surrender</a>
			&nbsp;
			
				<li><a href="#Surveying">Surveying</a>
			&nbsp;
			
				<li><a href="#Fighter_SwampTactics">Swamp Tactics</a>
			&nbsp;
			
				<li><a href="#Fighter_Sweep">Sweep</a>
			&nbsp;
			
				<li><a href="#Skill_Swim">Swim</a>
			&nbsp;
			
				<li><a href="#Thief_Swipe">Swipe gold</a>
			&nbsp;
			
				<li><a href="#Familiarity_Sword">Sword Familiarity</a>
			&nbsp;
			
				<li><a href="#Proficiency_Sword">Sword Proficiency</a>
			&nbsp;
			
				<li><a href="#Specialization_Sword">Sword Specialization</a>
			&nbsp;
			
				<li><a href="#Thief_TagTurf">Tag Turf</a>
			&nbsp;
			
				<li><a href="#Tailoring">Tailoring</a>
			&nbsp;
			
				<li><a href="#Tanning">Tanning</a>
			&nbsp;
			
				<li><a href="#Thief_TapRoom">Tap Room</a>
			&nbsp;
			
				<li><a href="#Thief_TarAndFeather">Tar And Feather</a>
			&nbsp;
			
				<li><a href="#Tattooing">Tattooing</a>
			&nbsp;
			
				<li><a href="#Taxidermy">Taxidermy</a>
			&nbsp;
			
				<li><a href="#Textiling">Textiling</a>
			&nbsp;
			
				<li><a href="#Skill_HonoraryDegreeThief">Thief Honorary Degree</a>
			&nbsp;
			
				<li><a href="#Skill_Thiefcraft">Thiefcraft</a>
			&nbsp;
			
				<li><a href="#Skill_Attack3">Third Attack</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift3">Third Totem</a>
			&nbsp;
			
				<li><a href="#Skill_TieDown">Tie Down</a>
			&nbsp;
			
				<li><a href="#Titling">Titling</a>
			&nbsp;
			
				<li><a href="#Torturesmithing">Torturesmithing</a>
			&nbsp;
			
				<li><a href="#Fighter_Toughness">Toughness</a>
			&nbsp;
			
				<li><a href="#Fighter_Toughness2">Toughness II</a>
			&nbsp;
			
				<li><a href="#Fighter_Toughness3">Toughness III</a>
			&nbsp;
			
				<li><a href="#Ranger_Track">Track</a>
			&nbsp;
			
				<li><a href="#Ranger_TrackAnimal">Track Animal</a>
			&nbsp;
			
				<li><a href="#Transcribing">Transcribing</a>
			&nbsp;
			
				<li><a href="#Thief_TrapImmunity">Trap Immunity</a>
			&nbsp;
			
				<li><a href="#Trawling">Trawling</a>
			&nbsp;
			
				<li><a href="#Skill_Trip">Trip</a>
			&nbsp;
			
				<li><a href="#Thief_TrophyCount">Trophy Count</a>
			&nbsp;
			
				<li><a href="#Fighter_TrueShot">True Shot</a>
			&nbsp;
			
				<li><a href="#Fighter_Tumble">Tumble</a>
			&nbsp;
			
				<li><a href="#Skill_TuneInstrument">Tune Instrument</a>
			&nbsp;
			
				<li><a href="#Thief_TurfWar">Turf War</a>
			&nbsp;
			
				<li><a href="#Skill_TurnUndead">Turn Undead</a>
			&nbsp;
			
				<li><a href="#Skill_TwoDaggerFighting">Two Dagger Fighting</a>
			&nbsp;
			
				<li><a href="#Skill_TwoWeaponFighting">Two Weapon Fighting</a>
			&nbsp;
			
				<li><a href="#Unbinding">Unbinding</a>
			&nbsp;
			
				<li><a href="#Thief_UndergroundConnections">Underground Connections</a>
			&nbsp;
			
				<li><a href="#Skill_Upstage">Upstage</a>
			&nbsp;
			
				<li><a href="#Fighter_UrbanTactics">Urban Tactics</a>
			&nbsp;
			
				<li><a href="#Thief_UsePoison">Use Poison</a>
			&nbsp;
			
				<li><a href="#Wainwrighting">Wainwrighting</a>
			&nbsp;
			
				<li><a href="#Thief_WalkThePlank">Walk The Plank</a>
			&nbsp;
			
				<li><a href="#WandMaking">Wand Making</a>
			&nbsp;
			
				<li><a href="#Skill_WandUse">Wands</a>
			&nbsp;
			
				<li><a href="#Fighter_Warcry">War Cry</a>
			&nbsp;
			
				<li><a href="#Thief_WarningShot">Warning Shot</a>
			&nbsp;
			
				<li><a href="#Skill_Warrants">Warrants</a>
			&nbsp;
			
				<li><a href="#Druid_WaterCover">Water Cover</a>
			&nbsp;
			
				<li><a href="#Fighter_WaterTactics">Water Tactics</a>
			&nbsp;
			
				<li><a href="#Fighter_WeaponBreak">Weapon Break</a>
			&nbsp;
			
				<li><a href="#Fighter_WeaponCatch">Weapon Catch</a>
			&nbsp;
			
				<li><a href="#Fighter_WeaponSharpening">Weapon Sharpening</a>
			&nbsp;
			
				<li><a href="#Thief_Snatch">Weapon Snatch</a>
			&nbsp;
			
				<li><a href="#Weaponsmithing">Weaponsmithing</a>
			&nbsp;
			
				<li><a href="#Weaving">Weaving</a>
			&nbsp;
			
				<li><a href="#Welding">Welding</a>
			&nbsp;
			
				<li><a href="#Thief_Wenching">Wenching</a>
			&nbsp;
			
				<li><a href="#Fighter_Whomp">Whomp</a>
			&nbsp;
			
				<li><a href="#Skill_WildernessLore">Wilderness Lore</a>
			&nbsp;
			
				<li><a href="#Thief_WildernessSounds">Wilderness Sounds</a>
			&nbsp;
			
				<li><a href="#Chopping">Wood Chopping</a>
			&nbsp;
			
				<li><a href="#Ranger_WoodlandCreep">Woodland Creep</a>
			&nbsp;
			
				<li><a href="#Ranger_Hide">Woodland Hide</a>
			&nbsp;
			
				<li><a href="#Ranger_WoodlandLore">Woodland Lore</a>
			&nbsp;
			
				<li><a href="#Ranger_Sneak">Woodland Sneak</a>
			&nbsp;
			
				<li><a href="#Archon_Wrath">Wrath</a>
			&nbsp;
			
				<li><a href="#Skill_Write">Write</a>
			&nbsp;
			
		</ul>
		</td><td valign=top align=left>
				 <P> 
				<br><a name="Skill_AbandonShip"><B>Abandon Ship (Skill_AbandonShip)</B></a>
				<pre> <BR>Skill    : Abandon Ship <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Movement (100)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : ABANDONSHIP <BR>Usage    : ABANDONSHIP <BR>Example  : abandonship <BR>During ship combat, the sailor can summon all his or her skill and training<BR>into a panicked rush of life-and-property-saving action.  The sailor will<BR>gather up any life boats on the ship, load them with as much cargo as they will<BR>hold, load them up with enough crew as skill allows, jump into a boat, launch<BR>the boats, and order the floatilla on a break-neck paced retreat. If the ship<BR>has no life boats, then the sailor will simply throw some number of crew<BR>overboard and then jump themselves.  The sailor will have no movement remaining<BR>afterwards.</pre></P>  <P> 
				<br><a name="Paladin_AbidingAura"><B>Abiding Aura (Paladin_AbidingAura)</B></a>
				<pre> <BR>Skill    : Abiding Aura <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>This powerful paladin aura holds back the death of the paladin's nearby allies<BR>for a few seconds.  From the moment the aura prevents a death, that person has<BR>10 seconds to get above 10 percent of their health before the delayed death<BR>finally occurs. In the meantime, so long as he or she remains in the paladin's<BR>presence, death will not occur.</pre></P>  <P> 
				<br><a name="Skill_AboveTheLaw"><B>Above The Law (Skill_AboveTheLaw)</B></a>
				<pre> <BR>Skill    : Above The Law <BR>Domain   : Legal <BR>Available: Oracle  <BR>Allows   : Legal Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>Some people, Oracles for instance, are so beloved and respected in their home<BR>cities that they are instantly forgiven any crimes they might commit.  </pre></P>  <P> 
				<br><a name="Archon_Accuse"><B>Accuse (Archon_Accuse)</B></a>
				<pre> <BR>Skill    : Accuse <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : ACCUSE <BR>Usage    : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!) <BR>Example  : accuse gunther making me mad <BR>Example  : accuse joe of being joe 7 ! <BR>From anywhere on the map, the player with this skill can cause the target<BR>player to be accused of a crime in either the area they are currently in, their<BR>starting area, or the area the accuser is in, depending on what's available<BR>when the skill is used.  This will cause the law in that area to go after the<BR>target player.  The default sentence is prison time, but this can be lowered or<BR>raised by specifying a number from 0 (warning) to 10 (death) at the end.  An<BR>exclamation mark may be optionally also added to do a worldwide announcement.  </pre></P>  <P> 
				<br><a name="Skill_AdLib"><B>Ad Lib (Skill_AdLib)</B></a>
				<pre> <BR>Skill    : Ad Lib <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (36) Movement (36)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ADLIB <BR>Usage    : ADLIB [TARGET] <BR>Example  : adlib bob <BR>The bard begins watching the target carefully.  If the target uses a skill that<BR>is unknown to the bard within the short time of this effect, even if it is not<BR>one the bard is capable of learning, the bard will immediately attempt to<BR>ad-lib the skill towards the exact same target, and at the same proficiency. <BR>If either leaves the room, or the short time limit runs out, the effect just<BR>quietly ends.</pre></P>  <P> 
				<br><a name="Alchemy"><B>Alchemy (Alchemy)</B></a>
				<pre> <BR>Skill    : Alchemy <BR>Domain   : Crafting <BR>Available: Arcanist Shaman Numerous Classes  <BR>Requires : A base intelligence of at least 12.  A base wisdom of at least 12.  <BR><BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Allows   : Wise Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BREW, ALCHEMY <BR>Usage    : BREW (LIST) [POTION NAME] [BREWING CONTAINER] <BR>Example  : brew heal flask <BR>:        : brew list <BR>:        : brew list cure <BR>:        : brew list all <BR>This skill allows the player to brew a potion from one of the spells or prayers<BR>the player knows.  To do this, the player must have a glass drinking container<BR>to make the potion out of.  Many potions require ingredients, and all require<BR>water or some other liquid base to start from.  Also, the player must have<BR>mastered the spell or prayer before attempting to brew a potion from it.<BR>Lastly, the player will lose some experience for brewing the potion.</pre></P>  <P> 
				<br><a name="Thief_Alertness"><B>Alertness (Thief_Alertness)</B></a>
				<pre> <BR>Skill    : Alertness <BR>Domain   : Alert <BR>Available: Pirate Thief  <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (70)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ALERTNESS <BR>Usage    : ALERTNESS <BR>Example  : alertness <BR>The thief uses his or her acute vision to notice details about rooms he might<BR>otherwise miss.  The higher his alertness expertise, the more he will catch.</pre></P>  <P> 
				<br><a name="Paladin_Defend"><B>All Defence (Paladin_Defend)</B></a>
				<pre> <BR>Skill    : All Defence <BR>Domain   : Evasive <BR>Available: Minstrel Paladin  <BR>Allows   : Evasively I <BR>Use Cost : Movement (61)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : DEFENCE <BR>Usage    : DEFENCE <BR>Example  : defence <BR>During combat, the Paladin can use this skill to stop attacking in favor of an<BR>all-out defensive posture.  Should the Paladin go two full rounds without being<BR>hit, the battle will end peacefully.</pre></P>  <P> 
				<br><a name="Thief_Ambush"><B>Ambush (Thief_Ambush)</B></a>
				<pre> <BR>Skill    : Ambush <BR>Domain   : Stealthy <BR>Available: Assassin Beastmaster Thief  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (36) Movement (36)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : AMBUSH <BR>Usage    : AMBUSH <BR>Example  : ambush <BR>The thief directs the movements of his or her group members, positioning them<BR>so that they are in a hidden state, ready for an ambush.</pre></P>  <P> 
				<br><a name="Amputation"><B>Amputation (Amputation)</B></a>
				<pre> <BR>Skill    : Amputation <BR>Domain   : Anatomy <BR>Available: Gaoler  <BR>Allows   : Anatomy I <BR>Use Cost : Mana (40) Movement (40)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : AMPUTATE <BR>Usage    : AMPUTATE [TARGET NAME] [PART] <BR>Example  : amputate orc arm <BR>This ability governs the careful removal of body parts as a punishment for<BR>crimes.  The target is, amazingly, not harmed during the procedure, but merely<BR>loses the specified limb.  The target must be lying on an operating table or<BR>bed, bound.</pre></P>  <P> 
				<br><a name="Thief_AnalyzeMark"><B>Analyze Mark (Thief_AnalyzeMark)</B></a>
				<pre> <BR>Skill    : Analyze Mark <BR>Domain   : Combat lore <BR>Available: Assassin Charlatan Scholar  <BR>Allows   : Combat Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>The thief, after marking a target for death (see the MARK skill), and<BR>"observing" the mark for awhile (~ a minute), gains great insight into the<BR>target. The thief will be able to see all vital information about the mark<BR>every time they examine the mark directly (LOOK).</pre></P>  <P> 
				<br><a name="AnimalBonding"><B>Animal Bonding (AnimalBonding)</B></a>
				<pre> <BR>Skill    : Animal Bonding <BR>Domain   : Animal affinity <BR>Available: Beastmaster Mer Ranger  <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ANIMALBOND, ANIMALBONDING <BR>Usage    : ANIMALBOND [MOB NAME] <BR>Example  : animalbond bear <BR>This skill allows the player to form a bond with the given animal follower,<BR>allowing the animal to understand ORDERs given to them.  It does not cause the<BR>animal to follow the player, but only improves communication between them.</pre></P>  <P> 
				<br><a name="Ranger_AnimalFrenzy"><B>Animal Frenzy (Ranger_AnimalFrenzy)</B></a>
				<pre> <BR>Skill    : Animal Frenzy <BR>Domain   : Animal affinity <BR>Available: Ranger  <BR>Allows   : Animal Affinity I <BR>Invoked  : Automatic <BR>Example  :  <BR>All animal followers of the ranger gain amazing attack feats, and up to<BR>quadruple damage bonuses.</pre></P>  <P> 
				<br><a name="AnimalHusbandry"><B>Animal Husbandry (AnimalHusbandry)</B></a>
				<pre> <BR>Skill    : Animal Husbandry <BR>Domain   : Animal affinity <BR>Available: Artisan  <BR>Requires : 'Shearing' at 75%, 'Bandaging' at 75%, and 'Cage Building' at 75% <BR>Allows   : Animal Affinity I, Natural Weapon Proficiency, Quick Working I <BR>Allows   : Mounted Combat, Quick Worker I, Cage, Master Shearing <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HUSBAND, ANIMALHUSBANDRY <BR>Usage    : HUSBAND [MOB NAME] [MOB NAME] <BR>Example  : husband bull cow <BR>This skill allows the player to coax two animals on his or her own property to<BR>reproduce.  If successful, the female animal will be pregnant, and some time<BR>later, will give birth to a baby.  This skill can also be used to tell if an<BR>animal is pregnant -- just select the female mob twice; if the female is<BR>pregnant, then you will see an already pregnant error, and if not, an error for<BR>selecting the female twice.</pre></P>  <P> 
				<br><a name="AnimalTaming"><B>Animal Taming (AnimalTaming)</B></a>
				<pre> <BR>Skill    : Animal Taming <BR>Domain   : Animal affinity <BR>Available: Trapper  <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TAME, TAMING, ANIMALTAMING <BR>Usage    : TAME [MOB NAME] ([CAGE NAME]) <BR>Example  : tame bear cage <BR>This skill allows the player to remove any behaviors, such as aggressiveness or<BR>the tendency to roam around, or other behaviors from the target caged or bound<BR>mob.</pre></P>  <P> 
				<br><a name="AnimalTrading"><B>Animal Trading (AnimalTrading)</B></a>
				<pre> <BR>Skill    : Animal Trading <BR>Domain   : Animal affinity <BR>Available: Trapper  <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL <BR>Usage    : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME]) <BR>Example  : asell bear cage shopkeeper <BR>Example  : asell bear <BR>Example  : asell bear shopkeeper <BR>This skill allows the player to sell bound or caged animals to shopkeepers who<BR>deal in them.  As can be seen from the parameters, the player may also sell<BR>mobs right out of cages, or animals in their group who are bound.</pre></P>  <P> 
				<br><a name="AnimalTraining"><B>Animal Training (AnimalTraining)</B></a>
				<pre> <BR>Skill    : Animal Training <BR>Domain   : Animal affinity <BR>Available: Beastmaster Trapper  <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ANIMALTRAINING <BR>Usage    : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL] <BR>Example  : animaltrain bear cage kill <BR>Example  : animaltrain bear wander <BR>This skill allows the player to add behaviors, such as aggressiveness or the<BR>tendency to roam around, or other behaviors and skills to the bound or caged<BR>animal.</pre></P>  <P> 
				<br><a name="Apothecary"><B>Apothecary (Apothecary)</B></a>
				<pre> <BR>Skill    : Apothecary <BR>Domain   : Epicurean <BR>Available: Barbarian Numerous Classes  <BR>Requires : A base wisdom of at least 12.   <BR>Allows   : Quick Cooking I, Identify Poison, Quick Worker I <BR>Allows   : Advanced Cooking I, Poisoning I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : APOTHECARY, MIX <BR>Skill    : APOTHECARY <BR>Usage    : MIX LIST/[BREWING CONTAINER] <BR>Example  : mix pot <BR>:        : mix list <BR>:        : mix list slumber <BR>:        : mix list all <BR>This skill allows the player to create a deadly poison from basic ingredients. <BR>The player must be near a fire over which the poison can be brewed.  The<BR>ingredients must be placed in a fire-safe container, like a pot or pan.  A pot<BR>may be filled with water or other liquids, if water or the liquid is required<BR>for the recipe.</pre></P>  <P> 
				<br><a name="Thief_Appraise"><B>Appraise (Thief_Appraise)</B></a>
				<pre> <BR>Skill    : Appraise <BR>Domain   : Street smarts <BR>Available: Artisan Bard Burglar Dancer  <BR>Available: Scholar  <BR>Requires : 'Jewel Making' at 75% <BR>Allows   : Haggle, Street Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : APPRAISE <BR>Usage    : APPRAISE [ITEM NAME]  <BR>Example  : appraise sword <BR>The thief carefully examines the item, determining (perhaps even successfully),<BR>the items material, weight, size (for armor), and base gold value.</pre></P>  <P> 
				<br><a name="Druid_AquaticPass"><B>Aquatic Pass (Druid_AquaticPass)</B></a>
				<pre> <BR>Skill    : Aquatic Pass <BR>Domain   : Stealthy <BR>Available: Mer  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AQUAPASS, APASS <BR>Usage    : AQUAPASS [DIRECTION] <BR>Example  : aquapass east <BR>This skill allows the druid to move silently and almost invisibly from place to<BR>place while traveling in aquatic areas.  Moreover, this skill allows the Druid<BR>to pass into locked dwellings, if those dwellings are located in the watery<BR>domain.</pre></P>  <P> 
				<br><a name="Specialization_Armor"><B>Armor Specialization (Specialization_Armor)</B></a>
				<pre> <BR>Skill    : Armor Specialization <BR>Domain   : Armor use <BR>Available: Several Classes  <BR>Allows   : Weaponsmithing, Armor Optimizing I, Armor Focus I <BR>Invoked  : Automatic <BR>The player is an expert at getting the most from armor. This allows a small<BR>bonus per piece of armor worn, and with the use of focus expertise, can permit<BR>higher level armor to be worn.</pre></P>  <P> 
				<br><a name="Fighter_ArmorTweaking"><B>Armor Tweaking (Fighter_ArmorTweaking)</B></a>
				<pre> <BR>Skill    : Armor Tweaking <BR>Domain   : Armor use <BR>Available: Barbarian Fighter Monk Paladin  <BR>Available: Ranger  <BR>Allows   : Armor Optimizing I <BR>Use Cost : Mana (52)  <BR>Quality  : Always Beneficial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : ARMORTWEAK, TWEAK <BR>Usage    : TWEAK [ARMOR PIECE] <BR>Example  : tweak leggings <BR>The fighter becomes familiar enough with his or her armor that he is able to<BR>properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece<BR>to get maximum benefit from it. The result is a 10% benefit bonus from the<BR>armor. The benefits of the tweaking last as long as the armor is worn by the<BR>same wearer.</pre></P>  <P> 
				<br><a name="Armorsmithing"><B>Armorsmithing (Armorsmithing)</B></a>
				<pre> <BR>Skill    : Armorsmithing <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Blacksmithing' at 75% <BR>Requires : A base strength of at least 12.   <BR>Allows   : Light Metalworking I, Durable Metalworking I, Quality Crafting I <BR>Allows   : Quick Worker I, Durable Crafting I, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Scrapping <BR>Allows   : Quality Metalworking I, Master Armorsmithing <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ARMORSMITH, ARMORSMITHING <BR>Usage    : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME] <BR>Example  : armorsmith platemail shirt <BR>:        : armorsmith list <BR>:        : armorsmith list vest <BR>:        : armorsmith list left wrist <BR>:        : armorsmith list all <BR>:        : armorsmith info vest <BR>:        : armorsmith mend vest <BR>:        : armorsmith refit sleeves <BR>:        : armorsmith scan <BR>:        : armorsmith scan bob <BR>:        : armorsmith learn vest <BR>This skill allows a player to craft armor pieces from metal.  This skill<BR>requires Blacksmithing in order to learn it.  The extent of the items which can<BR>be crafted expands as the player goes up in level.  To begin smithing, the<BR>player must be in a room with an open fire burning, and must have placed the<BR>metal he or she wishes to make the item from on the ground.  This command may<BR>also be used to mend damaged metal armors, get info on a list item, refit metal<BR>armors which are the wrong size, or learn to how to smith a found item,<BR>provided a blank recipe page, or recipe book with blank pages is in his or her<BR>inventory.  The player may also scan the room or other players for equipment<BR>that may be mended by this skill, using the scan parameter. The raw metal for<BR>armorsmithing can be obtained using the Mining skill, and better metals through<BR>the Smelting skill. Using better metals will increase both the strength and the<BR>required level of the crafted item, and some metals require less material to<BR>make the same items. <BR> <BR>This skill also allows the player to learn how to smith an item he or she has<BR>found.  To do this, the player needs to have a blank Recipe page, or a Recipe<BR>book with blank pages in his or her inventory.</pre></P>  <P> 
				<br><a name="Skill_Arrest"><B>Arrest (Skill_Arrest)</B></a>
				<pre> <BR>Skill    : Arrest <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Movement (69)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ARREST <BR>Usage    : ARREST [TARGET NAME]  <BR>Example  : arrest orc <BR>This powerful skill allows the player to automagically knock out the target,<BR>and instantly handcuff them for travel to the local judge for trial.  The<BR>Collect Bounty skill is required to turn the prisoner over to the judge.<BR>Otherwise, your other recourse is to turn the prisoner over to a cityguard.</pre></P>  <P> 
				<br><a name="Skill_ArrestingSap"><B>Arresting Sap (Skill_ArrestingSap)</B></a>
				<pre> <BR>Skill    : Arresting Sap <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Movement (62)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ASAP <BR>Usage    : ASAP [TARGET NAME]  <BR>Example  : asap orc <BR>If the target has warrants out in the area, this skill will knock them out so<BR>that they can be cuffed for transport to the judge for trial.  The Handcuff or<BR>Bind skill is required to cuff them, and the Collect Bounty skill is required<BR>to turn the prisoner over to the judge.  Otherwise, your other recourse is to<BR>turn the prisoner over to a cityguard.</pre></P>  <P> 
				<br><a name="Thief_Arsonry"><B>Arsonry (Thief_Arsonry)</B></a>
				<pre> <BR>Skill    : Arsonry <BR>Domain   : Criminal <BR>Available: Thief  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (63)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : ARSON, ARSONRY <BR>Usage    : ARSONRY [TARGET ITEM]/[DIRECTION] <BR>Example  : arsonry pile of wood <BR>Example  : arsonry east <BR>If the thief is holding a torch or something else usable to spread fire, he may<BR>quickly light an available item, or a random item in an adjacent room using<BR>this skill.</pre></P>  <P> 
				<br><a name="Thief_Articles"><B>Articles (Thief_Articles)</B></a>
				<pre> <BR>Skill    : Articles <BR>Domain   : Influential <BR>Available: Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Mana (71)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ARTICLES <BR>Usage    : ARTICLES [TARGET NAME] <BR>Example  : articles bob <BR>This skill allows the player on their ship to offer the articles of piracy to<BR>the target bound or grouped npc.  If they are accepted, the target will be tied<BR>to the ship for the rest of their life, and will perform one of three jobs for<BR>the ship: <BR> <BR>Siege Weapon Operator: This type of crew will remain passive until the ship<BR>enters combat.  At that point they will seek out the nearest siege weapon and<BR>attempt to load and aim it. They pick up and use any suitable ammunition<BR>sitting around. <BR> <BR>Defender: This type of crew will remain passive until the ship enters combat. <BR>At that point, they will begin wandering the ship looking for fights to get<BR>into against anyone who boards. <BR> <BR>Boarder: This type of crew will remain passive until the ship enters combat. <BR>At that point, they will begin wandering the ship looking for a way to get to<BR>the enemy ship.  If any grapples are sitting around, they will grab them and<BR>use them. <BR> <BR>The total amount of crew that can sign the articles of piracy is limited by the<BR>size of the ship deck, the number of rooms in the ship total, and the expertise<BR>of the pirate.</pre></P>  <P> 
				<br><a name="Thief_Assassinate"><B>Assassinate (Thief_Assassinate)</B></a>
				<pre> <BR>Skill    : Assassinate <BR>Domain   : Dirty fighting <BR>Available: Assassin  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ASSASSINATE <BR>Usage    : ASSASSINATE ([TARGET NAME])  <BR>Example  :  <BR>The thief begins to track their mark for assassination.  When the track is<BR>complete, the thief will automatically attack.  If the thief is hidden, then<BR>the attack will be as a backstab.  Non-players with this skill will accept a<BR>parameter of a name, and will sneak into the room with the target.  Players<BR>with the Mark skill, however, must Mark the target first.</pre></P>  <P> 
				<br><a name="Fighter_AtemiStrike"><B>Atemi Strike (Fighter_AtemiStrike)</B></a>
				<pre> <BR>Skill    : Atemi Strike <BR>Domain   : Punching <BR>Available: Monk  <BR>Allows   : Iron Punching I, Combat Fluidity I <BR>Use Cost : Movement (100)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ATEMI <BR>Usage    : ATEMI [TARGET NAME] <BR>Example  : atemi orc <BR>The Monk delivers a lethal, deadly, and powerful strike to the target. Some<BR>time later, the target WILL die.</pre></P>  <P> 
				<br><a name="AttributeTraining"><B>Attribute Training (AttributeTraining)</B></a>
				<pre> <BR>Skill    : Attribute Training <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Quick Working I, Educating I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN <BR>Usage    : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE] <BR>Example  : attribtrain bob strength <BR>Example  : attribtrain bob dexterity <BR>This skill allows the player to train a particular attribute with a follower. <BR>The attribute requires the trainee to have the a sufficient number of Training<BR>Points, which, for NPCs, can be more than required by players.</pre></P>  <P> 
				<br><a name="Fighter_AutoBash"><B>AutoBash (Fighter_AutoBash)</B></a>
				<pre> <BR>Skill    : AutoBash <BR>Domain   : Shield use <BR>Available: Fighter  <BR>Requires : 'Shield Bash' <BR>Allows   : Shield Using I <BR>Use Cost : Movement (70)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOBASH <BR>Usage    : AUTOBASH <BR>Example  : autobash <BR>Using this command will toggle Auto Shield Bashing on and off.  If the Fighter<BR>turns this feature on, and knows Shield Bashing, he will attempt a free shield<BR>bash attempt every combat round in which his autobash proficiency check is<BR>made.</pre></P>  <P> 
				<br><a name="Thief_Autocaltrops"><B>AutoCaltrops (Thief_Autocaltrops)</B></a>
				<pre> <BR>Skill    : AutoCaltrops <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Requires : 'Caltrops' <BR>Allows   : Trapping I <BR>Component: 10 pounds of metal, or 10 pounds of mithril <BR>Use Cost : Mana (62)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOCALTROPS <BR>Usage    : AUTOCALTROPS <BR>Example  :  <BR>The thief quickly prepares a handful of caltrops and drops them into every room<BR>he or she enters automatically.  These traps are permanent on owned property,<BR>but won't affect those who live there.</pre></P>  <P> 
				<br><a name="Skill_Autoclimb"><B>AutoClimb (Skill_Autoclimb)</B></a>
				<pre> <BR>Skill    : AutoClimb <BR>Domain   : Fitness <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Climb' <BR>Requires : A base strength of at least 12.   <BR>Allows   : Strategic Retreat, Fitness I <BR>Use Cost : Movement (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOCLIMB <BR>Usage    : AUTOCLIMB <BR>Example  :  <BR>The player begins climbing around whenever they move. By turning this on, the<BR>player uses half their normal movement cost for climbing.  Enter AUTOCLIMB<BR>again to turn it off. </pre></P>  <P> 
				<br><a name="Skill_Autocrawl"><B>AutoCrawl (Skill_Autocrawl)</B></a>
				<pre> <BR>Skill    : AutoCrawl <BR>Domain   : Fitness <BR>Available: Artisan Numerous Classes  <BR>Allows   : Strategic Retreat, Fitness I <BR>Use Cost : Movement (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOCRAWL <BR>Usage    : AUTOCRAWL <BR>Example  :  <BR>The player begins crawling around whenever they move. By turning this on, the<BR>player uses half their normal movement cost for crawling.  Enter AUTOCRAWL<BR>again to turn it off. </pre></P>  <P> 
				<br><a name="Thief_AutoDetectTraps"><B>AutoDetect Traps (Thief_AutoDetectTraps)</B></a>
				<pre> <BR>Skill    : AutoDetect Traps <BR>Domain   : Alert <BR>Available: Trapper  <BR>Requires : 'Detect Traps' <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (60)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTODETECTTRAPS <BR>Usage    : AUTODETECTTRAPS <BR>Example  : autodetecttraps <BR>The thief concentrates on scanning all exits and obvious items in a room for<BR>signs of traps whenever entering a room.</pre></P>  <P> 
				<br><a name="Thief_AutoMarkTraps"><B>AutoMark Traps (Thief_AutoMarkTraps)</B></a>
				<pre> <BR>Skill    : AutoMark Traps <BR>Domain   : Alert <BR>Available: Trapper  <BR>Requires : 'Mark Trapped', and 'Detect Traps' <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (60)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOMARKTRAPS <BR>Usage    : AUTOMARKTRAPS <BR>Example  : automarktraps <BR>The thief concentrates on scanning all exits and obvious items in a room for<BR>signs of traps whenever entering a room.  When one is spotted, the thief places<BR>the mark upon it so others will know their peril.</pre></P>  <P> 
				<br><a name="Thief_Autosneak"><B>AutoSneak (Thief_Autosneak)</B></a>
				<pre> <BR>Skill    : AutoSneak <BR>Domain   : Stealthy <BR>Available: Thief  <BR>Requires : (One of: 'Woodland Sneak', or 'Sneak') <BR>Allows   : Stealthy I <BR>Use Cost : Mana (54)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOSNEAK <BR>Usage    : AUTOSNEAK <BR>Example  :  <BR>The thief begins using his or her sneaking skill every time they move. By<BR>turning this on, the thief uses half their normal movement cost for sneaking. <BR>Enter AUTOSNEAK again to turn it off.   The success of a sneak attempt can<BR>depend on the level of the mobs in the room the thief is trying to sneak into,<BR>and on the thiefs stealth expertise.</pre></P>  <P> 
				<br><a name="Skill_Autoswim"><B>AutoSwim (Skill_Autoswim)</B></a>
				<pre> <BR>Skill    : AutoSwim <BR>Domain   : Fitness <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Swim' <BR>Requires : A base constitution of at least 8.   <BR>Allows   : Strategic Retreat, Fitness I <BR>Use Cost : Movement (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOSWIM <BR>Usage    : AUTOSWIM <BR>Example  :  <BR>The player begins instinctively using their swimming skill whenever they move.<BR>By turning this on, the player uses half their normal movement cost for<BR>swimming.  Enter AUTOSWIM again to turn it off. </pre></P>  <P> 
				<br><a name="Thief_AutoSwipe"><B>AutoSwipe (Thief_AutoSwipe)</B></a>
				<pre> <BR>Skill    : AutoSwipe <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Requires : 'Swipe gold' <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (72)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : AUTOSWIPE <BR>Usage    : AUTOSWIPE (PCT %) <BR>Example  : autoswipe <BR>Example  : autoswipe 98% <BR>The player begins instinctively using their ability to swipe gold from people<BR>when moving through crowds.  When the player enters a room, if at least two<BR>eligible victims are available, the thief will attempt to swipe from one of<BR>them at random. To use the skill, it must be turned on by entering AUTOSWIPE. <BR>It is turned off by entering AUTOSWIPE again.  Normally, the thief will only go<BR>after a victim if the chance of going undiscovered is at least 90%.  However,<BR>this can be raised or lowered by entering a new percentage along with the<BR>command when turning it on. </pre></P>  <P> 
				<br><a name="Skill_AvoidCurrents"><B>Avoid Currents (Skill_AvoidCurrents)</B></a>
				<pre> <BR>Skill    : Avoid Currents <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>This skill allows the sailor to guide their sailing ship around the tug of<BR>currents, putting the captain back in charge of the course.</pre></P>  <P> 
				<br><a name="Thief_AvoidTraps"><B>Avoid Traps (Thief_AvoidTraps)</B></a>
				<pre> <BR>Skill    : Avoid Traps <BR>Domain   : Find/remove traps <BR>Available: Jester Trapper  <BR>Allows   : Trap Disabling I <BR>Invoked  : Automatic <BR>Example  :  <BR>The player gains the ability to skirt, dodge, withstand, avoid, and otherwise<BR>survive traps which he may trigger or be fixing to trigger.</pre></P>  <P> 
				<br><a name="Skill_AwaitShip"><B>Await Ship (Skill_AwaitShip)</B></a>
				<pre> <BR>Skill    : Await Ship <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (75)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : AWAITSHIP <BR>Usage    : AWAITSHIP <BR>Example  : awaitship <BR>While standing on a shore, this skill will cause the sailors nearest big<BR>sailing ship to be sailed to where the sailor is.</pre></P>  <P> 
				<br><a name="Fighter_AxKick"><B>Ax Kick (Fighter_AxKick)</B></a>
				<pre> <BR>Skill    : Ax Kick <BR>Domain   : Kicking <BR>Available: Monk  <BR>Requires : 'Kick' <BR>Allows   : Flying Kick, Iron Kicking I, Combat Fluidity I <BR>Use Cost : Movement (58)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : AXKICK <BR>Usage    : AXKICK [TARGET NAME] <BR>Example  : axkick orc <BR>The Monk delivers swift and powerful kick to the target.</pre></P>  <P> 
				<br><a name="Familiarity_Axe"><B>Axe Familiarity (Familiarity_Axe)</B></a>
				<pre> <BR>Skill    : Axe Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Axe Proficiency' at 75% <BR>Invoked  : Automatic <BR>The player is familiar with axes they have crafted themselves, gaining an<BR>attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="Proficiency_Axe"><B>Axe Proficiency (Proficiency_Axe)</B></a>
				<pre> <BR>Skill    : Axe Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Wood Chopping' at 75% <BR>Allows   : Axe Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with an axe, gaining the ability to use them even if<BR>their current class training would not make it feasible normally.</pre></P>  <P> 
				<br><a name="Specialization_Axe"><B>Axe Specialization (Specialization_Axe)</B></a>
				<pre> <BR>Skill    : Axe Specialization <BR>Domain   : Weapon use <BR>Available: Assassin Templar Several Classes  <BR>Allows   : Axe Slicing I, Axe Focus I, Weaponsmithing, Axe Piercing I <BR>Allows   : Axe Striking I <BR>Invoked  : Automatic <BR>The player is an axe master, gaining bonuses to attack when using an axe in<BR>combat.  Can also allow the use of higher level axes if the focus expertise is<BR>taken.</pre></P>  <P> 
				<br><a name="Fighter_BackHand"><B>Back Hand (Fighter_BackHand)</B></a>
				<pre> <BR>Skill    : Back Hand <BR>Domain   : Punching <BR>Available: Monk  <BR>Allows   : Iron Punching I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift, closed fist. This attack is only delivered to a<BR>combatant which the monk is not currently targeting, but with whom the monk is<BR>in melee combat all the same.</pre></P>  <P> 
				<br><a name="Thief_BackStab"><B>Back Stab (Thief_BackStab)</B></a>
				<pre> <BR>Skill    : Back Stab <BR>Domain   : Dirty fighting <BR>Available: Trapper Several Classes  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (60)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BACKSTAB, BS <BR>Usage    : BACKSTAB [TARGET NAME]  <BR>Example  : backstab orc <BR>Shorts   : BS <BR>If the thief is hidden, or otherwise invisible to the target, this ability will<BR>allow him or her to deal a massive one-time attack to them.</pre></P>  <P> 
				<br><a name="Baiting"><B>Baiting (Baiting)</B></a>
				<pre> <BR>Skill    : Baiting <BR>Domain   : Gathering <BR>Available: Artisan Sailor  <BR>Requires : 'Fish Lore' at 75% <BR>Allows   : Master Fishing, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BAIT, BAITING <BR>Usage    : BAIT LIST/[FISH TYPE] <BR>Example  : bait salmon <BR>Example  : bait list <BR>This skill allows the player to use a bit of raw meat to bait the water in<BR>hopes of attracting fish of a particular kind.  Bits of meat are best obtained<BR>through the Butchering, Fishing, or Trawling skills.  Bait list can be used to<BR>list the types of fish that can be baited for.</pre></P>  <P> 
				<br><a name="Baking"><B>Baking (Baking)</B></a>
				<pre> <BR>Skill    : Baking <BR>Domain   : Epicurean <BR>Available: Artisan Gaoler Numerous Classes  <BR>Requires : 'Cooking' <BR>Allows   : Quick Cooking I, Master Baking, Fortified Baking I <BR>Allows   : Quick Worker I, Home Cooking I, Advanced Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BAKING, BAKE <BR>Usage    : BAKE LIST/[BAKING CONTAINER] <BR>Example  : bake list <BR>Example  : bake list oven <BR>Example  : bake list all <BR>Example  : bake oven <BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients.  The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, that is closeable,<BR>and is closed.  The container may be filled with water, if water is required<BR>for the recipe.  The ingredients for cooking are best obtained through the<BR>Butchering skill and the Foraging skill.</pre></P>  <P> 
				<br><a name="Bandaging"><B>Bandaging (Bandaging)</B></a>
				<pre> <BR>Skill    : Bandaging <BR>Domain   : Anatomy <BR>Available: Numerous Classes  <BR>Allows   : Anatomy I, Animal Husbandry, Branding <BR>Component: 1 pound of cloth, or 5 pounds of dust held <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BANDAGE, BANDAGING <BR>Usage    : BANDAGE [MOB NAME] <BR>Example  : bandage bob <BR>This skill allows the player to use a small bit of raw cloth to bandage up any<BR>serious wounds.  This skill will stop bleeding, and protect extreme injuries,<BR>allowing the body to heal normally.  This skill also allows broken bones to be<BR>properly set, so that they will begin healing on their own. The skill allows a<BR>small amount of hit points to be restored during the process.</pre></P>  <P> 
				<br><a name="Archon_Banish"><B>Banish (Archon_Banish)</B></a>
				<pre> <BR>Skill    : Banish <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : BANISH <BR>Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME) <BR>Example  : banish gunther <BR>Example  : banish gunther Midgaard#3001 <BR>Example  : banish gunther 3 hours <BR>Example  : banish gunther 14 years <BR>From anywhere on the map, the player with this skill can send the target<BR>mob/player to a prison from which they can not escape magically.  Use this<BR>skill again on the same player to release them.  The Archon can optionally<BR>specify a room on the map which this skill will copy and use as the jail.  The<BR>Archon can also optionally end the command with the number of seconds, ticks,<BR>minutes, hours, days, weeks, or years in which to keep the player imprisoned. <BR>It is up to the Archon to make sure there are no mundane ways out of the<BR>prison; Banish will take care of the magical ways of escape.</pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeBard"><B>Bard Honorary Degree (Skill_HonoraryDegreeBard)</B></a>
				<pre> <BR>Skill    : Bard Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When<BR>the scholar has Studied at least 4 skills qualified for by at least one of the<BR>qualifying classes, including those skills specified by the class, then the<BR>scholar will receive access to an honorary degree Title.  The scholar can then<BR>use the TITLE command to select and use the honorary degree title.  When one of<BR>these titles is in use, the scholar is permitted to enter areas normally only<BR>allowed to those of the qualifying class, and also gains the ability to pick up<BR>and equip items which would normally fly away from the scholars hands if<BR>normally attempted.</pre></P>  <P> 
				<br><a name="Fighter_Battlecry"><B>Battle Cry (Fighter_Battlecry)</B></a>
				<pre> <BR>Skill    : Battle Cry <BR>Domain   : Singing <BR>Available: Barbarian  <BR>Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I <BR>Use Cost : Movement (56)  <BR>Quality  : Always Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BATTLECRY <BR>Usage    : BATTLECRY <BR>Example  : battlecry <BR>The Barbarian lets out a primal scream of battle, inspiring all group members<BR>to his or her banner.  Those under the affect of the cry will hit more<BR>frequently.  The affect wears off when battle is concluded, or if battle is not<BR>joined swiftly enough after the cry is made.</pre></P>  <P> 
				<br><a name="Skill_Befriend"><B>Befriend (Skill_Befriend)</B></a>
				<pre> <BR>Skill    : Befriend <BR>Domain   : Influential <BR>Available: Several Classes  <BR>Allows   : Influencing I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BEFRIEND <BR>Usage    : BEFRIEND [TARGET NAME] <BR>Example  : befriend vagabond <BR>This ability allows the bard to pick up new followers to join his or her<BR>adventures. The target must be a mobile npc mob, and must be the same racial<BR>category, and of a similar alignment.  The bard suffers penalties for trying to<BR>befriend mobs of higher or lower levels, though only 10% higher levels are<BR>forbidden entirely.</pre></P>  <P> 
				<br><a name="Fighter_Behead"><B>Behead (Fighter_Behead)</B></a>
				<pre> <BR>Skill    : Behead <BR>Domain   : Anatomy <BR>Available: Gaoler  <BR>Allows   : Anatomy I <BR>Use Cost : Movement (70)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BEHEAD <BR>Usage    : BEHEAD [TARGET NAME] <BR>Example  : behead orc <BR>This skill is an execution skill whereby the fighter rears back and beheads a<BR>target which has been bound and is lying prone.   The target must be wanted for<BR>a crime in the area for this skill to work.</pre></P>  <P> 
				<br><a name="Thief_Belay"><B>Belay (Thief_Belay)</B></a>
				<pre> <BR>Skill    : Belay <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (26) Movement (26)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : BELAY <BR>Usage    : BELAY [ITEM] <BR>Example  : belay box <BR>This ability secures an item to the deck of a sailing ship, so that it cannot<BR>be washed overboard.</pre></P>  <P> 
				<br><a name="Skill_BellyRolling"><B>Belly Rolling (Skill_BellyRolling)</B></a>
				<pre> <BR>Skill    : Belly Rolling <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Invoked  : Automatic <BR>During combat, the fighter gains the ability to dodge attacks while sitting or<BR>on the floor.</pre></P>  <P> 
				<br><a name="Fighter_Berzerk"><B>Berzerk (Fighter_Berzerk)</B></a>
				<pre> <BR>Skill    : Berzerk <BR>Domain   : Martial lore <BR>Available: Barbarian Beastmaster Fighter  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (58)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : BERZERK <BR>Usage    : BERZERK <BR>Example  : berzerk <BR>Allows the fighter to gain some temporary bonus hit points, bonus attack<BR>points, and bonus damage, at the expense of a slightly lower armor score.</pre></P>  <P> 
				<br><a name="Thief_Bind"><B>Bind (Thief_Bind)</B></a>
				<pre> <BR>Skill    : Bind <BR>Domain   : Binding <BR>Available: Jester Trapper Several Classes  <BR>Allows   : Rope Use I <BR>Use Cost : Movement (61)  <BR>Quality  : Malicious <BR>Targets  : Creatures Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : BIND <BR>Usage    : BIND [TARGET NAME]  <BR>Example  : bind orc <BR>The thief uses ropes to bind the target, making them unable to move.  The<BR>target must be completely incapacitated (asleep) for the binding to work.  The<BR>bound creature can break free eventually, but the skill of the binding improves<BR>with the level of the thief.</pre></P>  <P> 
				<br><a name="Druid_Bite"><B>Bite (Druid_Bite)</B></a>
				<pre> <BR>Skill    : Bite <BR>Domain   : Weapon use <BR>Available: Beastmaster  <BR>Allows   : Unarmed Striking I, Unarmed Piercing I <BR>Use Cost : Movement (57)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BITE <BR>Usage    : BITE [TARGET NAME]  <BR>Example  : bite orc <BR>While in his or her animal form (see ShapeShift), the Druid gains the ability<BR>to deliver an especially powerful and piercing bite of damage.</pre></P>  <P> 
				<br><a name="Blacksmithing"><B>Blacksmithing (Blacksmithing)</B></a>
				<pre> <BR>Skill    : Blacksmithing <BR>Domain   : Crafting <BR>Available: Artisan Gaoler Numerous Classes  <BR>Requires : A base strength of at least 10.   <BR>Allows   : Construction, Shield Familiarity, Light Metalworking I <BR>Allows   : Torturesmithing, Jewel Making, Quick Worker I, Weaponsmithing <BR>Allows   : Light Crafting I, Quality Metalworking I, Locksmithing <BR>Allows   : Engraving, Quality Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Hammer Proficiency, Armorsmithing <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BLACKSMITH, BLACKSMITHING <BR>Usage    : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE] <BR>Example  : blacksmith pot <BR>:        : blacksmith bundle 100 iron <BR>:        : blacksmith list <BR>:        : blacksmith list pot <BR>:        : blacksmith list all <BR>:        : blacksmith learn pot <BR>This skill allows a player to craft metal items, such as pots and pans.  The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level.  To begin smithing, the player must be in a room with an open fire<BR>burning, and must have placed the metal he or she wishes to make the item from<BR>on the ground. The player may also learn how to smith an item he or she has<BR>found, so long as he or she has a blank recipe page or a recipe book with blank<BR>pages in his or her inventory. The raw metal for blacksmithing can be obtained<BR>using the Mining skill, and better metals through the Smelting skill. </pre></P>  <P> 
				<br><a name="Fighter_BlindFighting"><B>Blind Fighting (Fighter_BlindFighting)</B></a>
				<pre> <BR>Skill    : Blind Fighting <BR>Domain   : Martial lore <BR>Available: Beastmaster Burglar Fighter Jester  <BR>Available: Monk Paladin Dancer  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>Negates the affects of not being able to see your opponent during combat.</pre></P>  <P> 
				<br><a name="Fighter_BloodBrother"><B>Blood Brother (Fighter_BloodBrother)</B></a>
				<pre> <BR>Skill    : Blood Brother <BR>Domain   : Influential <BR>Available: Barbarian  <BR>Allows   : Influencing I <BR>Use Cost : Movement (58)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BLOODBROTHER, BROTHER <BR>Usage    : BLOODBROTHER [TARGET NAME]  <BR>Example  : bloodbrother bob <BR>The fighter becomes blood brother to the target, sealing a bond of lifetime<BR>friendship.  Other than making the two family for the purposes of clan<BR>requirements, this skill has no other effect.</pre></P>  <P> 
				<br><a name="Familiarity_BluntWeapon"><B>Blunt Weapon Familiarity (Familiarity_BluntWeapon)</B></a>
				<pre> <BR>Skill    : Blunt Weapon Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Blunt Weapon Proficiency' at 75% <BR>Invoked  : Automatic <BR>The player is familiar with blunt weapons they have crafted themselves, gaining<BR>an attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="Proficiency_BluntWeapon"><B>Blunt Weapon Proficiency (Proficiency_BluntWeapon)</B></a>
				<pre> <BR>Skill    : Blunt Weapon Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Sculpting' at 75% <BR>Allows   : Blunt Weapon Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with blunt weapons, gaining the ability to use them<BR>even if their current class training would not make it feasible normally.</pre></P>  <P> 
				<br><a name="Specialization_BluntWeapon"><B>Blunt Weapon Specialization (Specialization_BluntWeapon)</B></a>
				<pre> <BR>Skill    : Blunt Weapon Specialization <BR>Domain   : Weapon use <BR>Available: Assassin Gaian Numerous Classes  <BR>Allows   : Blunt Focus I, Weaponsmithing, Blunt Striking I, Blunt Bashing I <BR>Allows   : Blunt Piercing I <BR>Invoked  : Automatic <BR>The player is a master of blunt weapons, gaining bonuses to attack when using a<BR>blunt weapon in combat.  Can also allow the use of higher level weapons if the<BR>focus expertise is taken.</pre></P>  <P> 
				<br><a name="Boatwright"><B>Boatwrighting (Boatwright)</B></a>
				<pre> <BR>Skill    : Boatwrighting <BR>Domain   : Crafting <BR>Available: Artisan Sailor Numerous Classes  <BR>Requires : 'Carpentry' <BR>Requires : A base wisdom of at least 12.   <BR>Allows   : Master Wood Chopping, Quick Worker I, Ingenious Engineering I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Ship Building <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BOATWRIGHTING <BR>Usage    : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME] <BR>Example  : boatwright canoe <BR>:        : boatwright list <BR>:        : boatwright list canoe <BR>:        : boatwright list all <BR>:        : boatwright mend canoe <BR>:        : boatwright scan <BR>:        : boatwright scan bob <BR>:        : boatwright learn boat <BR>This skill allows a player to craft wooden boats.  The extent of the items<BR>which can be crafted expands as the player goes up in level.  This command also<BR>allows the player to repair any damaged small wooden boats.  To begin carving a<BR>new item, the player must have placed the wood he or she wishes to make the<BR>item from on the ground. Items crafted with balsa can be done with half the<BR>required wood listed, while items crafted with ironwood will require twice the<BR>required wood listed. The raw wood for building is found using the Chopping<BR>skill.</pre></P>  <P> 
				<br><a name="Fighter_BodyFlip"><B>Body Flip (Fighter_BodyFlip)</B></a>
				<pre> <BR>Skill    : Body Flip <BR>Domain   : Grappling <BR>Available: Monk Dancer  <BR>Allows   : Vice-Gripping I, Combat Fluidity I <BR>Use Cost : Movement (60)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BODYFLIP <BR>Usage    : BODYFLIP [TARGET NAME] <BR>Example  : bodyflip orc <BR>The Monk slips in and turns the target head over heels, dropping them to the<BR>ground stunned for a few moments.</pre></P>  <P> 
				<br><a name="BodyPiercing"><B>Body Piercing (BodyPiercing)</B></a>
				<pre> <BR>Skill    : Body Piercing <BR>Domain   : Artistic <BR>Available: Gaoler  <BR>Allows   : Quick Working I, Quick Worker I, Artsy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BODYPIERCE, BODYPIERCING <BR>Usage    : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION] <BR>Example  : bodypiercing bob ears <BR>Example  : bodypiercing remove bob ears <BR>This skill allows a player to pierce (and heal the piercings) of the body parts<BR>of a target.  The target must hold still for it, of course.  What results can<BR>only be seen when the proper wear location is not covered by clothing.  Parts<BR>available for piercing include the lip, nose, ears, eyebrows, nipples, and<BR>belly button.</pre></P>  <P> 
				<br><a name="Fighter_BodyShield"><B>Body Shield (Fighter_BodyShield)</B></a>
				<pre> <BR>Skill    : Body Shield <BR>Domain   : Grappling <BR>Available: Monk  <BR>Allows   : Vice-Gripping I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  : <BR>This skill allows a fighter to use an opponent pinned using the PIN skill as a<BR>shield against weapon attacks.</pre></P>  <P> 
				<br><a name="Fighter_BodyToss"><B>Body Toss (Fighter_BodyToss)</B></a>
				<pre> <BR>Skill    : Body Toss <BR>Domain   : Grappling <BR>Available: Monk  <BR>Allows   : Vice-Gripping I, Combat Fluidity I <BR>Use Cost : Movement (59)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BODYTOSS <BR>Usage    : BODYTOSS [TARGET NAME] <BR>Example  : bodytoss orc <BR>The fighter picks up the target and tosses them away from himself, doing a bit<BR>of damage and putting them out of range.</pre></P>  <P> 
				<br><a name="BookEditing"><B>Book Editing (BookEditing)</B></a>
				<pre> <BR>Skill    : Book Editing <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BOOKEDITING, BOOKEDIT, BEDIT <BR>Usage    : BOOKEDIT [BOOK NAME] ([PAGE NUM]) <BR>Example  : bookedit "a book" 2 <BR>: bookedit "a book" <BR>The writer uses this skill to edit an existing paper, or an existing chapter in<BR>a book.  Once published, however, a book can not longer be edited.</pre></P>  <P> 
				<br><a name="BookLoaning"><B>Book Loaning (BookLoaning)</B></a>
				<pre> <BR>Skill    : Book Loaning <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures Exits Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : BOOKLOAN <BR>Usage    : BOOKLOAN ([LIST/REMOVE]) [BOOK NAME] ([VALUE]) <BR>Example  : bookloan list <BR>:        : bookloan ode to shoes 500 <BR>:        : bookloan all.book 500 <BR>:        : bookloan remove book <BR>This skill allows a player to behave like a librarian, allowing other players<BR>to LIST, BORROW, and DEPOSIT items which the player has made available.  <BR> <BR>The player may add any book in their inventory to their library, and set a<BR>value for the item.  Players may borrow books for a number of mud days before<BR>they become due.  Once overdue, charges up to the value of the item will accrue<BR>until a waiting limit is reached, at which point the item reappears. on the<BR>shelf, and the borrower may not borrow again until charges are paid.  <BR> <BR>The remove command may be used to take items of that name off the shelf, if it<BR>is not already loaned out. <BR> <BR>Players may receive loaned books through the postal service also.</pre></P>  <P> 
				<br><a name="BookNaming"><B>Book Naming (BookNaming)</B></a>
				<pre> <BR>Skill    : Book Naming <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BOOKNAMING, BOOKNAME, BNAME <BR>Usage    : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS] <BR>Example  : bookname "a book" 2 "Magic Bob" <BR>: bookname list <BR>The writer uses this skill to put the finishing touches on a crafted written<BR>and readable work, giving it a full name.  The name is built according to one<BR>of the Name Formats, which you can list with BOOKNAME LIST. The given NAME<BR>WORDS, and possibly the author name, are then inserted into the chosen format<BR>to create the new book name.</pre></P>  <P> 
				<br><a name="Specialization_Bow"><B>Bow Specialization (Specialization_Bow)</B></a>
				<pre> <BR>Skill    : Bow Specialization <BR>Domain   : Weapon use <BR>Available: Ranger  <BR>Allows   : Weaponsmithing <BR>Invoked  : Automatic <BR>The player is a master with bows, gaining bonuses to attack when using a bow in<BR>combat.  Can also allow the use of higher level bows if the focus expertise is<BR>taken. This specialization stacks its bonuses on top of the more general ranged<BR>weapon specialization.</pre></P>  <P> 
				<br><a name="Branding"><B>Branding (Branding)</B></a>
				<pre> <BR>Skill    : Branding <BR>Domain   : Animal affinity <BR>Available: Artisan Numerous Classes  <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (20)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BRANDING, BRAND <BR>Usage    : BRAND [MOB NAME] <BR>Example  : brand cow <BR>This skill allows the player to put their mark upon an animal that is on their<BR>own private property, or property they control.  This will make that room the<BR>animals starting room for as long as the animal lasts. The animal will lose the<BR>brand when sold to a shopkeeper.  A branded animal will also automatically<BR>follow a property owner to a new home room whenever the owner attempts to push<BR>or pull the animal.</pre></P>  <P> 
				<br><a name="Skill_BreakALeg"><B>Break A Leg (Skill_BreakALeg)</B></a>
				<pre> <BR>Skill    : Break A Leg <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (29) Movement (29)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BREAKALEG <BR>Usage    : BREAKALEG <BR>Example  : breakaleg <BR>The bard begins wishing everyone good luck (but especially his or her enemies),<BR>saying 'Break A Leg!'.  This will create a 5% chance per tick that everyone who<BR>heard him or her will actually break their leg.</pre></P>  <P> 
				<br><a name="Paladin_Breakup"><B>Breakup Fight (Paladin_Breakup)</B></a>
				<pre> <BR>Skill    : Breakup Fight <BR>Domain   : Legal <BR>Available: Paladin  <BR>Allows   : Legal Lore I <BR>Use Cost : Movement (65)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BREAKUP <BR>Usage    : BREAKUP [TARGET NAME]  <BR>Example  : breakup bob <BR>If the Paladin is not fighting, he or she may use this skill to break up a<BR>fight between any two other creatures or players.</pre></P>  <P> 
				<br><a name="Thief_Bribe"><B>Bribe (Thief_Bribe)</B></a>
				<pre> <BR>Skill    : Bribe <BR>Domain   : Influential <BR>Available: Burglar Thief  <BR>Allows   : Influencing I <BR>Use Cost : Mana (64)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BRIBE <BR>Usage    : BRIBE [TARGET NAME] [COMMAND] <BR>Example  : bribe orc sleep <BR>The thief will attempt to use money to get a target to do something for him or<BR>her.  </pre></P>  <P> 
				<br><a name="Skill_Buffoonery"><B>Buffoonery (Skill_Buffoonery)</B></a>
				<pre> <BR>Skill    : Buffoonery <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Movement (80)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BUFFOONERY <BR>Usage    : BUFFOONERY [TARGET NAME] [ITEM NAME] <BR>Example  : buffoonery orc banana <BR>This strange skill allows the player to swap out an existing worn or wielded<BR>item on the target with one of his or her own.  The item must not be an<BR>effective weapon or piece of armor for the skill to work effectively.  This<BR>powerful skill overcomes curses and other inhibitions by the amazing power of<BR>silliness.</pre></P>  <P> 
				<br><a name="Fighter_BullRush"><B>Bullrush (Fighter_BullRush)</B></a>
				<pre> <BR>Skill    : Bullrush <BR>Domain   : Acrobatic <BR>Available: Barbarian  <BR>Allows   : Acrobatic I, Combat Fluidity I <BR>Use Cost : Movement (73)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : BULLRUSH <BR>Usage    : BULLRUSH [TARGET NAME] [DIRECTION] <BR>Example  : bullrush orc east <BR>The fighter takes a strong charge at the target, and runs them into the next<BR>room or area in one mighty heroic move.</pre></P>  <P> 
				<br><a name="Thief_BuriedTreasure"><B>Buried Treasure (Thief_BuriedTreasure)</B></a>
				<pre> <BR>Skill    : Buried Treasure <BR>Domain   : Deceptive <BR>Available: Pirate  <BR>Allows   : Deceptive I, Pieces of Eight <BR>Invoked  : Automatic <BR>Whenever items are placed in a hole dug using the DIG command, those proficient<BR>with this skill will see that they have buried treasure.  Treasure so buried<BR>will be more difficult to dig up by anyone other than the original bury-er. <BR>The difficulty approaches impossible with higher skill level and expertise. </pre></P>  <P> 
				<br><a name="Butchering"><B>Butchering (Butchering)</B></a>
				<pre> <BR>Skill    : Butchering <BR>Domain   : Gathering <BR>Available: Artisan Numerous Classes  <BR>Requires : A base intelligence of at least 9.   <BR>Allows   : Master Butchering, Quick Working I, Quick Worker I <BR>Allows   : Tanning, MeatCuring, Chirurgy, Scrimshawing <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BUTCHER, BUTCHERING, SKIN <BR>Usage    : BUTCHER (BUNDLE [NUM]) [TARGET BODY] <BR>Example  : butcher body <BR>Example  : butcher bundle 10 bones <BR>With this common skill, a dead body can be cut up and its useful parts<BR>separated. You can also bundle multiple resources together using this skill. <BR>The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Skill_Cage"><B>Cage (Skill_Cage)</B></a>
				<pre> <BR>Skill    : Cage <BR>Domain   : Animal affinity <BR>Available: Artisan Trapper  <BR>Requires : 'Animal Husbandry' at 75% <BR>Allows   : Animal Affinity I <BR>Use Cost : Mana (25) Movement (25)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CAGE <BR>Usage    : CAGE [TARGET NAME] [CAGE ITEM] <BR>Example  : cage rabbit wagon <BR>The thief will attempt to get a sleeping or otherwise bound or subdued animal<BR>into a cage for safe keeping.  The cage door must be closed afterwards.  If the<BR>door to a cage is left open, the creatures inside may escape within a few<BR>minutes!</pre></P>  <P> 
				<br><a name="CageBuilding"><B>Cage Building (CageBuilding)</B></a>
				<pre> <BR>Skill    : Cage Building <BR>Domain   : Crafting <BR>Available: Artisan Trapper  <BR>Requires : 'Carpentry' at 75%, and 'Hunting' at 75% <BR>Allows   : Quality Fabricating I, Quick Worker I, Animal Husbandry <BR>Allows   : Advanced Crafting I, Quick Crafting I, Light Fabricating I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BUILDCAGE, CAGEBUILDING <BR>Usage    : CAGEBUILD (LIST/LEARN) [ITEM TYPE] <BR>Example  : cagebuild cage <BR>:        : cagebuild list <BR>:        : cagebuild list cage <BR>:        : cagebuild list all <BR>:        : cagebuild learn cage <BR>This skill allows a player to craft cages and wagon cages.  The extent of the<BR>items which can be crafted expands as the player goes up in level.  The player<BR>may also learn how to craft cages he or she finds, provided a blank recipe<BR>page, or a recipe book with blank pages is in his or her inventory. To begin<BR>carving a new item, the player must have placed the wood he or she wishes to<BR>make the item from on the ground. </pre></P>  <P> 
				<br><a name="Paladin_SummonMount"><B>Call Mount (Paladin_SummonMount)</B></a>
				<pre> <BR>Skill    : Call Mount <BR>Domain   : Animal affinity <BR>Available: Paladin  <BR>Allows   : Animal Affinity I <BR>Use Cost : Mana (55)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : CALLMOUNT <BR>Usage    : CALLMOUNT <BR>Example  : callmount <BR>Allows the Paladin to call upon a white steed which can bear him from place to<BR>place.</pre></P>  <P> 
				<br><a name="Thief_PirateFamiliar"><B>Call Pirate Familiar (Thief_PirateFamiliar)</B></a>
				<pre> <BR>Skill    : Call Pirate Familiar <BR>Domain   : Animal affinity <BR>Available: Pirate  <BR>Allows   : Animal Affinity I, Pet Spy, Pet Steal <BR>Use Cost : Mana (all)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR <BR>Usage    : CALLFAMILIAR <BR>Example  : callfamiliar <BR>This skill will call forth a "pet" for the rogue with specific powers.  The<BR>skill requires all mana to use.  The pet which results from the call exists<BR>only as long as the pet is able to follow the pirate. The pet will, in addition<BR>to typical follower duties, grant stat and other bonuses specific to the race<BR>of the pet.  The type of pet, which is random, may be: a parrot, a rat, a<BR>spidermonkey, a boa constrictor, an iguana, or a sea turtle.  The pet may also<BR>be trained in other skills, and will know how to sneak.</pre></P>  <P> 
				<br><a name="Fighter_CalledShot"><B>Called Shot (Fighter_CalledShot)</B></a>
				<pre> <BR>Skill    : Called Shot <BR>Domain   : Martial lore <BR>Available: Ranger  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (75)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CALLEDSHOT <BR>Usage    : CALLEDSHOT ([TARGET NAME]) [BODY PART] <BR>Example  : calledshot left arm <BR>Example  : calledshot orc left arm <BR>The player calls out a body part on the target to destroy.  If the player<BR>manages to take more than 10% of the target`s hit points on the next hit, the<BR>body part will be removed.  Requires the use of a ranged or thrown weapon.</pre></P>  <P> 
				<br><a name="Fighter_CalledStrike"><B>Called Strike (Fighter_CalledStrike)</B></a>
				<pre> <BR>Skill    : Called Strike <BR>Domain   : Martial lore <BR>Available: Fighter  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (74)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CALLEDSTRIKE <BR>Usage    : CALLEDSTRIKE ([TARGET NAME]) [BODY PART] <BR>Example  : calledstrike left arm <BR>Example  : calledstrike orc left arm <BR>The player calls out a body part on the target to destroy.  If the player<BR>manages to take more than 10% of the target`s hit points on the next hit, the<BR>body part will be removed.  Requires the use of a slashing melee weapon.</pre></P>  <P> 
				<br><a name="Thief_Caltrops"><B>Caltrops (Thief_Caltrops)</B></a>
				<pre> <BR>Skill    : Caltrops <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Allows   : AutoCaltrops, Trapping I <BR>Use Cost : Mana (25) Movement (25)  <BR>Quality  : Malicious <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : CALTROPS <BR>Usage    : CALTROPS <BR>Example  : caltrops <BR>The thief drops numerous small metal spikes on the ground around him or her.<BR>While the thief will be able to avoid them, anyone entering, leaving,<BR>advancing, or retreating from the room will be damaged by them. This trap is<BR>permanent on owned property, but won't affect those who live there.</pre></P>  <P> 
				<br><a name="Ranger_Camouflage"><B>Camouflage (Ranger_Camouflage)</B></a>
				<pre> <BR>Skill    : Camouflage <BR>Domain   : Nature lore <BR>Available: Ranger  <BR>Requires : 'Woodland Hide' <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CAMOUFLAGE <BR>Usage    : CAMOUFLAGE [TARGET] <BR>Example  : camouflage bob <BR>Example  : camouflage table <BR>The ranger covers the target so that they resemble the surrounding country,<BR>making them more difficult to see.</pre></P>  <P> 
				<br><a name="Thief_CarefulStep"><B>Careful Step (Thief_CarefulStep)</B></a>
				<pre> <BR>Skill    : Careful Step <BR>Domain   : Acrobatic <BR>Available: Thief  <BR>Allows   : Acrobatic I, Combat Fluidity I <BR>Use Cost : Movement (67)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : CARESTEP, CAREFULSTEP <BR>Usage    : CARESTEP [DIRECTION] <BR>Example  : carestep east <BR>The thief moves slowly, watching every single footfall with utter care.  This<BR>has the effect of helping to prevent certain traps from springing, as well as<BR>preventing one from falling off a tightrope or narrow bridge.</pre></P>  <P> 
				<br><a name="CargoLoading"><B>Cargo Loading (CargoLoading)</B></a>
				<pre> <BR>Skill    : Cargo Loading <BR>Domain   : Binding <BR>Available: Sailor  <BR>Allows   : Quick Working I, Quick Worker I, Rope Use I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CARGO <BR>Usage    : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME] <BR>Example  : cargo load bundle ss minnow <BR>:        : cargo unload bundle ss minnow <BR>This skill allows the player to load or unload large heavy cargo to or from a<BR>ship from the shore using a series of ropes and pullies.  The maximum weight of<BR>the cargo loaded per skill use goes up with expertise in rope use. The cargo<BR>loader must be allowed to load or unload cargo from the ship, and there must be<BR>a clear path of unlocked exits from the cargo room to the loader.  Cargo will<BR>always be loaded below decks.</pre></P>  <P> 
				<br><a name="Carpentry"><B>Carpentry (Carpentry)</B></a>
				<pre> <BR>Skill    : Carpentry <BR>Domain   : Crafting <BR>Available: Artisan Gaoler Sailor Trapper  <BR>Available: Numerous Classes  <BR>Requires : A base constitution of at least 10.   <BR>Allows   : Construction, Shield Familiarity, Torturesmithing <BR>Allows   : Quick Worker I, Wainwrighting, Light Crafting I, Light Shaping I <BR>Allows   : Fletching, Siegecraft, Quality Shaping I, Boatwrighting <BR>Allows   : Paper Making, Counterbalance Crafting I, Quality Crafting I <BR>Allows   : Cage Building, Durable Crafting I, Durable Shaping I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Lethal Crafting I <BR>Allows   : Instrument Making, Ship Building <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CARVE, CARPENTRY <BR>Usage    : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] <BR>Example  : carve small table <BR>:        : carve bundle 100 maple <BR>:        : carve list <BR>:        : carve list table <BR>:        : carve list all <BR>:        : carve mend club <BR>:        : carve refit club <BR>:        : carve scan <BR>:        : carve scan bob <BR>:        : carve learn club <BR>This skill allows a player to craft wooden items, such as chairs and wooden<BR>shields.  The extent of the items which can be crafted expands as the player<BR>goes up in level.  This command also allows the player to repair any damaged<BR>wooden weapons or armor, get info on a list item, refit any armor which may be<BR>the wrong size, or learn to how to carve a found item, provided a blank recipe<BR>page, or recipe book with blank pages is in his or her inventory. To begin<BR>carving a new item, the player must have placed the wood he or she wishes to<BR>make the item from on the ground.  The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan<BR>parameter. Items crafted with balsa can be done with half the required wood<BR>listed, while items crafted with ironwood will require twice the required wood<BR>listed. The raw wood for carpentry can be obtained using the Chopping skill.<BR>Using better materials may increase both the strength and the required level of<BR>the crafted item, and some material types require smaller amounts to make the<BR>same items.</pre></P>  <P> 
				<br><a name="Fighter_Cartwheel"><B>Cartwheel (Fighter_Cartwheel)</B></a>
				<pre> <BR>Skill    : Cartwheel <BR>Domain   : Acrobatic <BR>Available: Jester Monk Dancer  <BR>Allows   : Acrobatic I, Combat Fluidity I <BR>Use Cost : Movement (65)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : CARTWHEEL <BR>Usage    : CARTWHEEL <BR>Example  : cartwheel <BR>The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.<BR> This can put the Monk as far as range 2 from enemies.</pre></P>  <P> 
				<br><a name="Skill_CastBlocking"><B>Cast Blocking (Skill_CastBlocking)</B></a>
				<pre> <BR>Skill    : Cast Blocking <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CASTBLOCKING <BR>Usage    : CASTBLOCKING <BR>Example  : castblocking <BR>The bard carefully re-arranges all the people in the room who are in combat,<BR>possibly changing who they are fighting, and at what range.</pre></P>  <P> 
				<br><a name="Cataloging"><B>Cataloging (Cataloging)</B></a>
				<pre> <BR>Skill    : Cataloging <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CATAWRITE, CWRITE <BR>Usage    : CWRITE [ITEM] ([CATALOG ITEM]) <BR>Example  : cwrite flag <BR>:        : cwrite "that sword" "my catalog book" <BR>This skill allows a player carefully study an item and write down useful<BR>information about it onto a piece of paper or into a book. If the player has<BR>sufficient skill in Lore, then that information will also be added.  If the<BR>player is a skilled at Appraisal, then an estimation of value is also added. If<BR>the player has used Tagging to tag an item, then the tag number will also be<BR>included. <BR>Specifying the catalog book name is not necessary if the Titling skill was used<BR>to designate one of your books as a catalog of the proper type as the item<BR>being cataloged.  </pre></P>  <P> 
				<br><a name="Fighter_CatchProjectile"><B>Catch Projectile (Fighter_CatchProjectile)</B></a>
				<pre> <BR>Skill    : Catch Projectile <BR>Domain   : Evasive <BR>Available: Monk  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Monk gains the uncanny ability to catch arrows, spears, and other<BR>projectiles in mid flight.  The Monk requires a free hand to perform this<BR>skill.</pre></P>  <P> 
				<br><a name="Skill_CenterOfAttention"><B>Center of Attention (Skill_CenterOfAttention)</B></a>
				<pre>Usage    : CENTEROFATTENTION <BR>Example  : centerofattention <BR>The bard begins performing loudly, flailing about dramatically.  The<BR>performance then causes all enemies in the room to stop fighting and freeze in<BR>place, watching the bard attentively.  This skill can only be used<BR>approximately twice every mud hour.  </pre></P>  <P> 
				<br><a name="Skill_Chantcraft"><B>Chantcraft (Skill_Chantcraft)</B></a>
				<pre> <BR>Skill    : Chantcraft <BR>Domain   : Arcane lore <BR>Available: Charlatan Scholar  <BR>Allows   : Arcane Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>The player is so knowledgable about druidic magic that he or she can identify<BR>chants cast in his or her presence by name.  The players ability to identify<BR>more powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<br><a name="Fighter_Charge"><B>Charge (Fighter_Charge)</B></a>
				<pre> <BR>Skill    : Charge <BR>Domain   : Acrobatic <BR>Available: Barbarian  <BR>Allows   : Acrobatic I, Combat Fluidity I <BR>Use Cost : Movement (51)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Range 1 - Range 2 <BR>Commands : CHARGE <BR>Usage    : CHARGE [TARGET NAME] <BR>Example  : charge orc <BR>The Barbarian runs at top speed at an target, delivering a deadly attack, but<BR>sacrificing armor.</pre></P>  <P> 
				<br><a name="Skill_Chirgury"><B>Chirurgy (Skill_Chirgury)</B></a>
				<pre> <BR>Skill    : Chirurgy <BR>Domain   : Anatomy <BR>Available: Gaoler  <BR>Requires : 'Butchering' <BR>Allows   : Anatomy I <BR>Use Cost : Mana (75)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CHIRURGY <BR>Usage    : CHIRURGY [BODY PART] [TARGET NAME] <BR>Example  : chururgy heart corpse <BR>The player is able to remove body parts from the dead, blood from the living or<BR>the dead, or an unborn fetus from the living.</pre></P>  <P> 
				<br><a name="Fighter_CircleParry"><B>Circle Parry (Fighter_CircleParry)</B></a>
				<pre> <BR>Skill    : Circle Parry <BR>Domain   : Evasive <BR>Available: Monk  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Monk gains the skill to block and parry melee attacks while unarmed.</pre></P>  <P> 
				<br><a name="Fighter_CircleTrip"><B>Circle Trip (Fighter_CircleTrip)</B></a>
				<pre> <BR>Skill    : Circle Trip <BR>Domain   : Dirty fighting <BR>Available: Monk Dancer  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (72)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CIRCLETRIP, CTRIP <BR>Usage    : CIRCLETRIP <BR>Example  : circletrip <BR>Short(s) : ctrip <BR>The Monk becomes capable of swinging his foot along the floor, tripping all<BR>opponents in range.</pre></P>  <P> 
				<br><a name="ClanCrafting"><B>Clan Crafting (ClanCrafting)</B></a>
				<pre> <BR>Skill    : Clan Crafting <BR>Domain   : Crafting <BR>Available: Several Classes  <BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Allows   : Wise Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CLANCRAFT <BR>Usage    : CLANCRAFT (LIST) [ITEM TYPE] <BR>Available: Enchanter Clan Members <BR>Example  : clancraft flag <BR>:        : clancraft list <BR>:        : clancraft list flag <BR>:        : clancraft list all <BR>This skill allows a player to craft clan items.  The clan items from this skill<BR>require that the clan have a certain amount of experience in order to make the<BR>item.  For this reason, only clan members who have the rank of Enchanter (or<BR>the equivalent privileges), may use this skill even if they have the skill. <BR>The majority of items crafted using this skill serve the CONQUEST system, and<BR>only work on mobs in conquered areas.  See the help on CONQUEST for more<BR>information on how to use the items. The extent of the items which can be<BR>crafted expands as the player goes up in level.  To begin crafting, the player<BR>must have placed the materials he or she wishes to make the item from on the<BR>ground.   Using better materials will increase both the strength and the<BR>required level of the crafted item, and some material types require smaller<BR>amounts to make the same items.</pre></P>  <P> 
				<br><a name="ClanShipwrighting"><B>Clan Ship Building (ClanShipwrighting)</B></a>
				<pre> <BR>Skill    : Clan Ship Building <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Ship Building' at 75% <BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CLANSHIPBUILD, CLANSHIPBUILDING, CLANSHIPWRIGHT, CSHIPBUILD,<BR>CSHIPBUILDING, CSHIPWRIGHT <BR>Usage    : CLANSHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME] <BR>Example  : clanshipwright cruiser <BR>:        : clanshipwright list <BR>:        : clanshipwright list cruiser <BR>:        : clanshipwright list all <BR>:        : clanshipwright mend cruiser <BR>:        : clanshipwright scan <BR>:        : clanshipwright scan bob <BR>:        : clanshipwright help bob <BR>:        : clanshipwright title The Cargo Deck <BR>:        : clanshipwright desc This is a beautiful cargo deck! <BR>:        : clanshipwright door east <BR>:        : clanshipwright demolish east <BR>This skill allows a player to craft large sailing ships for clans, and alter<BR>great ships their clans own.  The extent of the items which can be crafted<BR>expands as the player goes up in level.  This command also allows the player to<BR>repair any combat damage on great clan ships.  To begin building a new item,<BR>the player must have placed the wood he or she wishes to make the item from on<BR>the ground. The parameters also allow more than one person to assist in a<BR>project. Items crafted with balsa can be done with half the required wood<BR>listed, while items crafted with ironwood will require twice the required wood<BR>listed. The raw wood for building is found using the Chopping skill.</pre></P>  <P> 
				<br><a name="Fighter_Cleave"><B>Cleave (Fighter_Cleave)</B></a>
				<pre> <BR>Skill    : Cleave <BR>Domain   : Martial lore <BR>Available: Assassin Barbarian Beastmaster Fighter  <BR>Available: Paladin Ranger  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>This skill allows a fighter who is in combat against more than one opponent to<BR>take an extra attack against the next opponent on the same round in which the<BR>first opponent is killed.</pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeCleric"><B>Cleric Honorary Degree (Skill_HonoraryDegreeCleric)</B></a>
				<pre> <BR>Skill    : Cleric Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,<BR>Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4<BR>skills qualified for by at least one of the qualifying classes, including those<BR>prayers specified by the class, then the scholar will receive access to an<BR>honorary degree Title.  The scholar can then use the TITLE command to select<BR>and use the honorary degree title.  When one of these titles is in use, the<BR>scholar is permitted to enter areas normally only allowed to those of the<BR>qualifying class, and also gains the ability to pick up and equip items which<BR>would normally fly away from the scholars hands if normally attempted.</pre></P>  <P> 
				<br><a name="Skill_Climb"><B>Climb (Skill_Climb)</B></a>
				<pre> <BR>Skill    : Climb <BR>Domain   : Fitness <BR>Available: Monk Numerous Classes Several Classes Numerous Classes  <BR>Requires : 'Wood Chopping' at 75% <BR>Allows   : Improved Boarding, Fitness I, AutoClimb, Crow`s Nest <BR>Use Cost : Movement (51)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CLIMB <BR>Usage    : CLIMB [DIRECTION] <BR>Example  : climb up <BR>In some places, one may be able (or required) to climb up or down a surface in<BR>order to get there safely.  Without using this skill, someone attempting the<BR>climb such a surface is certain to fall.  </pre></P>  <P> 
				<br><a name="Cobbling"><B>Cobbling (Cobbling)</B></a>
				<pre> <BR>Skill    : Cobbling <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Leather Working' <BR>Requires : A base constitution of at least 12.   <BR>Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I <BR>Allows   : Quick Worker I, Durable Crafting I, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : COBBLE, COBBLING <BR>Usage    : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] <BR>Example  : cobble shoes <BR>:        : cobble bundle 100 oak <BR>:        : cobble list <BR>:        : cobble list shoe <BR>:        : cobble list all <BR>:        : cobble mend shoe <BR>:        : cobble refit boots <BR>:        : cobble scan <BR>:        : cobble scan bob <BR>:        : cobble learn boots <BR>This skill allows a player to craft shoes and footware.  The extent of the<BR>items which can be crafted expands as the player goes up in level.  This<BR>command also allows the player to mend any damaged footware, get info on a<BR>recipe, refit any footware which may be the wrong size, or learn to how to<BR>cobble a found item, provided a blank recipe page, or recipe book with blank<BR>pages is in his or her inventory. To begin crafting a new item, the player must<BR>have placed the material he or she wishes to make the item from on the ground.<BR>Using better materials will increase both the strength and the required level<BR>of the crafted item, and some material types require smaller amounts to make<BR>the same items. The player may also scan the room or other players for<BR>equipment that may be mended by this skill, using the scan parameter. or a<BR>recipe book with blank pages in his or her inventory.</pre></P>  <P> 
				<br><a name="Skill_CollectBounty"><B>Collect Bounty (Skill_CollectBounty)</B></a>
				<pre> <BR>Skill    : Collect Bounty <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (68)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : COLLECTBOUNTY, BOUNTY <BR>Usage    : COLLECTBOUNTY [TARGET NAME] <BR>Example  : collectbounty orc <BR>If the player is able to bring a legitimately wanted criminal up before a judge<BR>in the same area, the judge will pay the player a bounty on the criminal and<BR>bring in an authorized cityguard to complete the trial.</pre></P>  <P> 
				<br><a name="Skill_CombatLog"><B>Combat Log (Skill_CombatLog)</B></a>
				<pre> <BR>Skill    : Combat Log <BR>Domain   : Combat lore <BR>Available: Scholar  <BR>Allows   : Combat Lore I <BR>Use Cost : Mana (53)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch - Range 20 <BR>Commands : COMBATLOG <BR>Usage    : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT])) <BR>Usage    : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER]) <BR>Example  : combatlog rabbit <BR>Example  : combatlog stop <BR>Example  : combatlog report <BR>Example  : combatlog write paper <BR>This ability allows the player to assess key statistics about another character<BR>or creatures performance in a fight.  The player studiously notes all combat<BR>details and can report out the details at any time, so long as they are still<BR>observing.  The player is able to observe things like the resources they<BR>consume, and the challenges they overcome. The more lore Expertise the player<BR>has, the greater the number of insights and details they will be able to note<BR>using this skill. The player can then report on these details or even write<BR>them onto paper or into a book.  Stopping will clear the statistics, allowing<BR>the player to study a new target. </pre></P>  <P> 
				<br><a name="Archon_CRecord"><B>Combat Record (Archon_CRecord)</B></a>
				<pre>Usage    : CRECORD LIST/START [MINS]/STOP/MINLEVEL [LEVEL]/... <BR>Usage    : .../ADD [PLAYER]/DEL [PLAYER] <BR>Example  : crecord start 15 <BR>This tool automatically creates a combat log for a player when they gain a<BR>level, if they are above a minimum level, and if they gained the current level<BR>within a minimum number of minutes. It will continue to log until the next<BR>level is gained.  To activate the tool, enter CRECORD START [number of<BR>minutes]. Players will then start being recorded automatically.  Combat<BR>recording can also be managed manually using ADD/DEL.  The default minimum<BR>level is 10, but can be modified with the MINLEVEL command.  Logs are kept in<BR>the dbfs directory '::/resources/clogs/'.</pre></P>  <P> 
				<br><a name="Skill_CombatRepairs"><B>Combat Repairs (Skill_CombatRepairs)</B></a>
				<pre> <BR>Skill    : Combat Repairs <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : COMBATREPAIR, COMBATREPAIRS <BR>Usage    : COMBATREPAIR <BR>Example  : combatrepair <BR>The sailor quickly runs around patching up holes and other ship damage with any<BR>materials on hand.  This may only be done while the ship is in combat and<BR>provides an amount of repair which depends on the sailors dexterity and<BR>expertise.  The repairs wear off once the ship leaves combat, but never falls<BR>below the damage level when repairs were made.</pre></P>  <P> 
				<br><a name="Paladin_CommandHorse"><B>Command Horse (Paladin_CommandHorse)</B></a>
				<pre> <BR>Skill    : Command Horse <BR>Domain   : Animal affinity <BR>Available: Paladin  <BR>Allows   : Animal Affinity I <BR>Use Cost : Mana (72)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures Exits Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : COMMANDHORSE <BR>Usage    : COMMANDHORSE [TARGET] [COMMAND] <BR>Example  : commandhorse horse smile <BR>The Paladin`s affinity with horses has grown such that they have the natural<BR>ability to command equines of all sorts to do just about anything he wants. </pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeCommoner"><B>Commoner Honorary Degree (Skill_HonoraryDegreeCommoner)</B></a>
				<pre> <BR>Skill    : Commoner Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.<BR>When the scholar has Studied at least 4 skills qualified for by at least one of<BR>the qualifying classes, including those common skills specified by the class,<BR>then the scholar will receive access to an honorary degree Title.  The scholar<BR>can then use the TITLE command to select and use the honorary degree title. <BR>When one of these titles is in use, the scholar is permitted to enter areas<BR>normally only allowed to those of the qualifying class, and also gains the<BR>ability to pick up and equip items which would normally fly away from the<BR>scholars hands if normally attempted.</pre></P>  <P> 
				<br><a name="Composting"><B>Composting (Composting)</B></a>
				<pre> <BR>Skill    : Composting <BR>Domain   : Gathering <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Farming' <BR>Requires : A base wisdom of at least 12.   <BR>Allows   : Irrigation, Quick Working I, Landscaping, Quick Worker I <BR>Allows   : Gardening <BR>Use Cost : Movement (15)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : COMPOST, COMPOSTING <BR>Usage    : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE] <BR>Example  : compost carrots <BR>:        : compost 20 carrots <BR>:        : compost bundle 100 compost <BR>This skills allows the player to quickly convert any vegetation resources, such<BR>as those from the forage or butcher skills, into compost items. These compost<BR>items can then be used to greatly increase the yield of the Farming skill.</pre></P>  <P> 
				<br><a name="Thief_Con"><B>Con (Thief_Con)</B></a>
				<pre> <BR>Skill    : Con <BR>Domain   : Deceptive <BR>Available: Burglar Charlatan  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (73)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CON <BR>Usage    : CON [TARGET NAME] [COMMAND] <BR>Example  : con orc sleep <BR>The thief will attempt to use trickery, and flattery to get a character to do<BR>something for him or her.  The conned character will do almost anything, but<BR>some things even the gullible won't do, such as follow or sleep (among others).</pre></P>  <P> 
				<br><a name="Thief_ConcealDoor"><B>Conceal Door (Thief_ConcealDoor)</B></a>
				<pre> <BR>Skill    : Conceal Door <BR>Domain   : Stealthy <BR>Available: Thief  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR <BR>Usage    : DOORCONCEAL [EXIT NAME] <BR>Example  : doorconceal east <BR>The thief is able to hide a door or gate.  The level of the door he is able to<BR>hide is affected by level and stealth expertise.  The door remains hidden from<BR>non-players for a long time, or permanently if owned.</pre></P>  <P> 
				<br><a name="Thief_ConcealItem"><B>Conceal Item (Thief_ConcealItem)</B></a>
				<pre> <BR>Skill    : Conceal Item <BR>Domain   : Stealthy <BR>Available: Pirate Thief  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM <BR>Usage    : ITEMCONCEAL [TARGET NAME] <BR>Example  : itemconceal chest <BR>The thief is able to hide an item of moderate size.  The size of the item he is<BR>able to hide is affected by level and stealth expertise.  The item remains<BR>hidden for a long time, or permanently if owned.</pre></P>  <P> 
				<br><a name="Thief_ConcealWalkway"><B>Conceal Walkway (Thief_ConcealWalkway)</B></a>
				<pre> <BR>Skill    : Conceal Walkway <BR>Domain   : Stealthy <BR>Available: Thief  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY <BR>Usage    : WALKWAYCONCEAL [EXIT NAME] <BR>Example  : walkway east <BR>The thief is able to hide a walkway to or within a building.  The level of the<BR>walkway he is able to hide is affected by level and stealth expertise. The<BR>walkway remains hidden from non-players for a long time, or permanently if<BR>owned.</pre></P>  <P> 
				<br><a name="Skill_Conduct"><B>Conduct Symphony (Skill_Conduct)</B></a>
				<pre> <BR>Skill    : Conduct Symphony <BR>Domain   : Playing <BR>Available: Minstrel  <BR>Allows   : Rhythmic Playing I, Resounding Playing I, Bold Playing I <BR>Use Cost : Mana (80)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch - Range 2 <BR>Commands : CONDUCT <BR>Usage    : CONDUCT <BR>Example  : conduct <BR>This powerful bard skill allows the bard to conduct their group as if it were a<BR>symphony.  If the bard`s group all have instruments, and all are prepared to<BR>play them, then using this skill will grant them all the ability to play the<BR>magical "symphony" as per the bard song.</pre></P>  <P> 
				<br><a name="Construction"><B>Construction (Construction)</B></a>
				<pre> <BR>Skill    : Construction <BR>Domain   : Building <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Carpentry' <BR>Requires : A base constitution of at least 12.   <BR>Allows   : Quick Building I, Decorating, Quick Worker I, Ingenious Engineering<BR>I <BR>Allows   : Find Home <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CONSTRUCT <BR>Usage    : CONSTRUCT [LIST/INFO/"[PROJECT NAME]"] [DIRECTION] <BR>Example  : construct wall north <BR>:        : construct list <BR>:        : construct info wall <BR>:        : construct roof <BR>:        : construct door east <BR>:        : construct title A messy room. <BR>:        : construct desc east This is my favorite Door. <BR>:        : construct desc room This is a messy room. <BR>:        : construct stairs <BR>:        : construct help Bob <BR>:        : construct demolish west <BR>:        : construct demolish room <BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls, stairs, and doors may be built following the<BR>construction of roof and framework.  Fences and gates may be built outdoors.<BR>This skill also allows the demolition of unwanted walls and structures,<BR>upstairs rooms, and the giving of a title and description to a room. The<BR>parameters also allow more than one person to assist in a construction project.<BR>All of the structures made with this skill are made of wood.    Items crafted<BR>with balsa can be done with half the required wood listed, while items crafted<BR>with ironwood will require twice the required wood listed. The raw wood for<BR>construction can be obtained using the Chopping skill.</pre></P>  <P> 
				<br><a name="Thief_ContractHit"><B>Contract Hit (Thief_ContractHit)</B></a>
				<pre> <BR>Skill    : Contract Hit <BR>Domain   : Criminal <BR>Available: Burglar  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (80)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CONTRACTHIT <BR>Usage    : CONTRACTHIT [TARGET NAME] <BR>Example  : contracthit orc <BR>By spending an appropriate amount of money, the player can put a 'hit' out on<BR>the target.  The target will, after some time, be assaulted by 3-6 assassins of<BR>appropriate level.  The assassins will persist until their job is done, or are<BR>all killed.  They will track the target if necessary.</pre></P>  <P> 
				<br><a name="Skill_ControlUndead"><B>Control Undead (Skill_ControlUndead)</B></a>
				<pre> <BR>Skill    : Control Undead <BR>Domain   : Death lore <BR>Available: Cleric Necromancer  <BR>Allows   : Death Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CONTROL <BR>Usage    : CONTROL [TARGET NAME]  <BR>Example  : control skeleton <BR>The evil or neutral priest attempts to frighten the heck out of an undead<BR>creature. Depending upon the level of the priest versus the level of the<BR>creature, the effect of the skill may be to either cause it to become<BR>submissive for a time, or come completely under the clerics control.</pre></P>  <P> 
				<br><a name="Skill_Convert"><B>Convert (Skill_Convert)</B></a>
				<pre> <BR>Skill    : Convert <BR>Domain   : Evangelism <BR>Available: Numerous Classes  <BR>Allows   : Evangelising I <BR>Use Cost : Mana (50)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CONVERT <BR>Usage    : CONVERT [PLAYER NAME/DEITY NAME] <BR>Example  : convert bob <BR>Example  : convert odin <BR>This skill allows Clerics to convert themselves or others to the worship of<BR>specific deities.  If a player is specified, the target player must not be<BR>worshiping another deity at the time, which means that to change deities, the<BR>player must first REBUKE their current deity.  If an npc mob is specified, then<BR>a failed conversion will be followed by a 30 minute period of doubt where the<BR>npc may not be converted by anyone.  That is then followed by another 30 minute<BR>period where the mob will be susceptable to conversion.  A converted npc mob<BR>will remain so for a period of time, but any religious services in the area<BR>attended by the mob will extend the period. <BR> <BR>A deity may be also be specified as a parameter, allowing the cleric to convert<BR>themselves to the worship of a deity.  Use the DEITIES command to list<BR>available deities.  See also the help entries for RELIGION, BLESSINGS,<BR>SERVICES, and RITUALS for more information.</pre></P>  <P> 
				<br><a name="Cooking"><B>Cooking (Cooking)</B></a>
				<pre> <BR>Skill    : Cooking <BR>Domain   : Epicurean <BR>Available: Artisan Gaoler Numerous Classes  <BR>Allows   : Distilling, Quick Cooking I, Master Cooking, Quick Worker I <BR>Allows   : Home Cooking I, Advanced Cooking I, Food Prep, Baking <BR>Allows   : Vigorous Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : COOK, COOKING <BR>Usage    : COOK LIST/[COOKING CONTAINER] <BR>Example  : cook list <BR>Example  : cook list stew <BR>Example  : cook list all <BR>Example  : cook pot <BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients.  The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, like a pot or pan.  A<BR>pot may be filled with water, if water is required for the recipe.  The<BR>ingredients for cooking are best obtained through the Butchering skill and the<BR>Foraging skill, and some Food Prep may be necessary for some dishes.</pre></P>  <P> 
				<br><a name="Costuming"><B>Costuming (Costuming)</B></a>
				<pre> <BR>Skill    : Costuming <BR>Domain   : Crafting <BR>Available: Artisan Charlatan Numerous Classes  <BR>Requires : 'Tailoring' <BR>Requires : A base intelligence of at least 12.   <BR>Allows   : Light Sewing I, Quality Crafting I, Quick Worker I <BR>Allows   : Durable Crafting I, Light Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Quality Sewing I, Master Costuming <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : COSTUME, COSTUMING <BR>Usage    : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE] <BR>Example  : costume habit <BR>:        : costume list <BR>:        : costume list habit <BR>:        : costume list all <BR>:        : costume mend habit <BR>:        : costume refit habit <BR>:        : costume scan <BR>:        : costume scan bob <BR>:        : costume learn shirt <BR>This skill allows a player to fabricate paper clothing that can be worn over<BR>most other clothing so as to produce a different display, but not interfere<BR>with the function of the underlying clothing and armor.  In order to use this<BR>skill, the costumer must first acquire the desired item they wish to base the<BR>pattern off of, and then deconstruct that item into a costuming recipe with the<BR>COSTUME LEARN command provided a blank recipe page, or recipe book with blank<BR>pages is in his or her inventory.  This command also allows the player to mend<BR>any damaged paper clothing, get info on a list item, or refit any paper clothes<BR>which are the wrong size. To begin costuming a new item, the player must have<BR>placed the bolt of paper he or she wishes to make the clothing from on the<BR>ground.  The player may also scan the room or other players for equipment that<BR>may be mended by this skill, using the scan parameter. The raw materials for<BR>costuming are created using the Papermake skill.</pre></P>  <P> 
				<br><a name="Fighter_CounterAttack"><B>Counter-Attack (Fighter_CounterAttack)</B></a>
				<pre> <BR>Skill    : Counter-Attack <BR>Domain   : Martial lore <BR>Available: Fighter  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  : <BR>This skill allows a fighter to position themselves for an extra attack<BR>following a successful Parry.</pre></P>  <P> 
				<br><a name="Thief_Countertracking"><B>Counter-Tracking (Thief_Countertracking)</B></a>
				<pre> <BR>Skill    : Counter-Tracking <BR>Domain   : Stealthy <BR>Available: Thief  <BR>Allows   : Stealthy I <BR>Invoked  : Automatic <BR>Example  :  <BR>proficiency in this skills negates mundane tracking skill use against the<BR>target, such as the tracking done by rangers and assassins.</pre></P>  <P> 
				<br><a name="Fighter_CoupDeGrace"><B>Coup de Grace (Fighter_CoupDeGrace)</B></a>
				<pre> <BR>Skill    : Coup de Grace <BR>Domain   : Dirty fighting <BR>Available: Fighter  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (150)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : COUP, COUPDEGRACE <BR>Usage    : COUP [TARGET NAME]  <BR>Example  : coup orc <BR>The fighter attempts to deliver a final fatal blow to the target which is very<BR>injured, below 25% of their hit points and completely prone (lying down).  This<BR>is a difficult skill to use properly, so practice often!  The typical fighter<BR>must quickly whomp their target to the ground and coup-de-grace them before<BR>they come back to their senses.</pre></P>  <P> 
				<br><a name="Fighter_CoverDefence"><B>Cover Defence (Fighter_CoverDefence)</B></a>
				<pre> <BR>Skill    : Cover Defence <BR>Domain   : Evasive <BR>Available: Artisan Fighter  <BR>Requires : 'Ranged Weapon Proficiency' at 75% <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>During combat, the fighter will keep an eye out for defensive cover positions<BR>to take against missile weapons.  When the moment is right, the fighter may<BR>take cover behind these positions, negating the missile attack.</pre></P>  <P> 
				<br><a name="Paladin_CraftHolyAvenger"><B>Craft Holy Avenger (Paladin_CraftHolyAvenger)</B></a>
				<pre> <BR>Skill    : Craft Holy Avenger <BR>Domain   : Crafting <BR>Available: Paladin  <BR>Requires : 'Sword Specialization', and 'Weaponsmithing' <BR>Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER <BR>Usage    : CRAFTHOLY <BR>Example  :  <BR>Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack<BR>and damage are based on the Paladin's level.</pre></P>  <P> 
				<br><a name="Fighter_CriticalShot"><B>Critical Shot (Fighter_CriticalShot)</B></a>
				<pre> <BR>Skill    : Critical Shot <BR>Domain   : Martial lore <BR>Available: Assassin Fighter Jester Ranger  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>Gives the fighter a bonus to all damage during combat when firing or throwing a<BR>ranged weapon in combat.</pre></P>  <P> 
				<br><a name="Fighter_CritStrike"><B>Critical Strike (Fighter_CritStrike)</B></a>
				<pre> <BR>Skill    : Critical Strike <BR>Domain   : Martial lore <BR>Available: Assassin Fighter Jester  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>Gives the fighter a bonus to all damage during combat when using a weapon in<BR>melee combat.</pre></P>  <P> 
				<br><a name="Skill_CrowsNest"><B>Crow`s Nest (Skill_CrowsNest)</B></a>
				<pre> <BR>Skill    : Crow`s Nest <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Requires : 'Climb' at 74% <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : CROWSNEST <BR>Usage    : crowsnest <BR>Example  : crowsnest <BR>Allows the sailor to attempt to climb up into the crows nest from the deck of<BR>their large sailing ship. From this small perch, the sailor can look around and<BR>see approaching people or objects or land from a greater distance, and take<BR>note of the direction. They can then yell down instructions to those on the<BR>deck below.  Looking in particular directions will allow them to make out some<BR>minor details in that direction.</pre></P>  <P> 
				<br><a name="Skill_CurtainCall"><B>Curtain Call (Skill_CurtainCall)</B></a>
				<pre> <BR>Skill    : Curtain Call <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Always Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CURTAINCALL <BR>Usage    : CURTAINCALL <BR>Example  : curtaincall <BR>The bard calls the curtain, making everyone in his or her group begin taking a<BR>bow until their health and mana is restored, at the cost of movement.</pre></P>  <P> 
				<br><a name="Thief_CutThroat"><B>Cut Throat (Thief_CutThroat)</B></a>
				<pre> <BR>Skill    : Cut Throat <BR>Domain   : Dirty fighting <BR>Available: Assassin  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (66)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CUTTHROAT, CT <BR>Usage    : CUTTHROAT [TARGET NAME]  <BR>Example  : cutthroat orc <BR>Shorts   : CT <BR>If the thief is hidden, or otherwise invisible to the target, and is wielding a<BR>dagger, this ability will allow him or her to cut the target`s throat, dealing<BR>a big burst of damage, and starting the bleeding effect.</pre></P>  <P> 
				<br><a name="Thief_DaggerDefense"><B>Dagger Defense (Thief_DaggerDefense)</B></a>
				<pre> <BR>Skill    : Dagger Defense <BR>Domain   : Evasive <BR>Available: Assassin  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>This skill grants an extra attempt to parry when wielding a dagger. Parrying is<BR>the ability to cancel an armed attack by an opponent using your own weapon. <BR>The character with this skill will parry the attacks of his or her armed<BR>opponents whenever possible.</pre></P>  <P> 
				<br><a name="Specialization_Dagger"><B>Dagger Specialization (Specialization_Dagger)</B></a>
				<pre> <BR>Skill    : Dagger Specialization <BR>Domain   : Weapon use <BR>Available: Assassin  <BR>Allows   : Weaponsmithing <BR>Invoked  : Automatic <BR>The player is a master with daggers, gaining bonuses to attack when using a<BR>dagger in combat.  Can also allow the use of higher level daggers if the focus<BR>expertise is taken. This specialization stacks its bonuses on top of the more<BR>general edged weapon specialization.</pre></P>  <P> 
				<br><a name="Thief_DampenAuras"><B>Dampen Auras (Thief_DampenAuras)</B></a>
				<pre> <BR>Skill    : Dampen Auras <BR>Domain   : Deceptive <BR>Available: Arcanist  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (72)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DAMPENAURAS <BR>Usage    : DAMPENAURAS <BR>Example  : dampenauras <BR>This skill eliminates any emanations and auras on the thief and his or her<BR>inventory items.  This includes emanations and auras which others might be<BR>using skills to detect (such as magic, goodness, metalicness, etc).</pre></P>  <P> 
				<br><a name="Thief_DazzlingCaltrops"><B>Dazzling Caltrops (Thief_DazzlingCaltrops)</B></a>
				<pre> <BR>Skill    : Dazzling Caltrops <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Allows   : Trapping I, Mana Sapping I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Malicious <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : DAZZLINGCALTROPS <BR>Usage    : DAZZLING CALTROPS <BR>Example  : dazzlingcaltrops <BR>The thief drops numerous small shiny colorful metal objects on the ground<BR>around him or her. While the thief will be able to avoid them, anyone entering,<BR>leaving, advancing, or retreating from the room will be have have to avoid<BR>meeting their dazzling gaze or else risk losing mana from doing so.  This trap<BR>is permanent on owned property, but won't affect those who live there.</pre></P>  <P> 
				<br><a name="Skill_DeadReckoning"><B>Dead Reckoning (Skill_DeadReckoning)</B></a>
				<pre> <BR>Skill    : Dead Reckoning <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (30) Movement (30)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : DEADRECKON, DEADRECKONING <BR>Usage    : DEADRECKON <BR>Example  : deadreckon <BR>From the deck of a boat or ship, the sailor can use their intuition and<BR>superior guesswork to determine which direction lies the path to the closest<BR>land.</pre></P>  <P> 
				<br><a name="Thief_DeathTrap"><B>Death Trap (Thief_DeathTrap)</B></a>
				<pre> <BR>Skill    : Death Trap <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Allows   : Trapping I <BR>Use Cost : Mana (40) Movement (40)  <BR>Quality  : Malicious <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : DEATHTRAP <BR>Usage    : DEATHTRAP <BR>Example  : deathtrap <BR>With 100 pounds of metal on the ground, the thief may construct a most horrible<BR>and astounding trap.  Anyone entering the room with the trap will be killed<BR>most horribly.  This trap is permanent on owned property, and won't affect<BR>those who live there.</pre></P>  <P> 
				<br><a name="Skill_DecipherScript"><B>Decipher Script (Skill_DecipherScript)</B></a>
				<pre> <BR>Skill    : Decipher Script <BR>Domain   : Street smarts <BR>Available: Several Classes  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (8)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : DECIPHER <BR>Usage    : DECIPHER [TARGET NAME] ([PAGE NUMBER]) <BR>Example  : decipher paper <BR>Example  : decipher book 3 <BR>The player decodes any encryption on a book or document or other writing.  It<BR>can be used similar to the READ command to select different pages of a book as<BR>well.</pre></P>  <P> 
				<br><a name="Decorating"><B>Decorating (Decorating)</B></a>
				<pre> <BR>Skill    : Decorating <BR>Domain   : Artistic <BR>Available: Artisan  <BR>Requires : 'Painting' at 75%, and 'Construction' at 75% <BR>Allows   : Quick Working I, Quick Worker I, Artsy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DECORATE, DECORATING <BR>Usage    : DECORATE MOUNT/HANG/STICK [ITEM NAME] <BR>Example  : decorate mount picture <BR>This skill allows the player to hang or mount an item on the wall of a room. <BR>The item will blend with the room description, and while it is still GETtable,<BR>it is protected from mass commands like GET ALL.  Items mounted or hung will<BR>have their display text altered, whereas items put up using STICK will not.</pre></P>  <P> 
				<br><a name="Skill_DeepBreath"><B>Deep Breath (Skill_DeepBreath)</B></a>
				<pre> <BR>Skill    : Deep Breath <BR>Domain   : Fitness <BR>Available: Sailor  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>This skill grants the ability to hold ones breathe for a period, allowing one<BR>to forego damage when under water or otherwise unable to breathe. </pre></P>  <P> 
				<br><a name="Thief_DeepCut"><B>Deep Cut (Thief_DeepCut)</B></a>
				<pre> <BR>Skill    : Deep Cut <BR>Domain   : Martial lore <BR>Available: Assassin  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (75)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DEEPCUT <BR>Usage    : DEEPCUT ([TARGET NAME]) [BODY PART] <BR>Example  : deepcut left arm <BR>Example  : deepcut orc left arm <BR>The player lunges for a body part on the target to deeply injure.  If the<BR>player manages to take more than 8% of the target`s hit points on the next hit,<BR>the body part will be directly cut into.  Requires the use of a slashing or<BR>piercing melee weapon.</pre></P>  <P> 
				<br><a name="Fighter_DeflectProjectile"><B>Deflect Projectile (Fighter_DeflectProjectile)</B></a>
				<pre> <BR>Skill    : Deflect Projectile <BR>Domain   : Evasive <BR>Available: Monk  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Monk gains the uncanny ability to block and deflect arrows, spears, and<BR>other projectiles in mid flight.  The Monk requires a free hand to perform this<BR>skill.</pre></P>  <P> 
				<br><a name="Fighter_DesertTactics"><B>Desert Tactics (Fighter_DesertTactics)</B></a>
				<pre> <BR>Skill    : Desert Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in deserts. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Fighter_DesperateMoves"><B>Desperate Moves (Fighter_DesperateMoves)</B></a>
				<pre> <BR>Skill    : Desperate Moves <BR>Domain   : Evasive <BR>Available: Fighter  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>When near death, the fighters desperation brings out their best evasive moves,<BR>cutting all damage in half when below 10% hit points.</pre></P>  <P> 
				<br><a name="Thief_DetectTraps"><B>Detect Traps (Thief_DetectTraps)</B></a>
				<pre> <BR>Skill    : Detect Traps <BR>Domain   : Alert <BR>Available: Bard Jester Trapper Several Classes  <BR>Allows   : Identify Traps, AutoDetect Traps, AutoMark Traps <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (54)  <BR>Quality  : Circumstantial <BR>Targets  : Items Exits  <BR>Range    : Touch, or not applicable <BR>Commands : CHECK <BR> <BR>Spell    : Detect Traps <BR>Domain   : Divination <BR>Available: Diviner  <BR>Allows   : Extended Divining I, Power Divining I, Reduced Divining I <BR>Allows   : Ranged Divining I <BR>Use Cost : Mana (60)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : CAST, CA, C <BR>Usage    : CHECK <BR>Example  : check east <BR>Example  : check chest <BR>The thief can take a careful look at an item, container, or door to see if it<BR>is trapped.</pre></P>  <P> 
				<br><a name="Thief_Detection"><B>Detection (Thief_Detection)</B></a>
				<pre> <BR>Skill    : Detection <BR>Domain   : Alert <BR>Available: Arcanist Burglar Charlatan Monk  <BR>Available: Thief Trapper  <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (63)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DETECT, DETECTION <BR>Usage    : detect <BR>Example  :  <BR>The thief takes a careful and meticulous look around, allowing him or her to<BR>spot any hidden things in the area. The longer the thief looks around, the more<BR>he will see.</pre></P>  <P> 
				<br><a name="Skill_Dirt"><B>Dirt (Skill_Dirt)</B></a>
				<pre> <BR>Skill    : Dirt <BR>Domain   : Dirty fighting <BR>Available: Assassin Barbarian Fighter Minstrel  <BR>Available: Monk SkyWatcher Thief  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (52)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : DIRT <BR>Usage    : DIRT [TARGET NAME]  <BR>Example  : dirt orc <BR>The fighter attempts to kick dirt into the eyes of the target, making them<BR>temporarily blind.</pre></P>  <P> 
				<br><a name="Thief_DisablingCaltrops"><B>Disabling Caltrops (Thief_DisablingCaltrops)</B></a>
				<pre> <BR>Skill    : Disabling Caltrops <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Allows   : Trapping I, Fatiguing I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Malicious <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : DISABLINGCALTROPS <BR>Usage    : DISABLING CALTROPS <BR>Example  : disablingcaltrops <BR>The thief drops numerous small metal hooked spikes on the ground around him or<BR>her. While the thief will be able to avoid them, anyone entering, leaving,<BR>advancing, or retreating from the room will be have their feet caught on them,<BR>disabling movement.  This trap is permanent on owned property, but won't affect<BR>those who live there.</pre></P>  <P> 
				<br><a name="Skill_Disarm"><B>Disarm (Skill_Disarm)</B></a>
				<pre> <BR>Skill    : Disarm <BR>Domain   : Martial lore <BR>Available: Barbarian Beastmaster Fighter Monk  <BR>Available: Dancer Numerous Classes  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (56)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DISARM <BR>Usage    : DISARM [TARGET NAME]  <BR>Example  : disarm orc <BR>The fighter attempts use his or her weapon to disarm the target, hurling their<BR>weapon onto the floor and out of reach.  To succeed, the player must be armed,<BR>make their proficiency check, "hit" their opponent, and not be too underpowered<BR>compared to their opponent.</pre></P>  <P> 
				<br><a name="Paladin_DiseaseImmunity"><B>Disease Immunity (Paladin_DiseaseImmunity)</B></a>
				<pre> <BR>Skill    : Disease Immunity <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>Example  :  <BR>As the Paladin's proficiency grows, he or she becomes more and more immune to<BR>diseases and disease like spell affects.</pre></P>  <P> 
				<br><a name="Skill_Disguise"><B>Disguise (Skill_Disguise)</B></a>
				<pre> <BR>Skill    : Disguise <BR>Domain   : Deceptive <BR>Available: Charlatan  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (53)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : DISGUISE <BR>Usage    : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION] <BR>Example  : disguise race orc <BR>Example  : disguise class thief <BR>Example  : disguise height 1000 <BR>This powerful ability allows the bard to disguise his or her appearance in<BR>numerous ways.  The disguise command, without any arguments, will list the<BR>attributes which may be changed.  Once a disguise has been put on, entering<BR>disguise again without any arguments will remove the disguise.</pre></P>  <P> 
				<br><a name="Dissertating"><B>Dissertating (Dissertating)</B></a>
				<pre> <BR>Skill    : Dissertating <BR>Domain   : Crafting <BR>Available: Scholar  <BR>Allows   : Advanced Crafting I, Quick Crafting I, Wise Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DISSERTATE, DISSERTATING <BR>Usage    : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER] <BR>Usage    : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER] <BR>Example  : dissertate iron grip scroll <BR>:        : dissertate iron grip from "scroll of iron grip" "a dissertation" <BR>This skill allows the player to write a lengthy dissertation on how to learn<BR>one of the skills or spells the player knows, or to transcribe any skill from<BR>one scroll or dissertation to another. To do this, the player must have a piece<BR>of paper with sufficient blank space on it to make the dissertation out of. <BR>Writing a dissertation requires a small amount of experience cost based on the<BR>level of the skill. Once written, the dissertation may be read in order to<BR>learn the skill.</pre></P>  <P> 
				<br><a name="Distilling"><B>Distilling (Distilling)</B></a>
				<pre> <BR>Skill    : Distilling <BR>Domain   : Epicurean <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Cooking' <BR>Allows   : Warrants, Master Distilling, Quick Cooking I, Quick Worker I <BR>Allows   : Master Foraging, Home Cooking I, Imbued Distilling I <BR>Allows   : Advanced Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DISTILLING <BR>Usage    : DISTILL LIST/[BREWING CONTAINER] <BR>Example  : distill pot <BR>:        : distill list <BR>:        : distill list whiskey <BR>:        : distill list all <BR>This skill allows the player to create a beer and other liquors from basic<BR>ingredients.  The player must be near a fire over which the alcohol can be<BR>brewed.  The ingredients must be placed in a fire-safe container, like a pot or<BR>pan.  A pot must be filled with water or other liquids required by the recipe. <BR>The ingredients for cooking are best obtained through the Foraging skill.</pre></P>  <P> 
				<br><a name="Thief_Distract"><B>Distract (Thief_Distract)</B></a>
				<pre> <BR>Skill    : Distract <BR>Domain   : Deceptive <BR>Available: Pirate Dancer Thief Several Classes  <BR>Allows   : Improved Distraction, Deceptive I <BR>Use Cost : Movement (57)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DISTRACT <BR>Usage    : DISTRACT [TARGET NAME]  <BR>Example  : distract orc <BR>The fighter forfeits his or her attacks in order to spend time distracting the<BR>target.  While distracted, the target`s attack and defence skills are greatly<BR>reduced.</pre></P>  <P> 
				<br><a name="Skill_Diving"><B>Diving (Skill_Diving)</B></a>
				<pre> <BR>Skill    : Diving <BR>Domain   : Fitness <BR>Available: Sailor  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>This skill automatically turns falls into water from a great height into a<BR>graceful dive, which mitigates damage taken when the player hits water.</pre></P>  <P> 
				<br><a name="Skill_Dodge"><B>Dodge (Skill_Dodge)</B></a>
				<pre> <BR>Skill    : Dodge <BR>Domain   : Evasive <BR>Available: Artisan Beastmaster Charlatan Minstrel  <BR>Available: Monk Dancer Numerous Classes Numerous Classes  <BR>Requires : 'Natural Weapon Proficiency' at 75% <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  : dodge <BR>During combat, the character begins to dance around on their feet, making them<BR>harder to hit in combat.</pre></P>  <P> 
				<br><a name="Domesticating"><B>Domesticating (Domesticating)</B></a>
				<pre> <BR>Skill    : Domesticating <BR>Domain   : Animal affinity <BR>Available: Trapper  <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DOMESTICATE, DOMESTICATING <BR>Usage    : DOMESTICATE [MOB NAME] <BR>Usage    : DOMESTICATE NAME [MOB] [NEW NAME] <BR>Example  : domesticate rabbit <BR>Example  : domesticate name rabbit bob <BR>This skill allows the player to make an animal into a follower, and then to<BR>re-name the animal if he chooses.  The animal remains renamed only as long as<BR>it is a follower.</pre></P>  <P> 
				<br><a name="Thief_TreasureMap"><B>Draw Treasure Map (Thief_TreasureMap)</B></a>
				<pre> <BR>Skill    : Draw Treasure Map <BR>Domain   : Calligraphy <BR>Available: Pirate  <BR>Allows   : Fine Calligraphy I <BR>Use Cost : Mana (7)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : DRAWTREASUREMAP, TREASUREMAP <BR>Usage    : DRAWTREASUREMAP [PAPER NAME] <BR>Example  : drawtreasuremap paper <BR>This skill allows the pirate to draw a map from his or her current room, to the<BR>location of a Buried Treasure in the same area which the pirate does not<BR>presently have a map to. Obviously this requires that the Buried Treasure skill<BR>be used in the same area first. </pre></P>  <P> 
				<br><a name="Drilling"><B>Drilling (Drilling)</B></a>
				<pre> <BR>Skill    : Drilling <BR>Domain   : Gathering <BR>Available: Numerous Classes  <BR>Requires : A base intelligence of at least 9.   <BR>Allows   : Distilling, Irrigation, Quick Working I, Quick Worker I <BR>Allows   : Speculating, Master Drilling, Edged Weapon Familiarity <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DRILL, DRILLING <BR>Usage    : DRILL (BUNDLE [NUM]) [TARGET CONTAINER] <BR>Example  : drill pot <BR>Example  : drill bundle 10 "lamp oil" <BR>With this common skill, a player carefully pokes around, in the ground or<BR>trees, for useful liquids.  The liquids are then placed into the liquid<BR>container given by the parameters.  Drilling is best done in forests and<BR>deserts. You can also bundle multiple resources together using this skill.  The<BR>GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeDruid"><B>Druid Honorary Degree (Skill_HonoraryDegreeDruid)</B></a>
				<pre> <BR>Skill    : Druid Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and<BR>Beastmaster. When the scholar has Studied at least 4 skills qualified for by at<BR>least one of the qualifying classes, including those skills specified by the<BR>class, then the scholar will receive access to an honorary degree Title.  The<BR>scholar can then use the TITLE command to select and use the honorary degree<BR>title.  When one of these titles is in use, the scholar is permitted to enter<BR>areas normally only allowed to those of the qualifying class, and also gains<BR>the ability to pick up and equip items which would normally fly away from the<BR>scholars hands if normally attempted.</pre></P>  <P> 
				<br><a name="Druid_DruidicPass"><B>Druidic Pass (Druid_DruidicPass)</B></a>
				<pre> <BR>Skill    : Druidic Pass <BR>Domain   : Stealthy <BR>Available: Several Classes  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : PASS <BR>Usage    : PASS [DIRECTION] <BR>Example  : pass east <BR>This skill allows the druid to move silently and almost invisibly from place to<BR>place while traveling in the wild.  Moreover, this skill allows the Druid to<BR>pass into locked dwellings, if those dwellings are located in the wild<BR>outdoorsy domain.</pre></P>  <P> 
				<br><a name="Fighter_DualParry"><B>Dual Parry (Fighter_DualParry)</B></a>
				<pre> <BR>Skill    : Dual Parry <BR>Domain   : Martial lore <BR>Available: Assassin Fighter  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>For players wielding two weapons, this skill allows the fighter to have an<BR>extra parry attempt using the off-hand weapon during combat.  A successful<BR>parry effectively cancels the attack.</pre></P>  <P> 
				<br><a name="Dyeing"><B>Dyeing (Dyeing)</B></a>
				<pre> <BR>Skill    : Dyeing <BR>Domain   : Artistic <BR>Available: Artisan Numerous Classes  <BR>Requires : A base charisma of at least 8.   <BR>Allows   : Master Dyeing, Quick Working I, Quick Worker I, Artsy I <BR>Allows   : Painting <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : DYE, DYEING <BR>Usage    : DYE LIST/[ITEM NAME] [COLOR]/REMOVE <BR>Example  : dye LIST <BR>Example  : dye shirt blue <BR>Example  : dye shirt remove <BR>This skill allows the player to dye a qualifying cloth item a different color,<BR>or to remove an existing color.  More options become available at higher<BR>levels, and higher artistic expertise.</pre></P>  <P> 
				<br><a name="Familiarity_EdgedWeapon"><B>Edged Weapon Familiarity (Familiarity_EdgedWeapon)</B></a>
				<pre> <BR>Skill    : Edged Weapon Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Edged Weapon Proficiency' at 75%, and 'Drilling' at 75% <BR>Invoked  : Automatic <BR>The player is familiar with edged weapons they have crafted themselves, gaining<BR>an attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="Proficiency_EdgedWeapon"><B>Edged Weapon Proficiency (Proficiency_EdgedWeapon)</B></a>
				<pre> <BR>Skill    : Edged Weapon Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Allows   : Edged Weapon Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with sharp edged weapons, gaining the ability to use<BR>them even if their current class training would not make it feasible normally.</pre></P>  <P> 
				<br><a name="Specialization_EdgedWeapon"><B>Edged Weapon Specialization (Specialization_EdgedWeapon)</B></a>
				<pre> <BR>Skill    : Edged Weapon Specialization <BR>Domain   : Weapon use <BR>Available: Templar Numerous Classes  <BR>Allows   : Edged Focus I, Edged Slashing I, Edged Piercing I <BR>Allows   : Weaponsmithing, Edged Striking I <BR>Invoked  : Automatic <BR>The player is a master of sharp edges, gaining bonuses to attack when using an<BR>edged weapon in combat.  Can also allow the use of higher level weapons if the<BR>focus expertise is taken.</pre></P>  <P> 
				<br><a name="Thief_Embezzle"><B>Embezzle (Thief_Embezzle)</B></a>
				<pre> <BR>Skill    : Embezzle <BR>Domain   : Criminal <BR>Available: Burglar  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (75)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : EMBEZZLE <BR>Usage    : EMBEZZLE [BANKER NAME] <BR>Example  : embezzle bob <BR>The thief attempts to embezzle at least 2% of the value of a random bank<BR>account into his own account with the same bank.  If successful, the banker<BR>will notice that something has happened, and will watch their books closely for<BR>the coming month.</pre></P>  <P> 
				<br><a name="Embroidering"><B>Embroidering (Embroidering)</B></a>
				<pre> <BR>Skill    : Embroidering <BR>Domain   : Calligraphy <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Write' <BR>Requires : A base charisma of at least 10.   <BR>Allows   : Fine Calligraphy I, Marketeering, Quick Working I <BR>Allows   : Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : EMBROIDER, EMBROIDERING <BR>Usage    : EMBROIDER [ITEM NAME] [MESSAGE] <BR>Example  : embroider shirt my favorite shirt <BR>This skill allows the player to embroider a unique message onto a qualifying<BR>cloth or leather item.  To read the message, one need only LOOK at the item.</pre></P>  <P> 
				<br><a name="Skill_EncryptedWriting"><B>Encrypted Writing (Skill_EncryptedWriting)</B></a>
				<pre>Skill    : ENCRYPTED WRITING <BR>Usage    : EWRITE [ITEM] ([TEXT TO WRITE]) <BR>Available: ALL <BR>Example  : ewrite parchment From recall, go nseeseenwesee <BR>This skill allows one to write encrypted messages in common language onto<BR>ordinary paper, parchments, and similar writing material.  This will fail if<BR>the document is already written in a language other than common.   <BR> <BR>When writing on a journal, you need not specify any parameters when using this<BR>command.</pre></P>  <P> 
				<br><a name="Fighter_Endurance"><B>Endurance (Fighter_Endurance)</B></a>
				<pre> <BR>Skill    : Endurance <BR>Domain   : Fitness <BR>Available: Barbarian Fighter Monk Dancer  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>Example  :  <BR>Allows the fighter to recover hit points, mana, and movement more quickly when<BR>not in combat.</pre></P>  <P> 
				<br><a name="Engraving"><B>Engraving (Engraving)</B></a>
				<pre> <BR>Skill    : Engraving <BR>Domain   : Calligraphy <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Write' <BR>Requires : A base charisma of at least 10.   <BR>Allows   : Fine Calligraphy I, Marketeering, Quick Working I <BR>Allows   : Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ENGRAVE, ENGRAVING <BR>Usage    : ENGRAVE [ITEM NAME] [MESSAGE] <BR>Example  : engrave sword the deathmaster <BR>This skill allows the player to engrave a unique message onto a qualifying<BR>metal, stone, or wooden item.  To read the message, one need only LOOK at the<BR>item.  Engraving requires proficiency in both this skill and in the WRITEing<BR>skill.</pre></P>  <P> 
				<br><a name="Enrolling"><B>Enrolling (Enrolling)</B></a>
				<pre> <BR>Skill    : Enrolling <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Quick Working I, Educating I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ENROLLING, ENROLL <BR>Usage    : ENROLL [MOB NAME] [CLASS NAME] <BR>Example  : enroll bob fighter <BR>This skill allows the player to introduce a grouped but untrained npc to a new<BR>career. The class name is any of the available classes or subclasses.  Such as<BR>Fighter, Assassin, Illusionist, etc.  Once enrolled, the mob will begin earning<BR>new levels in that class, and either gain or qualify for new skills as would a<BR>player. The scholar using this skill must either already be a member of the<BR>class to enroll into, or be expressing an honorary degree in that class, such<BR>as with a Title. <BR> <BR>An npc/mob with a class can gain and learn new skills like a player, and will<BR>not forget them.  A mob will not necessarily use their skills in combat.  Some<BR>might, others might not.  A mob group member can always be ordered to use a<BR>skill, however.</pre></P>  <P> 
				<br><a name="Skill_Enslave"><B>Enslave (Skill_Enslave)</B></a>
				<pre> <BR>Skill    : Enslave <BR>Domain   : Criminal <BR>Available: Gaoler  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (73)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ENSLAVE <BR>Usage    : ENSLAVE [TARGET NAME] <BR>Example  : enslave orc <BR>This skill allows the player to break down an intelligent mob and enslave them.<BR>Once enslaved, a mob can be sold to slave traders, brought to the players clan<BR>homes or personal homes to remain as permanent residents, ORDERed as vassals of<BR>the owner, and, of course, command them to perform tasks.  Tasks for the slave<BR>to perform must be directed to the slave with the SAY command, and must begin<BR>with the words "I command you to" or "I order you to".  The slave will then<BR>wander around as in a GEAS trying to perform the task.  The slave can be<BR>released from the task by saying "cancel" to them.  Slaves are different from<BR>pets in that they require food and drink to survive.  If given the food and<BR>water, they will eat and drink as necessary from what they have been given. <BR>Slaves eventually lose loyalty as well.  If they starve, or if they take damage<BR>for any reason, their loyalty will decrease, making them more and more likely<BR>to leave their masters homes, or attack their masters.</pre></P>  <P> 
				<br><a name="Thief_EscapeBonds"><B>Escape Bonds (Thief_EscapeBonds)</B></a>
				<pre> <BR>Skill    : Escape Bonds <BR>Domain   : Binding <BR>Available: Thief  <BR>Allows   : Rope Use I <BR>Use Cost : Mana (74)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ESCAPEBONDS, ESCAPE <BR>Usage    : ESCAPEBONDS <BR>Example  : escapebonds <BR>The player uses his or her special skills to be released from ropes, webs,<BR>nets, and other bindings. </pre></P>  <P> 
				<br><a name="Thief_Espionage"><B>Espionage (Thief_Espionage)</B></a>
				<pre> <BR>Skill    : Espionage <BR>Domain   : Stealthy <BR>Available: Assassin  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ESPIONAGE <BR>Usage    : ESPIONAGE [TARGET]  <BR>Example  : espionage bob <BR>The thief uses the target to spy on the target`s clan communications.  Any talk<BR>on the target`s clan-only or clan-ally channels will also be heard by the<BR>thief, so long as the thief is in the same room, and remains unnoticed by the<BR>target. The level of the player that can be used by the thief for espionage<BR>will depend on the thiefs level and on stealth expertise.</pre></P>  <P> 
				<br><a name="Thief_Evesdrop"><B>Evesdrop (Thief_Evesdrop)</B></a>
				<pre> <BR>Skill    : Evesdrop <BR>Domain   : Alert <BR>Available: Assassin  <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : EVESDROP <BR>Usage    : EVESDROP [TARGET]  <BR>Example  : evesdrop bob <BR>The thief atunes his hearing so well that he can hear TELL messages to the<BR>target, so long as he remains in the same room as the target and remains<BR>unnoticed by the target.  The level of the player the thief can evesdrop on,<BR>and the duration of the evesdropping will depend on alertness expertise.</pre></P>  <P> 
				<br><a name="Excavation"><B>Excavation (Excavation)</B></a>
				<pre> <BR>Skill    : Excavation <BR>Domain   : Building <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Sculpting' <BR>Requires : A base constitution of at least 15.   <BR>Allows   : Quick Building I, Quick Worker I, Master Mining, Ingenious<BR>Engineering I <BR>Allows   : Master Gem Digging <BR>Use Cost : Movement (15)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : EXCAVATE, EXCAVATION <BR>Usage    : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION] <BR>Example  : excavate wall north <BR>:        : excavate list <BR>:        : excavate info wall <BR>:        : excavate room east <BR>:        : excavate title A messy room. <BR>:        : excavate desc east This is my favorite Door. <BR>:        : excavate desc room This is a messy room. <BR>:        : excavate help Bob <BR>:        : excavate demolish west <BR>:        : excavate demolish room <BR>This skill allows a player to excavate a building or other structures on an<BR>underground property the player owns. This skill also allows the demolition of<BR>unwanted walls and rooms, and the giving of a title and description to a room.<BR>The parameters also allow more than one person to assist in a excavation<BR>project. All of the structures made with this skill are made by digging into<BR>dirt and stone, though a few require adding additional stone.  The raw stone<BR>for excavation is found using the Digging or Mining skills.</pre></P>  <P> 
				<br><a name="Skill_ExitStageLeft"><B>Exit Stage Left (Skill_ExitStageLeft)</B></a>
				<pre> <BR>Skill    : Exit Stage Left <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : EXITSTAGELEFT <BR>Usage    : EXITSTAGELEFT <BR>Example  : exitstageleft <BR>The bard calls the curtain and motions for his or her enemies to exit, stage<BR>left (West). The enemies will then flee or wander west for awhile, until they<BR>run out of west directions, or the effect wears off.  At that point, they will<BR>return quickly to their homes.</pre></P>  <P> 
				<br><a name="Skill_FalseArrest"><B>False Arrest (Skill_FalseArrest)</B></a>
				<pre> <BR>Skill    : False Arrest <BR>Domain   : Deceptive <BR>Available: Charlatan  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (50)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FALSEARREST <BR>Usage    : FALSEARREST [CRIMINAL NAME] <BR>Example  : falsearrest joe <BR>This skill allows the player to act as a bounty hunter or arresting officer for<BR>any area which enforces law.  The target must be a player wanted for some crime<BR>in some area.  The arresting player or the target player need not be in that<BR>area to use this skill.  However, unless both players are allowed by the mud<BR>rules to attack each other, certain aspects (such as hand-cuffing or subdueing)<BR>will fizzle out when the arresting player attempts them.</pre></P>  <P> 
				<br><a name="Fighter_FarShot"><B>Far Shot (Fighter_FarShot)</B></a>
				<pre> <BR>Skill    : Far Shot <BR>Domain   : Martial lore <BR>Available: Ranger  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  : <BR>This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at<BR>extremely far ranges.</pre></P>  <P> 
				<br><a name="Farming"><B>Farming (Farming)</B></a>
				<pre> <BR>Skill    : Farming <BR>Domain   : Gathering <BR>Available: Artisan Gaian Numerous Classes  <BR>Allows   : Composting, Quick Working I, Landscaping, Quick Worker I <BR>Allows   : Master Farming <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PLANT, FARM, FARMING <BR>Usage    : PLANT (BUNDLE [NUM]) [RESOURCE NAME] <BR>Example  : plant berries <BR>Example  : plant bundle 10 berries <BR>This skill allows the player to plant a resource into the ground.  The player<BR>must place a sample of the resource on the ground first to use as seed.  After<BR>planting is completed, the resource will be ready to harvest some time later,<BR>after the plants have grown. There will be no need to forage them, as the new<BR>crop will simply appear in the fields.  Most foods with seeds can be grown from<BR>the food source, but others may require seeds, such as cotton or hemp, etc. You<BR>can also bundle multiple resources together using this skill.  The GET command<BR>can be used to unbundle such resources.  See also the Composting skill. </pre></P>  <P> 
				<br><a name="Ranger_Enemy1"><B>Favored Enemy 1 (Ranger_Enemy1)</B></a>
				<pre>Example  :  <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P>  <P> 
				<br><a name="Ranger_Enemy2"><B>Favored Enemy 2 (Ranger_Enemy2)</B></a>
				<pre>Example  :  <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P>  <P> 
				<br><a name="Ranger_Enemy3"><B>Favored Enemy 3 (Ranger_Enemy3)</B></a>
				<pre>Example  :  <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P>  <P> 
				<br><a name="Ranger_Enemy4"><B>Favored Enemy 4 (Ranger_Enemy4)</B></a>
				<pre>Example  :  <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against<BR>those creatures.</pre></P>  <P> 
				<br><a name="Skill_Feint"><B>Feint (Skill_Feint)</B></a>
				<pre> <BR>Skill    : Feint <BR>Domain   : Evasive <BR>Available: Jester Minstrel  <BR>Allows   : Evasively I <BR>Use Cost : Movement (70)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FEINT <BR>Usage    : FEINT <BR>Example  : feint <BR>During combat, the player feints a attack in order to put his or her opponent<BR>off balance.  The next attack then will have a much better chance of hitting. <BR>The feinting skill of the player increases with level.</pre></P>  <P> 
				<br><a name="Thief_FenceLoot"><B>Fence Loot (Thief_FenceLoot)</B></a>
				<pre> <BR>Skill    : Fence Loot <BR>Domain   : Influential <BR>Available: Burglar Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Mana (56)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FENCE, FENCELOOT <BR>Usage    : FENCE [ITEM NAME] ([SHOPKEEPER NAME]) <BR>Example  : fence sword <BR>This skill allows the player to sell stolen items to a shopkeeper that will<BR>otherwise not accept them.  Stolen items are those taken from someone elses<BR>private property.</pre></P>  <P> 
				<br><a name="Ranger_FierceCompanions"><B>Fierce Companions (Ranger_FierceCompanions)</B></a>
				<pre> <BR>Skill    : Fierce Companions <BR>Domain   : Animal affinity <BR>Available: Ranger  <BR>Allows   : Animal Affinity I <BR>Invoked  : Automatic <BR>The ranger becomes an expert at fighting with animal companions. Whenever the<BR>ranger is in combat alongside an animal, the ranger gains attack and damage<BR>bonuses.</pre></P>  <P> 
				<br><a name="Druid_ShapeShift5"><B>Fifth Totem (Druid_ShapeShift5)</B></a>
				<pre> <BR>Skill    : Second Totem <BR>Domain   : Shape shifting <BR>Available: Beastmaster Mer  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (56)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM) <BR>Example  : shapeshift 2 <BR>Example  : shapeshift lion <BR>Example  : shapeshift cub <BR>Example  : shapeshift 3 <BR>Example  : shapeshift 4 <BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form.  Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeFighter"><B>Fighter Honorary Degree (Skill_HonoraryDegreeFighter)</B></a>
				<pre> <BR>Skill    : Fighter Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When<BR>the scholar has Studied at least 4 skills qualified for by at least one of the<BR>qualifying classes, including those skills specified by the class, then the<BR>scholar will receive access to an honorary degree Title.  The scholar can then<BR>use the TITLE command to select and use the honorary degree title.  When one of<BR>these titles is in use, the scholar is permitted to enter areas normally only<BR>allowed to those of the qualifying class, and also gains the ability to pick up<BR>and equip items which would normally fly away from the scholars hands if<BR>normally attempted.</pre></P>  <P> 
				<br><a name="Skill_FindHome"><B>Find Home (Skill_FindHome)</B></a>
				<pre> <BR>Skill    : Find Home <BR>Domain   : Nature lore <BR>Available: Artisan Numerous Classes  <BR>Requires : A base wisdom of at least 8.   <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : FINDHOME <BR>Usage    : FINDHOME <BR>Example  : findhome <BR>The player uses their innate sense of direction to find a trail leading from<BR>where he or she is at present, to their nearest owned private property!  When<BR>walking around, the player will become aware of which direction seems best.</pre></P>  <P> 
				<br><a name="Skill_FindShip"><B>Find Ship (Skill_FindShip)</B></a>
				<pre> <BR>Skill    : Find Ship <BR>Domain   : Nature lore <BR>Available: Artisan Pirate Sailor Numerous Classes  <BR>Requires : A base wisdom of at least 8.   <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : FINDSHIP <BR>Usage    : FINDSHIP <BR>Example  : findship <BR>The player uses their innate sense of direction to find a trail leading from<BR>where he or she is at present, to their nearest personally owned sailing ship! <BR>When walking around, the player will become aware of which direction seems<BR>best.</pre></P>  <P> 
				<br><a name="Ranger_FindWater"><B>Find Water (Ranger_FindWater)</B></a>
				<pre> <BR>Skill    : Find Water <BR>Domain   : Nature lore <BR>Available: Minstrel Ranger Trapper  <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (52)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : FINDWATER <BR>Usage    : FINDWATER <BR>Example  : findwater <BR>The ranger attempts to find a trail leading from where he or she is at present,<BR>to the location of a water source (not necessarily the closest)!  When walking<BR>around, the Ranger will become aware of which direction seems best.</pre></P>  <P> 
				<br><a name="Skill_FireBreathing"><B>Fire Breathing (Skill_FireBreathing)</B></a>
				<pre> <BR>Skill    : Fire Breathing <BR>Domain   : Dirty fighting <BR>Available: Jester  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Mana (59)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 5 <BR>Commands : FIREBREATHING, FIREBREATH <BR>Usage    : FIREBREATH [TARGET NAME] <BR>Example  : firebreath orc <BR>If the player has a torch, or other burning object in his or her hands, they<BR>can use it to breathe fire at a target.  This will destroy the torch.</pre></P>  <P> 
				<br><a name="FireBuilding"><B>Fire Building (FireBuilding)</B></a>
				<pre> <BR>Skill    : Fire Building <BR>Domain   : Nature lore <BR>Available: Artisan Numerous Classes  <BR>Allows   : Distilling, Quick Working I, Smelting, Quick Worker I <BR>Allows   : Nature Lore I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LIGHT, FIREBUILD, FIREBUILDING <BR>Usage    : LIGHT [(FIRE) or TARGET NAME] <BR>Example  : light fire <BR>:        : light wood <BR>With this common skill, a player can start fires for light, or cooking, or<BR>whatever. <BR> <BR>If you were looking for help on the light spell, enter HELP SPELL LIGHT.</pre></P>  <P> 
				<br><a name="FishLore"><B>Fish Lore (FishLore)</B></a>
				<pre> <BR>Skill    : Fish Lore <BR>Domain   : Nature lore <BR>Available: Artisan Sailor  <BR>Requires : 'Fishing' at 75% <BR>Allows   : Irrigation, Trawling, Quick Working I, Quick Worker I <BR>Allows   : Baiting, Nature Lore I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FISHLORE, FSPECULATE <BR>Usage    : FISHLORE <BR>Example  : fishlore <BR>This skill allows a player to carefully evaluate the water patterns in the<BR>present area, and all surrounding areas to see what fish life might be<BR>available for fishing or trawling.</pre></P>  <P> 
				<br><a name="Fishing"><B>Fishing (Fishing)</B></a>
				<pre> <BR>Skill    : Fishing <BR>Domain   : Gathering <BR>Available: Numerous Classes  <BR>Requires : A base wisdom of at least 8.   <BR>Allows   : Master Fishing, Find Ship, Staff Proficiency, Quick Working I <BR>Allows   : Fish Lore, Quick Worker I, MeatCuring, Speculating <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FISH <BR>Usage    : FISH (BUNDLE [NUM]) [TARGET]) <BR>Example  : fish <BR>Example  : fish bundle 10 trout <BR>With this common skill, a player can catch lots of fish from a suitable<BR>location, assuming the fish are biting.  Fishing is best done in the water. You<BR>can also bundle multiple resources together using this skill.  The GET command<BR>can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Specialization_FlailedWeapon"><B>Flailing Weapon Specialization (Specialization_FlailedWeapon)</B></a>
				<pre>The player is a master of flails, gaining bonuses to attack when using a<BR>flailed weapon in combat.  Can also allow the use of higher level weapons if<BR>the focus expertise is taken.</pre></P>  <P> 
				<br><a name="Thief_Flank"><B>Flank (Thief_Flank)</B></a>
				<pre> <BR>Skill    : Flank <BR>Domain   : Dirty fighting <BR>Available: Assassin Thief  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (72)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FLANK <BR>Usage    : FLANK <BR>Example  : flank <BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when flanking his or her opponent in combat.  The thief can only slip around<BR>into a flanking position if their opponent is targeting someone else.</pre></P>  <P> 
				<br><a name="Thief_Flay"><B>Flay (Thief_Flay)</B></a>
				<pre> <BR>Skill    : Flay <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Movement (100)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FLAY <BR>Example  : FLAY Orc <BR>The player with this skill is able to use a flailing leather weapon to so harm<BR>the target that it makes the wearing of equipment on the back or torso<BR>impossible for the duration.  The target must not be wearing anything on the<BR>torso or back for the skill to work.  They must also be bound or prone.</pre></P>  <P> 
				<br><a name="Fletching"><B>Fletching (Fletching)</B></a>
				<pre> <BR>Skill    : Fletching <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Ranged Weapon Specialization', and 'Carpentry' <BR>Requires : A base dexterity of at least 12.   <BR>Allows   : Counterbalance Crafting I, Quality Crafting I, Quality Fabricating I<BR><BR>Allows   : Quick Worker I, Light Crafting I, Siegecraft, Advanced Crafting I <BR>Allows   : Quick Crafting I, Lethal Crafting I, Ranged Weapon Proficiency <BR>Allows   : Light Fabricating I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FLETCH, FLETCHING <BR>Usage    : FLETCH (LIST/INFO/LEARN) [ITEM TYPE] <BR>Example  : fletch short bow <BR>:        : fletch list <BR>:        : fletch list bow <BR>:        : fletch list all <BR>:        : fletch learn crossbow <BR>This skill allows a player to craft ranged wooden weapons, such as bows,<BR>crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of<BR>the items which can be crafted expands as the player goes up in level.  The<BR>player may also learn how to fletch found items, provided a blank recipe page,<BR>or recipe book with blank pages is in his or her inventory. To begin fletching,<BR>the player must have placed the wood he or she wishes to make the item from on<BR>the ground. The raw wood for fletching is obtained by using the Chopping skill.</pre></P>  <P> 
				<br><a name="Floristry"><B>Floristry (Floristry)</B></a>
				<pre> <BR>Skill    : Floristry <BR>Domain   : Nature lore <BR>Available: Gaian Numerous Classes  <BR>Allows   : Quick Working I, Quick Worker I, Master Floristry <BR>Allows   : Nature Lore I, Plant Lore <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FLORISTRY <BR>Usage    : FLORISTRY [ITEM NAME] <BR>Example  : floristry some flowers <BR>Without this skill, all flowers found are unknown to the player, being known<BR>only as "flowers".  With this skill, the player may identify the flower for the<BR>type that it is. The flowers for floristry are obtained by using the Foraging<BR>skill.</pre></P>  <P> 
				<br><a name="Thief_MerchantFlag"><B>Fly Merchant Flag (Thief_MerchantFlag)</B></a>
				<pre> <BR>Skill    : Fly Merchant Flag <BR>Domain   : Sea travel <BR>Available: Pirate  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : FLYMERCHANTFLAG, MERCHANTFLAG <BR>Usage    : FLYMERCHANTFLAG <BR>Example  : flymerchantflag <BR>Once per mud-month, the pirate can raise an innocent merchant flag on their<BR>ship.  This makes the ship unattackable by all except another pirate who knows<BR>the merchant flag trick.  Once the ship enters combat, the merchant flag goes<BR>down, and the pirate flag back up.  This makes the ship so notorious that it<BR>can not fool anyone with the merchant flag for another mud-month.</pre></P>  <P> 
				<br><a name="Fighter_FlyingKick"><B>Flying Kick (Fighter_FlyingKick)</B></a>
				<pre> <BR>Skill    : Flying Kick <BR>Domain   : Kicking <BR>Available: Monk  <BR>Requires : 'Ax Kick' <BR>Allows   : Iron Kicking I, Combat Fluidity I <BR>Use Cost : Movement (62)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Range 1 - Range 5 <BR>Commands : FLYINGKICK, FLYKICK <BR>Usage    : FLYING KICK [TARGET NAME] <BR>Example  : flying kick orc <BR>From a range of 1 or greater, the Monk uses this skill to leap high into the<BR>air and land a terrific kick on the target!</pre></P>  <P> 
				<br><a name="FoodPrep"><B>Food Prep (FoodPrep)</B></a>
				<pre> <BR>Skill    : Food Prep <BR>Domain   : Epicurean <BR>Available: Artisan Gaoler Numerous Classes  <BR>Requires : 'Cooking' <BR>Allows   : Herbology, Quick Cooking I, Creative Food Prep I <BR>Allows   : Quick Worker I, Home Cooking I, Advanced Cooking I <BR>Allows   : Master Food Prep <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FOODPREPPING, FPREP <BR>Usage    : FOODPREP LIST/[CONTAINER] <BR>Example  : foodprep bowl <BR>Example  : foodprep list <BR>Example  : foodprep list salad <BR>Example  : foodprep list all <BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients.  The ingredients must be placed in a preparation container, The<BR>container may be filled with water, if water is required for the recipe.  The<BR>ingredients are best obtained through the Butchering skill and the Foraging<BR>skill.</pre></P>  <P> 
				<br><a name="FoodPreserving"><B>Food Preserving (FoodPreserving)</B></a>
				<pre> <BR>Skill    : Food Preserving <BR>Domain   : Epicurean <BR>Available: Artisan Numerous Classes  <BR>Requires : A base intelligence of at least 12.   <BR>Allows   : Distilling, Quick Cooking I, Cooking, Quick Worker I <BR>Allows   : Advanced Cooking I, Food Prep, Baking <BR>Use Cost : Movement (18)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FOODPRESERVING, FOODPRESERVE, FPRESERVING, FPRES <BR>Usage    : FOODPRESERVE [TARGET] <BR>Example  : foodpreserve greens <BR>With this skill, a player can spice or pickle in an attempt to preserve some<BR>amount of fruit or greens to prevent it from spoiling.  The amount of time this<BR>takes will depend on the amount of food being preserved in a targeted bundle. <BR>If successful, the food bundle will never spoil.  If not successful, the food<BR>will seem preserved for a time, but will eventually stop seeming preserved, and<BR>then eventually rot.</pre></P>  <P> 
				<br><a name="Thief_Footlocks"><B>Footlocks (Thief_Footlocks)</B></a>
				<pre> <BR>Skill    : Footlocks <BR>Domain   : Binding <BR>Available: Burglar  <BR>Allows   : Rope Use I <BR>Use Cost : Movement (70)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FOOTLOCK <BR>Usage    : FOOTLOCKS [TARGET NAME] <BR>Example  : footlocks orc <BR>Using a simple piece of cloth pulled taught like a rope, and a couple of chunks<BR>of wood, the thief quickly constructs and deploys an ingenious device called<BR>the footlock.  The ropes and blocks wrap loosely around the target`s feet. <BR>They don't prevent movement, but will cause the target to stumble, preventing<BR>sudden movements such as advancing or retreating in combat, or fleeing. The<BR>footlocks don't stay in place long, but improves with expertise.</pre></P>  <P> 
				<br><a name="Foraging"><B>Foraging (Foraging)</B></a>
				<pre> <BR>Skill    : Foraging <BR>Domain   : Gathering <BR>Available: Numerous Classes  <BR>Requires : A base wisdom of at least 9.   <BR>Allows   : Quick Working I, Quick Worker I, Master Foraging <BR>Allows   : Wilderness Lore, Speculating, Shearing, Farming, Food Preserving <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FORAGE, FORAGING <BR>Usage    : FORAGE (BUNDLE [NUM]) [TARGET]) <BR>Example  : forage <BR>Example  : forage bundle 10 berries <BR>With this common skill, a player carefully scans an area for any naturally<BR>growing plants which may be edible. Foraging is best done in forests and on<BR>plains. You can also bundle multiple resources together using this skill.  The<BR>GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Fighter_ForestTactics"><B>Forest Tactics (Fighter_ForestTactics)</B></a>
				<pre> <BR>Skill    : Forest Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in forests. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Thief_Forgery"><B>Forgery (Thief_Forgery)</B></a>
				<pre> <BR>Skill    : Forgery <BR>Domain   : Calligraphy <BR>Available: Burglar  <BR>Allows   : Fine Calligraphy I <BR>Use Cost : Mana (59)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FORGERY <BR>Usage    : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME] <BR>Example  : forge Midgaard#3001 parchment <BR>Example  : forge "wish" scrollpaper <BR>Example  : forge "an Archon's Note" parchment <BR>The thief gains the ability to forge title's to land, spells onto scrolls (or<BR>at least in seeming), or payment notes.  While shopkeepers will not be fooled<BR>by these documents, other players may well be.</pre></P>  <P> 
				<br><a name="Skill_FoulWeatherSailing"><B>Foul Weather Sailing (Skill_FoulWeatherSailing)</B></a>
				<pre> <BR>Skill    : Foul Weather Sailing <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>This skill allows the sailor to rig their ship for sailing in torrential storms<BR>and other foul weather, which will eliminate any related sailing problems.</pre></P>  <P> 
				<br><a name="Druid_ShapeShift4"><B>Fourth Totem (Druid_ShapeShift4)</B></a>
				<pre> <BR>Skill    : Second Totem <BR>Domain   : Shape shifting <BR>Available: Beastmaster Mer  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (56)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM) <BR>Example  : shapeshift 2 <BR>Example  : shapeshift lion <BR>Example  : shapeshift cub <BR>Example  : shapeshift 3 <BR>Example  : shapeshift 4 <BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form.  Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P>  <P> 
				<br><a name="Fighter_Fragmentation"><B>Fragmentation (Fighter_Fragmentation)</B></a>
				<pre> <BR>Skill    : Fragmentation <BR>Domain   : Weapon use <BR>Available: Barbarian  <BR>Allows   : Ranged Striking I <BR>Invoked  : Automatic <BR>This awesome skill allows thrown items to be hurled with SUCH force, that they<BR>do TRIPLE their normal damage (depending upon proficiency). The downside is,<BR>however, that the weapon is destroyed on impact as the weapon fragments and<BR>splinters into the victim.</pre></P>  <P> 
				<br><a name="Thief_FrameMark"><B>Frame Mark (Thief_FrameMark)</B></a>
				<pre> <BR>Skill    : Frame Mark <BR>Domain   : Street smarts <BR>Available: Assassin Charlatan  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (50)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : FRAME <BR>Usage    : FRAME <BR>Example  : frame <BR>This awesome skill allows the thief to effectively place the blame for a crime<BR>the thief might have committed in the current area on their mark.  It requires<BR>1000 gold per level of the mark to accomplish this.</pre></P>  <P> 
				<br><a name="Archon_Freeze"><B>Freeze (Archon_Freeze)</B></a>
				<pre> <BR>Skill    : Freeze <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : FREEZE <BR>Usage    : FREEZE [PLAYER NAME] <BR>Example  : freeze gunther <BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to move.  Use this skill again on the same player to release<BR>them.  Magic won't help the player, though the TRANSFER Archon command will<BR>still work.</pre></P>  <P> 
				<br><a name="GaolFood"><B>Gaol Food (GaolFood)</B></a>
				<pre> <BR>Skill    : Gaol Food <BR>Domain   : Epicurean <BR>Available: Gaoler  <BR>Allows   : Quick Cooking I, Quick Worker I, Advanced Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : GAOLFOOD, GFOOD <BR>Usage    : GAOLFOOD LIST/[CONTAINER] <BR>Example  : gaolfood bowl <BR>Example  : gaolfood list <BR>Example  : gaolfood list moldy <BR>Example  : gaolfood list all <BR>This skill allows the player to create a somewhat nutritious but disgusting<BR>meal from basic edible ingredients for the consumption of prisoners.  The<BR>ingredients must be placed in a preparation container, The container may be<BR>filled with water, if water is required for the recipe.  The ingredients are<BR>best obtained through the Butchering skill and the Foraging skill.</pre></P>  <P> 
				<br><a name="Gardening"><B>Gardening (Gardening)</B></a>
				<pre> <BR>Skill    : Gardening <BR>Domain   : Gathering <BR>Available: Artisan Numerous Classes  <BR>Allows   : Quick Working I, Quick Worker I, Master Gardening <BR>Allows   : Master Food Prep <BR>Use Cost : Movement (12)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : GPLANT, GARDEN, GARDENING <BR>Usage    : GPLANT (BUNDLE [NUM]) [RESOURCE NAME] <BR>Example  : gplant roses <BR>Example  : gplant bundle 10 roses <BR>This skill allows the player to plant herbs or flowers into the ground.  The<BR>player must place a sample of the resource on the ground first to use as seed. <BR>After planting is completed, the resource will grow out some time later. There<BR>will be no need to forage them, as the new garden will simply appear.You can<BR>also bundle multiple resources together using this skill.  The GET command can<BR>be used to unbundle such resources.  See also the Composting skill.</pre></P>  <P> 
				<br><a name="Digging"><B>Gem Digging (Digging)</B></a>
				<pre> <BR>Skill    : Gem Digging <BR>Domain   : Gathering <BR>Available: Numerous Classes  <BR>Requires : A base strength of at least 9.   <BR>Allows   : Quick Working I, Quick Worker I, Pottery, Master Gem Digging <BR>Allows   : Masonry, Speculating <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : GDIG, GDIGGING, GEMDIGGING <BR>Usage    : GDIG (BUNDLE [NUM]) [TARGET]) <BR>Example  : gdig <BR>Example  : gdig bundle 10 gems <BR>With this common skill, a player can perform the delicate task of mining gems<BR>and other precious stones.    The precious stones found with this skill are<BR>best hunted for in mountains or caves. Sand is best found in the desert. You<BR>can also bundle multiple resources together using this skill.  The GET command<BR>can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="GlassBlowing"><B>Glass Blowing (GlassBlowing)</B></a>
				<pre> <BR>Skill    : Glass Blowing <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : A base constitution of at least 12.   <BR>Allows   : Quick Worker I, Light Shaping I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Quality Shaping I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : GLASSBLOW, GLASSBLOWING <BR>Usage    : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE] <BR>Example  : glassblow pot <BR>:        : glassblow list <BR>:        : glassblow list wand <BR>:        : glassblow list all <BR>:        : glassblow learn mug <BR>This skill allows a player to craft glass items, such as cups and flasks.  The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level.  The player may also learn how to make found items, provided a blank<BR>recipe page, or a recipe book with blank pages is in his or her inventory. To<BR>begin blowing glass, the player must be in a room with an open fire burning,<BR>and must have placed the sand he or she wishes to make the item from on the<BR>ground.  The raw sand for glass blowing is obtained by using the Digging skill.</pre></P>  <P> 
				<br><a name="Druid_GolemForm"><B>Golem Form (Druid_GolemForm)</B></a>
				<pre> <BR>Skill    : Golem Form <BR>Domain   : Shape shifting <BR>Available: Delver  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (60)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : GOLEMFORM <BR>Usage    : GOLEMFORM [LIST/FORM NAME] <BR>Example  : golemform <BR>Example  : golemform list <BR>Example  : golemform massive stone golem <BR>The druid gains the ability, through this skill, to take on the form of a stone<BR>golem.  The form progresses as the druid gains in level, he will gain access to<BR>more powerful forms, each more devastating than the last, though each also a<BR>bit slower on the move.  Golems are also unable to speak or chant.</pre></P>  <P> 
				<br><a name="Fighter_Gouge"><B>Gouge (Fighter_Gouge)</B></a>
				<pre> <BR>Skill    : Gouge <BR>Domain   : Dirty fighting <BR>Available: Monk  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (100)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : GOUGE <BR>Usage    : GOUGE [TARGET NAME] <BR>Example  : gouge orc <BR>The Fighter gouges at the eyes of the target, blinding them for a short time,<BR>and possibly taking out an eye in the process.</pre></P>  <P> 
				<br><a name="Thief_Graffiti"><B>Graffiti (Thief_Graffiti)</B></a>
				<pre> <BR>Skill    : Graffiti <BR>Domain   : Street smarts <BR>Available: Thief  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (62)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : GRAFFITI <BR>Usage    : GRAFFITI [MESSAGE] <BR>Example  : graffiti kilroy was here <BR>This skill allows the thief to put graffiti on walls and on city streets.<BR>Others must READ the graffiti to see it, as it will not be obvious.</pre></P>  <P> 
				<br><a name="Skill_Groin"><B>Groin (Skill_Groin)</B></a>
				<pre> <BR>Skill    : Groin <BR>Domain   : Dirty fighting <BR>Available: Gaoler  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (53)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : GROIN <BR>Usage    : GROIN [TARGET NAME] <BR>Example  : groin orc <BR>The player delivers a dirty rotten kick to the groin, causing the target to<BR>take a bit of damage, feel a horrible amount of pain, and for males, to be<BR>dazed for a time.  The target will be wary of the second kick, though.  Groin<BR>is also unique in that, while it may hurt a lot, it can never kill the target.</pre></P>  <P> 
				<br><a name="Skill_Guildmaster"><B>Guildmaster (Skill_Guildmaster)</B></a>
				<pre> <BR>Skill    : Guildmaster <BR>Domain   : Influential <BR>Available: Scholar  <BR>Allows   : Influencing I <BR>Invoked  : Automatic <BR>This skill allows the character to inspire the awe of pompous and self-assured<BR>competency to anyone of the same base class as the character, or the same base<BR>class of the characters exposed/honorary class.  The awe will prevent any<BR>aggressive action from being taken against the character, unless the character<BR>has already started the fight.</pre></P>  <P> 
				<br><a name="Skill_Haggle"><B>Haggle (Skill_Haggle)</B></a>
				<pre> <BR>Skill    : Haggle <BR>Domain   : Influential <BR>Available: Thief Several Classes  <BR>Requires : 'Marketeering' at 75%, and 'Appraise' at 75% <BR>Allows   : Influencing I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HAGGLE <BR>Usage    : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME]) <BR>Example  : haggle buy sword <BR>Example  : haggle sell sword <BR>This skill allows the user to get better rates on buying and selling items by<BR>haggling with the shopkeeper over the price.</pre></P>  <P> 
				<br><a name="Skill_AttackHalf"><B>Half Attack (Skill_AttackHalf)</B></a>
				<pre> <BR>Skill    : Half Attack <BR>Domain   : Martial lore <BR>Available: Artisan Assassin Monk Pirate  <BR>Available: Templar Numerous Classes Numerous Classes Several Classes  <BR>Requires : 'Sword Proficiency' at 75% <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>Allows the affected character to deliver a second attack during every other<BR>combat round.  These attacks will be slightly less effective than primary<BR>attacks.</pre></P>  <P> 
				<br><a name="Familiarity_Hammer"><B>Hammer Familiarity (Familiarity_Hammer)</B></a>
				<pre> <BR>Skill    : Hammer Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Hammer Proficiency' at 75% <BR>Allows   : HammerRing <BR>Invoked  : Automatic <BR>The player is familiar with hammers they have crafted themselves, gaining an<BR>attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="Proficiency_Hammer"><B>Hammer Proficiency (Proficiency_Hammer)</B></a>
				<pre> <BR>Skill    : Hammer Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Blacksmithing' at 75% <BR>Allows   : Hammer Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with hammers, gaining the ability to use them even if<BR>their current class training would not make it feasible normally.</pre></P>  <P> 
				<br><a name="Specialization_Hammer"><B>Hammer Specialization (Specialization_Hammer)</B></a>
				<pre> <BR>Skill    : Hammer Specialization <BR>Domain   : Weapon use <BR>Available: Assassin Templar Numerous Classes  <BR>Allows   : Hammer Striking I, Hammer Bashing I, Weaponsmithing <BR>Allows   : Hammer Focus I <BR>Invoked  : Automatic <BR>The player is a master of hammers, gaining bonuses to attack when using a<BR>hammer in combat.  Can also allow the use of higher level hammers if the focus<BR>expertise is taken.</pre></P>  <P> 
				<br><a name="Fighter_HammerRing"><B>HammerRing (Fighter_HammerRing)</B></a>
				<pre> <BR>Skill    : HammerRing <BR>Domain   : Dirty fighting <BR>Available: Artisan  <BR>Requires : 'Hammer Familiarity' at 75% <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (51)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HAMMERRING, HAMMERING <BR>Usage    : HAMMERRING [TARGET NAME] <BR>Example  : hammerring orc <BR>The player uses a hammer to whack the target over the head, dazing them for a<BR>short while and exiting combat.  This is ineffective against golems, undead,<BR>and things without a head.</pre></P>  <P> 
				<br><a name="Specialization_Natural"><B>Hand to hand combat (Specialization_Natural)</B></a>
				<pre> <BR>Skill    : Hand to hand combat <BR>Domain   : Weapon use <BR>Available: Assassin Templar Numerous Classes  <BR>Allows   : Unarmed Bashing I, Weaponsmithing, Unarmed Focus I <BR>Allows   : Unarmed Striking I, Unarmed Slicing I, Unarmed Piercing I <BR>Invoked  : Automatic <BR>The player becomes so specialized at hand to hand combat that they gain bonuses<BR>to attack when fighting unarmed.   Can also allow the use of higher level<BR>natural weapons if the focus expertise is taken.</pre></P>  <P> 
				<br><a name="Skill_HandCuff"><B>Handcuff (Skill_HandCuff)</B></a>
				<pre> <BR>Skill    : Handcuff <BR>Domain   : Binding <BR>Available: Gaoler  <BR>Allows   : Rope Use I <BR>Use Cost : Movement (63)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HANDCUFF, CUFF <BR>Usage    : HANDCUFF [TARGET NAME]  <BR>Example  : cuff orc <BR>Allows the player to bind another mob that is sitting or lying down, and force<BR>them to follow them around.  This skill also makes the prisoner temporarily<BR>not-assist in combat.  This skill can only be used if the target has a warrant<BR>out for their arrest.  See Arresting Sap for more information.</pre></P>  <P> 
				<br><a name="Skill_HardToPort"><B>Hard to Port (Skill_HardToPort)</B></a>
				<pre> <BR>Skill    : Hard to Port <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Movement (100)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : HARDTOPORT <BR>Usage    : HARDTOPORT <BR>Example  : hardtoport <BR>During combat on a ship, the player can put his ship and rigging at risk by<BR>putting the ship into an immediate hard turn to port.  This will turn the ship<BR>counter-clockwise and, for a very brief time, give the ship at least a 25%<BR>chance of being missed by any ship siege weapons fired at it.  You must let the<BR>ship integrity recover for several minutes afterwards before you can try again,<BR>however. Failed attempts can also put a strain on the ship if tried too<BR>frequently, causing another waiting period to ensue.</pre></P>  <P> 
				<br><a name="Skill_HardToStern"><B>Hard to Stern (Skill_HardToStern)</B></a>
				<pre> <BR>Skill    : Hard to Stern <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Movement (100)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : HARDTOSTERN <BR>Usage    : HARDTOSTERN <BR>Example  : hardtostern <BR>During combat on a ship, the player can put his ship and rigging at risk by<BR>putting the ship into an immediate hard turn to stern.  This will turn the ship<BR>clockwise and, for a very brief time, give the ship at least a 25% chance of<BR>being missed by any ship siege weapons fired at it.  You must let the ship<BR>integrity recover for several minutes afterwards before you can try again,<BR>however. Failed attempts can also put a strain on the ship if tried too<BR>frequently, causing another waiting period to ensue.</pre></P>  <P> 
				<br><a name="Paladin_HealingHands"><B>Healing Hands (Paladin_HealingHands)</B></a>
				<pre> <BR>Skill    : Healing Hands <BR>Domain   : Healing <BR>Available: Paladin  <BR>Allows   : Healing I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : HANDS <BR>Usage    : HANDS [TARGET NAME] <BR>Example  : hands orc <BR>The Paladin becomes a vessel for the healing power of his or her god.</pre></P>  <P> 
				<br><a name="Herbalism"><B>Herbalism (Herbalism)</B></a>
				<pre> <BR>Skill    : Herbalism <BR>Domain   : Crafting <BR>Available: Druid Gaian SkyWatcher  <BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Allows   : Wise Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HERBALISM, HERBREW, HBREW <BR>Usage    : HBREW (LIST) [BREW NAME] [BREWING CONTAINER] <BR>Example  : hbrew farsight flask <BR>:        : hbrew list <BR>:        : hbrew list harden <BR>:        : hbrew list all <BR>This skill allows the player to brew a potion from one of the chants the player<BR>knows.  To do this, the player must have a drinking container to make the<BR>potion out of.  All of the brews require ingredients, and all require water or<BR>some other liquid base to start from.  Also, the player must have mastered the<BR>chant before attempting to brew a potion from it. Lastly, the player will lose<BR>some experience for brewing the potion.  The herbs for this skill must first be<BR>identified using the Herbology skill. </pre></P>  <P> 
				<br><a name="Herbology"><B>Herbology (Herbology)</B></a>
				<pre> <BR>Skill    : Herbology <BR>Domain   : Nature lore <BR>Available: Numerous Classes  <BR>Allows   : Master Lacquering, Master Distilling, Master Dyeing <BR>Allows   : Quick Working I, Quick Worker I, Gardening, Floristry <BR>Allows   : Master Foraging, Nature Lore I, Smoke Rings, Plant Lore <BR>Allows   : Master Herbology <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HERBOLOGY <BR>Usage    : HERBOLOGY [ITEM NAME] <BR>Example  : herbology some herbs <BR>Without this skill, all herbs found through foraging are unknown to the player,<BR>being known only as "herbs".  With this skill, the player may identify an herb<BR>for the type that it is.  This skill is quite necessary for Druids who wish to<BR>use their Herbalism skill, or Cooks who need particular herbs for recipes, but<BR>is fairly unnecessary for others. The raw herbs for herbology are obtained by<BR>using the Foraging skill.</pre></P>  <P> 
				<br><a name="Fighter_Heroism"><B>Heroism (Fighter_Heroism)</B></a>
				<pre> <BR>Skill    : Heroism <BR>Domain   : Martial lore <BR>Available: Fighter  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>As the power and noteriety of the fighter grows, his or her ability to resist<BR>certain demeaning blows (such as  Coup De Graces, kicks, whomps, bashes, dirt<BR>kicks, trips, etc..) grows.</pre></P>  <P> 
				<br><a name="Thief_Hide"><B>Hide (Thief_Hide)</B></a>
				<pre> <BR>Skill    : Hide <BR>Domain   : Stealthy <BR>Available: Gaoler Monk Several Classes Several Classes  <BR>Allows   : Shadow I, Improved Hiding, Stealthy I <BR>Use Cost : Mana (25) Movement (25)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : HIDE <BR>Usage    : HIDE  <BR>Example  : hide <BR>The thief attempts to creep into some shadowy corner and remain perfectly<BR>still.  Doing this makes them invisible to any other creatures in the room. <BR>Making any moves or sounds will negate the hidden advantage.  The quality of<BR>the hide against other players depends in part on the thieves stealth<BR>expertise. The thief can use the VISIBLE command to make themself visible<BR>again.  </pre></P>  <P> 
				<br><a name="Thief_HideInPlainSight"><B>Hide In Plain Sight (Thief_HideInPlainSight)</B></a>
				<pre> <BR>Skill    : Hide In Plain Sight <BR>Domain   : Stealthy <BR>Available: Burglar  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : HIDEINPLAINSITE, HIPS <BR>Usage    : HIDEINPLAINSIGHT <BR>Example  : hips <BR>The thief has become so adept at quick small movements, that he can do almost<BR>anything without being directly noticed.  Almost any quiet movement, such as<BR>getting or dropping items, wearing or removing items, or manipulating<BR>inventory, will be totally unnoticable by other players.  Even normally noisy<BR>actions will be done so that people aren't really sure who did it.  Direct<BR>speaking or giving is unaffected, however.</pre></P>  <P> 
				<br><a name="Thief_HideOther"><B>Hide Other (Thief_HideOther)</B></a>
				<pre> <BR>Skill    : Hide Other <BR>Domain   : Stealthy <BR>Available: Burglar  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : OTHERHIDE <BR>Usage    : OTHERHIDE [TARGET]  <BR>Example  : otherhide bob <BR>The thief attempts to hide a group member in some shadowy corner and directs<BR>them to remain perfectly still.  Doing this makes the target invisible to any<BR>other creatures in the room.  If the target makes any moves or sounds, it will<BR>negate the hidden advantage.  The quality of the hide will depend in part on<BR>the thieves stealth expertise. The VISIBLE command can be used to revoke this<BR>affect.</pre></P>  <P> 
				<br><a name="Thief_HideShip"><B>Hide Ship (Thief_HideShip)</B></a>
				<pre> <BR>Skill    : Hide Ship <BR>Domain   : Stealthy <BR>Available: Pirate  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : SHIPHIDE <BR>Usage    : SHIPHIDE <BR>Example  : shiphide <BR>The pirate attempts to hide their ship from others by directing it into a mist<BR>bank, or just over the horizon behind tall waves.  Other ships traveling the<BR>normal channels will then be unable to spot it.  Having the ship do ANYTHING<BR>else, including combat, lowering anchor, or other activities will allow the<BR>ship to be spotted.</pre></P>  <P> 
				<br><a name="Thief_Hideout"><B>Hideout (Thief_Hideout)</B></a>
				<pre> <BR>Skill    : Hideout <BR>Domain   : Street smarts <BR>Available: Thief  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HIDEOUT <BR>Usage    : HIDEOUT <BR>Example  : hideout <BR>The thief in an urban settings can slip into a small dark hideout until things<BR>cool off.  Inside, the thief can not recall or bring friends or followers<BR>along, but he can rest up until its safe to go back to work.</pre></P>  <P> 
				<br><a name="Thief_HighMarks"><B>High Marks (Thief_HighMarks)</B></a>
				<pre> <BR>Skill    : High Marks <BR>Domain   : Combat lore <BR>Available: Assassin  <BR>Requires : 'Mark' <BR>Allows   : Combat Lore I <BR>Invoked  : Automatic <BR>Proficiency in this skill allows the thief to Mark higher level persons and<BR>creatures.</pre></P>  <P> 
				<br><a name="Fighter_HillsTactics"><B>Hills Tactics (Fighter_HillsTactics)</B></a>
				<pre> <BR>Skill    : Hills Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in hilly areas. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Skill_HireCrewmember"><B>Hire Crewmember (Skill_HireCrewmember)</B></a>
				<pre> <BR>Skill    : Hire Crewmember <BR>Domain   : Influential <BR>Available: Sailor  <BR>Allows   : Influencing I <BR>Use Cost : Mana (80)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HIRECREWMEMBER, HIRECREW <BR>Usage    : HIRECREW <BR>Example  : hirecrew <BR>From inside a pub or bar near the shore, the player can hire a local patron to<BR>man his or her ship.  The hireling will be 5-10 levels below the player, and<BR>will take on one of the crew roles when they are brought aboard the ship. <BR>Roles include Captain (navigates the ship at random during peace), Tactician<BR>(navigates the ship during combat), Repairer (fixes battle damage), Defender<BR>(defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor<BR>costs more money as the player goes up in level. Once the sailor is aboard ship<BR>and dismissed from following the player (see NOFOLLOW), they will make that<BR>room their home room and begin their duties. </pre></P>  <P> 
				<br><a name="Thief_HoldYourLiquor"><B>Hold Your Liquor (Thief_HoldYourLiquor)</B></a>
				<pre> <BR>Skill    : Hold Your Liquor <BR>Domain   : Fitness <BR>Available: Pirate  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>The player can hold their liquor so well that they quickly recover from any ill<BR>effects that come from drinking mundane alcohol, allowing them to drink as much<BR>as they want.</pre></P>  <P> 
				<br><a name="Paladin_HolyStrike"><B>Holy Strike (Paladin_HolyStrike)</B></a>
				<pre> <BR>Skill    : Holy Strike <BR>Domain   : Martial lore <BR>Available: Paladin  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Mana (27) Movement (27)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HOLYSTRIKE <BR>Usage    : HOLYSTRIKE [TARGET] <BR>Example  : holystrike <BR>Wielding his trusty sword, the paladin calls down the power of his or her god<BR>into a mighty sword swing for devastating damage on evil targets</pre></P>  <P> 
				<br><a name="Ranger_HuntersEndurance"><B>Hunters Endurance (Ranger_HuntersEndurance)</B></a>
				<pre> <BR>Skill    : Hunters Endurance <BR>Domain   : Fitness <BR>Available: Ranger  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.<BR>Also, all movement is instantly and constantly restored.  When tracking<BR>concludes, or combat begins, the rangers previous state resumes.</pre></P>  <P> 
				<br><a name="Hunting"><B>Hunting (Hunting)</B></a>
				<pre> <BR>Skill    : Hunting <BR>Domain   : Gathering <BR>Available: Numerous Classes  <BR>Requires : A base wisdom of at least 8.   <BR>Allows   : Taxidermy, Quick Working I, Quick Worker I, Cage Building <BR>Allows   : Speculating, Leather Working <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : HUNT, HUNTING <BR>Usage    : HUNT <BR>Example  : hunt <BR>With this common skill, a player checks carefully for the tracks of any game<BR>which may be nearby.  When the tracks are found, the player needs to check<BR>nearby rooms for the animal and attack it to complete the hunt. Hunting can be<BR>done almost anywhere, though Forests, Jungles, and Plains are best.</pre></P>  <P> 
				<br><a name="Archon_Hush"><B>Hush (Archon_Hush)</B></a>
				<pre> <BR>Skill    : Hush <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : HUSH <BR>Usage    : HUSH [PLAYER NAME] <BR>Example  : hush gunther <BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to communicate on any channels, or use the tell command.  Use<BR>this skill again on the same player to release them.</pre></P>  <P> 
				<br><a name="Thief_IdentifyBombs"><B>Identify Bombs (Thief_IdentifyBombs)</B></a>
				<pre> <BR>Skill    : Identify Bombs <BR>Domain   : Find/remove traps <BR>Available: Trapper  <BR>Allows   : Trap Disabling I <BR>Invoked  : Automatic <BR>Example  :  <BR>The thief can sense bombs just by looking at them, or looking at those who<BR>might be bearing them.</pre></P>  <P> 
				<br><a name="Skill_IdentifyPoison"><B>Identify Poison (Skill_IdentifyPoison)</B></a>
				<pre> <BR>Skill    : Identify Poison <BR>Domain   : Poisoning <BR>Available: Assassin Barbarian Jester Numerous Classes  <BR>Requires : 'Apothecary' <BR>Allows   : Poisoning I <BR>Use Cost : Mana (52)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : IDPOISON, IDENTIFYPOISON <BR>Usage    : IDPOISON [ITEM NAME]  <BR>Example  : idpoison orc <BR>This skill allows the player to sniff and taste a potentially poisoned item<BR>(like a drink, or a sword) and tell what kind of poison (if any) is on the<BR>item.</pre></P>  <P> 
				<br><a name="Thief_IdentifyTraps"><B>Identify Traps (Thief_IdentifyTraps)</B></a>
				<pre> <BR>Skill    : Identify Traps <BR>Domain   : Alert <BR>Available: Trapper  <BR>Requires : 'Detect Traps' <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (55)  <BR>Quality  : Circumstantial <BR>Targets  : Items Exits  <BR>Range    : Touch, or not applicable <BR>Commands : IDENTIFYTRAPS, IDTRAP <BR>Usage    : IDENTIFYTRAPS <BR>Example  : identifytraps east <BR>Example  : identifytraps chest <BR>The thief can take a careful look at an item, container, or door to see if it<BR>is trapped, and then identify its type and quality level.</pre></P>  <P> 
				<br><a name="Skill_Imitation"><B>Imitate (Skill_Imitation)</B></a>
				<pre> <BR>Skill    : Imitate <BR>Domain   : Deceptive <BR>Available: Charlatan  <BR>Allows   : Deceptive I <BR>Use Cost : Movement (57)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : IMITATE <BR>Usage    : IMITATE [SPELL NAME] [TARGET NAME] <BR>Example  : imitate Fireball Orc <BR>This strange pseudo-magical skill allows spells, prayers, songs, and chants<BR>learned through Spellcraft, Prayercraft, etc to be faked at a later time. The<BR>spell or skill will not yield any actual results (no damage or benefits from<BR>casting), but will enable the character to deceive others into believing that<BR>he can use that type of magic.</pre></P>  <P> 
				<br><a name="Thief_ImprovedBoarding"><B>Improved Boarding (Thief_ImprovedBoarding)</B></a>
				<pre> <BR>Skill    : Improved Boarding <BR>Domain   : Fitness <BR>Available: Pirate  <BR>Requires : 'Climb' <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>The thief has an improved ability climb aboard ships from the water. If the<BR>thief has sufficient proficiency, the player no longer needs a row boat to<BR>climb aboard a ship from the water, and will automatically sneak when climbing<BR>aboard a ship from the water.  </pre></P>  <P> 
				<br><a name="Thief_ImprovedDistraction"><B>Improved Distraction (Thief_ImprovedDistraction)</B></a>
				<pre> <BR>Skill    : Improved Distraction <BR>Domain   : Deceptive <BR>Available: Thief  <BR>Requires : 'Distract' <BR>Allows   : Deceptive I <BR>Invoked  : Automatic <BR>Example  :  <BR>proficiency in this skill allows the thief to distract higher and higher level<BR>opponents.</pre></P>  <P> 
				<br><a name="Thief_ImprovedHiding"><B>Improved Hiding (Thief_ImprovedHiding)</B></a>
				<pre> <BR>Skill    : Improved Hiding <BR>Domain   : Stealthy <BR>Available: Burglar  <BR>Requires : 'Hide' <BR>Allows   : Stealthy I <BR>Invoked  : Automatic <BR>Example  :  <BR>The thief has become so adept at remaining hidden that he or she is able to<BR>speak and make other noises while remaining hidden.</pre></P>  <P> 
				<br><a name="Thief_ImprovedPeek"><B>Improved Peek (Thief_ImprovedPeek)</B></a>
				<pre> <BR>Skill    : Improved Peek <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Requires : 'Peek' <BR>Allows   : Theft Mastery I <BR>Invoked  : Automatic <BR>Example  :  <BR>proficiency in this skill allows the thief to peek into the inventories of<BR>higher level persons and creatures.</pre></P>  <P> 
				<br><a name="Fighter_ImprovedShieldDefence"><B>Improved Shield Defence (Fighter_ImprovedShieldDefence)</B></a>
				<pre> <BR>Skill    : Improved Shield Defence <BR>Domain   : Shield use <BR>Available: Fighter  <BR>Allows   : Shield Using I <BR>Invoked  : Automatic <BR>Example  :  <BR>As the fighter gains proficiency with shield use, he becomes better able to use<BR>a shield to enhance his armor.</pre></P>  <P> 
				<br><a name="Thief_ImprovedSteal"><B>Improved Steal (Thief_ImprovedSteal)</B></a>
				<pre> <BR>Skill    : Improved Steal <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Requires : 'Steal' <BR>Allows   : Theft Mastery I <BR>Invoked  : Automatic <BR>Example  :  <BR>Proficiency in this skill allows the thief to steal from the inventories of<BR>higher level persons and creatures.  See help on STEAL.</pre></P>  <P> 
				<br><a name="Thief_ImprovedSwipe"><B>Improved Swipe (Thief_ImprovedSwipe)</B></a>
				<pre> <BR>Skill    : Improved Swipe <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Requires : 'Swipe gold' <BR>Allows   : Theft Mastery I <BR>Invoked  : Automatic <BR>Example  :  <BR>proficiency in this skill allows the thief to swipe the gold of higher level<BR>persons and creatures.</pre></P>  <P> 
				<br><a name="ImprovedTeaching"><B>Improved Teaching (ImprovedTeaching)</B></a>
				<pre> <BR>Skill    : Improved Teaching <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Quick Working I, Educating I, Quick Worker I <BR>Invoked  : Automatic <BR>With increased teaching skill comes increased proficiency in the skills learned<BR>by the students.  Expertise also helps this.</pre></P>  <P> 
				<br><a name="Fighter_ImprovedThrowing"><B>Improved Throwing (Fighter_ImprovedThrowing)</B></a>
				<pre> <BR>Skill    : Improved Throwing <BR>Domain   : Weapon use <BR>Available: Barbarian  <BR>Allows   : Ranged Striking I <BR>Invoked  : Automatic <BR>As the fighter gains proficiency in this skill, he or she hits more accurately<BR>with thrown weapons, and does up to double damage.</pre></P>  <P> 
				<br><a name="Archon_Infect"><B>Infect (Archon_Infect)</B></a>
				<pre> <BR>Skill    : Infect <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : INFECT <BR>Usage    : INFECT [PLAYER/MOB NAME] [DISEASE NAME] <BR>Example  : infect gunther flu <BR>The player with this skill can cause the target to become infected with a given<BR>disease.</pre></P>  <P> 
				<br><a name="Thief_Informant"><B>Informant (Thief_Informant)</B></a>
				<pre> <BR>Skill    : Informant <BR>Domain   : Influential <BR>Available: Burglar  <BR>Allows   : Influencing I <BR>Use Cost : Mana (57)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : INFORMANT <BR>Usage    : INFORMANT [MOB NAME] [REASON] <BR>Example  : informant orc warrant <BR>This skill allows the player to inexpensively purchase an informant in the area<BR>they are currently in.  So long as the player remains in the area, and for at<BR>least a day, the informant will appear and notify the whereabouts of anyone<BR>matching the reason given. Reasons can be WARRANT for anyone with a warrant, an<BR>amount of money for anyone as rich or better, a race, a name, or a character<BR>class.</pre></P>  <P> 
				<br><a name="Archon_Injure"><B>Injure (Archon_Injure)</B></a>
				<pre> <BR>Skill    : Injure <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : INJURE <BR>Usage    : INJURE [PLAYER NAME] [body part] <BR>Example  : injure gunther left hand <BR>From anywhere on the map, the player with this skill can cause the target to<BR>have one of their body parts instantly injured by 20%.</pre></P>  <P> 
				<br><a name="Skill_InstrumentBash"><B>Instrument Bash (Skill_InstrumentBash)</B></a>
				<pre> <BR>Skill    : Instrument Bash <BR>Domain   : Dirty fighting <BR>Available: Minstrel  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (60)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : INSTRUMENTBASH, IBASH <BR>Usage    : IBASH [TARGET NAME]  <BR>Example  : ibash orc <BR>The bard uses their instrument as a weapon, delivering an otherwise additional<BR>blow to the target in combat.</pre></P>  <P> 
				<br><a name="InstrumentMaking"><B>Instrument Making (InstrumentMaking)</B></a>
				<pre> <BR>Skill    : Instrument Making <BR>Domain   : Crafting <BR>Available: Artisan Minstrel  <BR>Requires : 'Carpentry' at 75% <BR>Allows   : Quality Fabricating I, Quick Worker I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Light Fabricating I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : INSTRUMENTMAKING, INSTRUMENTMAKE <BR>Usage    : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE] <BR>Example  : instrumentmake piccolo <BR>:        : instrumentmake list <BR>:        : instrumentmake list piccolo <BR>:        : instrumentmake list all <BR>:        : instrumentmake learn flute <BR>This skill allows a player to craft musical instruments, such as flutes and<BR>guitars.  The extent of the items which can be crafted expands as the player<BR>goes up in level.  The player may also learn to make new found instruments,<BR>provided a blank recipe page or a recipe book with blank pages is in his or her<BR>inventory. To begin making a new item, the player must have placed the material<BR>he or she wishes to make the item from on the ground. Instruments crafted with<BR>balsa can be done with half the required wood listed, while instruments crafted<BR>with ironwood will require twice the required wood listed. </pre></P>  <P> 
				<br><a name="Skill_InterceptShip"><B>Intercept Ship (Skill_InterceptShip)</B></a>
				<pre> <BR>Skill    : Intercept Ship <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Requires : 'Sea Charting' at 50% <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (536870912) Movement (536870912)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : INTERCEPT, INTERCEPTSHIP <BR>Usage    : INTERCEPT [SHIP NAME]  <BR>Example  : intercept pirate <BR>This powerful skill allows the sailor to use their superior sailing ability to<BR>quickly intercept a potential enemy ship of the given name.  The sailor's ship<BR>or boat's speed is enhanced while following the interception course. </pre></P>  <P> 
				<br><a name="Fighter_Intimidate"><B>Intimidation (Fighter_Intimidate)</B></a>
				<pre> <BR>Skill    : Intimidation <BR>Domain   : Influential <BR>Available: Barbarian Beastmaster Burglar Doomsayer  <BR>Allows   : Influencing I <BR>Invoked  : Automatic <BR>Example  :  <BR>This skill makes the player naturally intimidating to lower level creatures,<BR>making them less likely to be able to initiate an attack.</pre></P>  <P> 
				<br><a name="Thief_MarkInvisibility"><B>Invisibility to Mark (Thief_MarkInvisibility)</B></a>
				<pre> <BR>Skill    : Invisibility to Mark <BR>Domain   : Stealthy <BR>Available: Assassin  <BR>Allows   : Stealthy I <BR>Invoked  : Automatic <BR>Example  :  <BR>The thief is considered completely invisible whenever the mark is in the room,<BR>due to their extreme ability to go unnoticed when their energy is focused (as<BR>when the mark is present).  See the MARK ability for more information.</pre></P>  <P> 
				<br><a name="Irrigation"><B>Irrigation (Irrigation)</B></a>
				<pre> <BR>Skill    : Irrigation <BR>Domain   : Building <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Drilling' <BR>Requires : A base constitution of at least 15.   <BR>Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I <BR>Use Cost : Movement (15)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : IRRIGATE, IRRIGATION <BR>Usage    : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION] <BR>Example  : irrigate barrier north <BR>:        : irrigate list <BR>:        : irrigate info wall <BR>:        : irrigate sea <BR>:        : irrigate title A messy room. <BR>:        : irrigate desc east This is my favorite sea. <BR>:        : irrigate desc room This is a watery place. <BR>:        : irrigate help Bob <BR>:        : irrigate demolish west <BR>:        : irrigate demolish room <BR>This skill allows a player to irrigate an area into a new type on an outdoor<BR>property the player owns. This skill also allows the demolition of unwanted<BR>barriers and rooms, and the giving of a title and description to a room. The<BR>parameters also allow more than one person to assist in a irrigation project.<BR>Irrigation also allows the creation of water currents, which will cause things<BR>in the room to drift in a given direction over time.</pre></P>  <P> 
				<br><a name="Skill_JailKey"><B>Jail Key (Skill_JailKey)</B></a>
				<pre> <BR>Skill    : Jail Key <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Circumstantial <BR>Targets  : Exits  <BR>Range    : Touch, or not applicable <BR>Commands : JAILKEY, JKEY <BR>Usage    : JAILKEY [DIRECTION]  <BR>Example  : jailkey north <BR>Allows the player to lock or unlock any door to a jail room in the area.</pre></P>  <P> 
				<br><a name="JewelMaking"><B>Jewel Making (JewelMaking)</B></a>
				<pre> <BR>Skill    : Jewel Making <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Blacksmithing', and 'Pottery' <BR>Requires : A base wisdom of at least 16.   <BR>Allows   : Light Metalworking I, Durable Metalworking I, Quality Crafting I <BR>Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Lacquering, Appraise, Quality Metalworking I <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : JEWEL, JEWELMAKING <BR>Usage    : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM<BR>TYPE] <BR>Example  : jewel ring <BR>:        : jewel list <BR>:        : jewel list ring <BR>:        : jewel list all <BR>:        : jewel encrust "a diamond" backpack <BR>:        : jewel mount "a diamond" sword <BR>:        : jewel mend ring <BR>:        : jewel refit crown <BR>:        : jewel scan <BR>:        : jewel scan bob <BR>:        : jewel learn brooch <BR>This skill allows a player to craft jewelry, such as rings, earrings,<BR>necklaces, and bracelets, or to mount or encrust bits of precious jewels onto<BR>other items.  The extent of the items which can be newly crafted expands as the<BR>player goes up in level.  The player may also learn to make new found jewelry,<BR>provided a blank recipe page, or a recipe book with blank pages is in his or<BR>her inventory. To begin crafting, the player must be in a room with an open<BR>fire burning, and must have placed the metal he or she wishes to make the item<BR>from on the ground, along with any precious gems. which may be mounted in the<BR>jewelry. The raw gems for jewel making are found using the Digging skill.  The<BR>metal is obtained using the Mining skill.</pre></P>  <P> 
				<br><a name="Skill_Joke"><B>Joke (Skill_Joke)</B></a>
				<pre> <BR>Skill    : Joke <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Mana (60)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : JOKE <BR>Usage    : JOKE [TARGET NAME] <BR>Example  : joke orc <BR>This will cause the player to tell a random joke to the target. The joke has a<BR>75% chance of giving the target the giggles, and a 25% chance of putting them<BR>under the spell of Laughter.</pre></P>  <P> 
				<br><a name="Skill_Juggle"><B>Juggle (Skill_Juggle)</B></a>
				<pre> <BR>Skill    : Juggle <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Movement (51)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : JUGGLE <BR>Usage    : JUGGLE [ITEM NAME] <BR>Example  : juggle all <BR>Example  : juggle dagger <BR>Example  : juggle <BR>This will cause the player to begin juggling one or more items.  The number of<BR>items the player may juggle is limited by level.  Entering juggle without an<BR>item name will stop juggling.  GETting an item being juggled will also remove<BR>that item from the juggle list.  During combat, the juggler will be able to<BR>throw one item per 5 levels per combat round for a little extra damage.</pre></P>  <P> 
				<br><a name="Fighter_JungleTactics"><B>Jungle Tactics (Fighter_JungleTactics)</B></a>
				<pre> <BR>Skill    : Jungle Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in jungles. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Thief_Kamikaze"><B>Kamikaze (Thief_Kamikaze)</B></a>
				<pre> <BR>Skill    : Kamikaze <BR>Domain   : Criminal <BR>Available: Trapper  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (75)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : KAMIKAZE <BR>Usage    : KAMIKAZE [TARGET NAME] [DIRECTION(S)] <BR>Example  : kamikaze orc east <BR>Example  : kamikaze orc 2e 3n e e e n w d <BR>The thief pays the target a sufficient amount of money for them to follow the<BR>directions given, drop any bombs (see Make Bombs) being carried, and blow them<BR>all up.</pre></P>  <P> 
				<br><a name="Fighter_KiStrike"><B>Ki Strike (Fighter_KiStrike)</B></a>
				<pre> <BR>Skill    : Ki Strike <BR>Domain   : Punching <BR>Available: Monk  <BR>Allows   : Iron Punching I, Combat Fluidity I <BR>Use Cost : Movement (67)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : KISTRIKE, KI <BR>Usage    : KISTRIKE <BR>Example  : kistrike <BR>Short(s) : ki <BR>The Monk summons up his or her inner power and focuses it into a single,<BR>terrifying attack.  This skill will allow the next blow that lands to have that<BR>little, extra, well, KI.</pre></P>  <P> 
				<br><a name="Fighter_Kick"><B>Kick (Fighter_Kick)</B></a>
				<pre> <BR>Skill    : Kick <BR>Domain   : Kicking <BR>Available: Artisan Monk Dancer Several Classes  <BR>Requires : 'Natural Weapon Proficiency' at 75% <BR>Allows   : Ax Kick, Iron Kicking I, Combat Fluidity I <BR>Use Cost : Movement (51)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : KICK <BR>Usage    : KICK [TARGET NAME]  <BR>Example  : kick orc <BR>The fighter uses his or her feet to deliver an extra bit of pain in combat.</pre></P>  <P> 
				<br><a name="Thief_KillLog"><B>Kill Log (Thief_KillLog)</B></a>
				<pre> <BR>Skill    : Kill Log <BR>Domain   : Combat lore <BR>Available: Assassin  <BR>Allows   : Combat Lore I <BR>Use Cost : Mana (53)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : KILLLOG <BR>Uage     : KILLLOG <BR>Example  : killlog <BR>The thief has the ability to keep track of their kill percentage on creatures<BR>which they have marked using the Mark still.  The player may use the KILLLOG<BR>command to review the log of kills.  Every new and unique creature added to the<BR>kill log will result in a small experience bonus.</pre></P>  <P> 
				<br><a name="Fighter_KnifeHand"><B>Knife Hand (Fighter_KnifeHand)</B></a>
				<pre> <BR>Skill    : Knife Hand <BR>Domain   : Punching <BR>Available: Monk  <BR>Requires : 'Monkey Punch' <BR>Allows   : Iron Punching I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a pointed, swift strike.</pre></P>  <P> 
				<br><a name="Druid_KnowPlants"><B>Know Plants (Druid_KnowPlants)</B></a>
				<pre> <BR>Skill    : Know Plants <BR>Domain   : Nature lore <BR>Available: Several Classes  <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (57)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : KNOWPLANT <BR>Usage    : KNOWPLANT [ITEM NAME]  <BR>Example  : knowplant flowers <BR>This skill allows a player to gain knowledge about a plant, or an item made<BR>from plant material.  If the plant was summoned by a druid, it will give the<BR>name of the druid who summoned it as well.</pre></P>  <P> 
				<br><a name="Labeling"><B>Labeling (Labeling)</B></a>
				<pre> <BR>Skill    : Labeling <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LABELING, LABEL <BR>Usage    : LABEL (REMOVE) (REPLACE) [ITEM NAME] <BR>Example  : label sword <BR>:        : label remove sword <BR>:        : label replace sword <BR>The character labels an item with a numbered tag specific to him.  The label<BR>tag can be used by other skills to help locate or sort the item.  Use the<BR>'remove' command to completely delete a tag.  Use the 'replace' command to<BR>replace the label tag with a new one.</pre></P>  <P> 
				<br><a name="Lacquerring"><B>Lacquering (Lacquerring)</B></a>
				<pre> <BR>Skill    : Lacquering <BR>Domain   : Artistic <BR>Available: Artisan Numerous Classes  <BR>Requires : A base charisma of at least 8.   <BR>Allows   : Master Lacquering, Quick Working I, Quick Worker I <BR>Allows   : Artsy I, Painting <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LACQUERING, LACQUER <BR>Usage    : LACQUER LIST/[ITEM NAME] [COLOR]/REMOVE <BR>Example  : lacquer list <BR>Example  : lacquer shirt blue <BR>Example  : lacquer shirt remove <BR>This skill allows the player to lacquer a qualifying item a different color, or<BR>to remove an existing lacquered color. Lacquer only works on metal, wood, bone,<BR>and stone items crafted by the player.  More options become available at higher<BR>levels, and higher artistic expertise.</pre></P>  <P> 
				<br><a name="Landscaping"><B>Landscaping (Landscaping)</B></a>
				<pre> <BR>Skill    : Landscaping <BR>Domain   : Building <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Farming' <BR>Requires : A base constitution of at least 15.   <BR>Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I <BR>Allows   : Master Farming <BR>Use Cost : Movement (15)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LANDSCAPE, LANDSCAPING <BR>Usage    : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION] <BR>Example  : landscape barrier north <BR>:        : landscape list <BR>:        : landscape info wall <BR>:        : landscape desert <BR>:        : landscape title A messy room. <BR>:        : landscape desc east This is my favorite path. <BR>:        : landscape desc room This is a messy place. <BR>:        : landscape help Bob <BR>:        : landscape demolish west <BR>:        : landscape demolish room <BR>This skill allows a player to landscape an area into a new type on an outdoor<BR>property the player owns. This skill also allows the demolition of unwanted<BR>barriers and rooms, and the giving of a title and description to a room. The<BR>parameters also allow more than one person to assist in a landscaping project.<BR>The raw material for landscaping is found using the Digging, Mining, Foraging,<BR>and other skills.</pre></P>  <P> 
				<br><a name="Thief_MinorTrap"><B>Lay Minor Traps (Thief_MinorTrap)</B></a>
				<pre> <BR>Skill    : Lay Minor Traps <BR>Domain   : Trapping <BR>Available: Jester  <BR>Allows   : Trapping I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Malicious <BR>Targets  : Items Exits Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : MTRAP, MINORTRAP <BR>Usage    : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME] <BR>Example  : mtrap list <BR>Example  : mtrap east noise <BR>Example  : mtrap chest needle <BR>The thief attempts to lay some sort of trap upon the item, door, room,<BR>entryway, or container specified.  The trap may be gaseous, needles, blades, or<BR>pits, and may be triggered by unlocking, opening, getting, or moving through in<BR>the case of entryways, or entering in the case of rooms.  The thief who sets<BR>the trap may not trigger the trap. The number of traps available to the thief<BR>will go up as the thief advances in level, so trap list may be used to see what<BR>new traps are available as the thief advances.  Not all traps may be set on all<BR>items, however.  Lay Minor traps only allows a small subset of the traps<BR>avaiailable from the full Lay Traps skill. Traps are temporary, but reset if<BR>sprung after a time.  Setting the same trap on the same object will reset the<BR>trap early.</pre></P>  <P> 
				<br><a name="Thief_Trap"><B>Lay Traps (Thief_Trap)</B></a>
				<pre> <BR>Skill    : Lay Traps <BR>Domain   : Trapping <BR>Available: Assassin Thief Trapper  <BR>Allows   : Trapping I <BR>Use Cost : Mana (29) Movement (29)  <BR>Quality  : Malicious <BR>Targets  : Items Exits Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : TRAP <BR>Usage    : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME] <BR>Example  : trap list <BR>Example  : trap east noise <BR>Example  : trap chest needle <BR>The thief attempts to lay some sort of trap upon the item, door, room,<BR>entryway, or container specified.  The trap may be gaseous, needles, blades, or<BR>pits, and may be triggered by unlocking, opening, getting, or moving through in<BR>the case of entryways, or entering in the case of rooms.  The thief who sets<BR>the trap may not trigger the trap.  The number of traps available to the thief<BR>will go up as the thief advances in level, so trap list may be used to see what<BR>new traps are available as the thief advances.  Not all traps may be set on all<BR>items, however.  Traps are temporary, but reset if sprung after a time. <BR>Setting the same trap on the same object will reset the trap early.</pre></P>  <P> 
				<br><a name="LeatherWorking"><B>Leather Working (LeatherWorking)</B></a>
				<pre> <BR>Skill    : Leather Working <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : A base constitution of at least 10.   <BR>Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I <BR>Allows   : Quick Worker I, Durable Crafting I, Cobbling, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I <BR>Allows   : Scrapping, Master Leather Working <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LEATHERWORK, LEATHERWORKING <BR>Usage    : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM<BR>TYPE] <BR>Example  : leatherwork pot <BR>:        : leatherwork bundle 100 leather <BR>:        : leatherwork list <BR>:        : leatherwork list hard <BR>:        : leatherwork list all <BR>:        : leatherwork mend vest <BR>:        : leatherwork refit sleeves <BR>:        : leatherwork scan <BR>:        : leatherwork scan bob <BR>:        : leatherwork learn gloves <BR>This skill allows a player to craft leather items, such as armor, clothing, and<BR>even whips.  The extent of the items which can be crafted expands as the player<BR>goes up in level.  This command also allows the player to mend any damaged<BR>leather items, get info on a list item, refit any armor which may be the wrong<BR>size, or learn how to make an item he or she has found, provided a blank recipe<BR>page or a recipe book with blank pages is in his or her inventory. To begin<BR>crafting a new item, the player must have placed the leather he or she wishes<BR>to make the item from on the ground. The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan<BR>parameter. The raw leather for leather working is found using the Butchering<BR>skill.</pre></P>  <P> 
				<br><a name="Lecturing"><B>Lecturing (Lecturing)</B></a>
				<pre> <BR>Skill    : Lecturing <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Quick Working I, Educating I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LECTURE, LECTURING <BR>Usage    : LECTURE [SKILL NAME] <BR>Example  : lecture fireball <BR>This skill allows the player to give a lecture to 3 or more students about a<BR>particular skill that the player knows more about than the students.  At the<BR>end of the long lecture, the students will gain up to 5% increase in<BR>proficiency, even if they are already at or above 75%.  The player will receive<BR>experience for giving the lecture.  The students must already know the skill<BR>before the lecture begins in order to qualify as a student.</pre></P>  <P> 
				<br><a name="Skill_Leeching"><B>Leeching (Skill_Leeching)</B></a>
				<pre> <BR>Skill    : Leeching <BR>Domain   : Anatomy <BR>Available: Gaoler  <BR>Allows   : Anatomy I <BR>Use Cost : Mana (67)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LEECH, LEECHING <BR>Usage    : LEECHING [TARGET NAME] <BR>Example  : leech Sophie <BR>The player is able to apply leeches to the target.  The target will be unable<BR>to heal, but will have any poisons removed for the duration of the leeches<BR>presence.</pre></P>  <P> 
				<br><a name="LegendaryWeaponsmithing"><B>Legendary Weaponsmithing (LegendaryWeaponsmithing)</B></a>
				<pre> <BR>Skill    : Legendary Weaponsmithing <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Master Weaponsmithing' at 100% <BR>Allows   : Counterbalance Crafting I, Light Metalworking I, Quality Crafting I <BR>Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Lethal Crafting I, Quality Metalworking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LWEAPONSMITH, LEGENDWEAPONSMITHING, LEGENDARYWEAPONSMITHING <BR>Usage    : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME] <BR>Example  : lweaponsmith twohanded sword <BR>:        : lweaponsmith list <BR>:        : lweaponsmith list sword <BR>:        : lweaponsmith list blunt <BR>:        : lweaponsmith list all <BR>:        : lweaponsmith scan <BR>:        : lweaponsmith scan bob <BR>:        : lweaponsmith learn axe <BR>This skill allows a player to craft legendary-level weapons (level 61 and up)<BR>from metal.  This skill requires Blacksmithing and Master Weaponsmithing in<BR>order to learn it.  It also requires specialization in the weapon type the<BR>player wishes to make.  The extent of the weapons which can be crafted expands<BR>as the player goes up in level.  To begin smithing, the player must be in a<BR>room with an open fire burning, and must have placed the metal he or she wishes<BR>to make the weapon from on the ground.  The player may also scan the room or<BR>other players for equipment that may be mended by this skill, using the scan<BR>parameter, or learn how to smith an item he or she has found, provided a blank<BR>recipe page or a recipe book with blank pages is in his or her inventory. The<BR>metal for weaponsmithing is obtained using the Mining skill, or better metals<BR>from the Smelting skill. Using better materials will increase both the strength<BR>and the required level of the crafted item, and some material types require<BR>smaller amounts to make the same items.</pre></P>  <P> 
				<br><a name="Thief_LetterOfMarque"><B>Letter of Marque (Thief_LetterOfMarque)</B></a>
				<pre> <BR>Skill    : Letter of Marque <BR>Domain   : Legal <BR>Available: Pirate  <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (66)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : LETTEROFMARQUE <BR>Usage    : LETTEROFMARQUE <BR>Example  : letterofmarque <BR>This skill allows the rogue to petition a legal judge to issue a letter of<BR>marque to the rogue on behalf of the judges area.  This has the primary effect<BR>of of making any chaotic acts into lawful ones, when outside the area that<BR>issued the letter.  It also slightly decreases the chance that a crime<BR>committed inside the issueing area will be seen as a crime.</pre></P>  <P> 
				<br><a name="Fighter_LightningStrike"><B>Lightning Strike (Fighter_LightningStrike)</B></a>
				<pre> <BR>Skill    : Lightning Strike <BR>Domain   : Martial lore <BR>Available: Monk  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (74)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LIGHTNINGSTRIKE, LSTRIKE <BR>Usage    : LIGHTNINGSTRIKE [TARGET NAME] <BR>Example  : lightningstrike orc <BR>Short(s) : lstrike <BR>This most powerful of Monk abilities allows him or her to deliver as many<BR>unarmed blows in a single round as he or she has Monk levels.  After this<BR>exhausting exchange, the Monk will collapse for many rounds of needed rest.</pre></P>  <P> 
				<br><a name="Thief_Comprehension"><B>Linguistic Comprehension (Thief_Comprehension)</B></a>
				<pre> <BR>Skill    : Linguistic Comprehension <BR>Domain   : Street smarts <BR>Available: Burglar Scholar Thief  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (68)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : COMPREHEND, COMPREHENSION <BR>Usage    : COMPREHEND <BR>Example  : comprehend <BR>This skill will cause the thief to begin listening intensely to what is being<BR>said around him in other languages, so that he or she may understand it.<BR>Depending upon proficiency, from a few seconds to a few minutes after each<BR>statement, the thief will understand.</pre></P>  <P> 
				<br><a name="Thief_Listen"><B>Listen (Thief_Listen)</B></a>
				<pre> <BR>Skill    : Listen <BR>Domain   : Alert <BR>Available: Burglar Monk Trapper Several Classes  <BR>Allows   : Wilderness Sounds, Vigilantly I <BR>Use Cost : Mana (59)  <BR>Quality  : Circumstantial <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : LISTEN <BR>Usage    : LISTEN [DIRECTION NAME] <BR>Example  : listen north <BR>Example  : listen <BR>The thief listens a particular direction for signs of movement (life). A very<BR>proficient thief may also tell the number of creatures, and may be able to<BR>listen in on private conversations and whispering that may be going on in the<BR>room.  You may only listen to the room you are in, or to an adjacent indoor<BR>room.  How well the thief can hear will depend on proficiency, how much higher<BR>in level than the thief those being listened to are, and alertness expertise.</pre></P>  <P> 
				<br><a name="Skill_Lobotomizing"><B>Lobotomizing (Skill_Lobotomizing)</B></a>
				<pre> <BR>Skill    : Lobotomizing <BR>Domain   : Anatomy <BR>Available: Gaoler  <BR>Allows   : Anatomy I <BR>Use Cost : Mana (72)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LOBOTOMIZE, LOBOTOMIZING <BR>Usage    : LOBOTOMIZE [TARGET NAME] <BR>Example  : lobotomize Sophie <BR>The player is able to use delicate tools to scrape away unnecessary brain<BR>tissue from the target by going up the nose holes.  This can only be done on a<BR>cooperative target, such as a follower, or one bound or prone.  The effect of<BR>the lobotomy is not only horrible screams of pain, but the removal of any<BR>aggressive behaviors, mind altering diseases and effects, and will actually<BR>make the target a slightly better person.  Unfortunately, it may also affect<BR>some skill proficiency.</pre></P>  <P> 
				<br><a name="Thief_LocateAlcohol"><B>Locate Alcohol (Thief_LocateAlcohol)</B></a>
				<pre> <BR>Skill    : Locate Alcohol <BR>Domain   : Divination <BR>Available: Pirate  <BR>Allows   : Extended Divining I, Power Divining I, Reduced Divining I <BR>Allows   : Ranged Divining I <BR>Use Cost : Mana (26) Movement (26)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : LOCATEALCOHOL <BR>Usage    : LOCATEALCOHOL <BR>Example  : locatealcohol <BR>The player uses their superior sense of smell and their strong motivation to<BR>locate the nearest source of liquor.</pre></P>  <P> 
				<br><a name="LockSmith"><B>Locksmithing (LockSmith)</B></a>
				<pre> <BR>Skill    : Locksmithing <BR>Domain   : Building <BR>Available: Artisan Gaoler Numerous Classes  <BR>Requires : 'Blacksmithing' <BR>Requires : A base dexterity of at least 14.   <BR>Allows   : Quick Building I, Quick Worker I <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LOCKSMITH, LOCKSMITHING <BR>Usage    : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION] <BR>Example  : locksmith chest <BR>:        : locksmith south <BR>:        : locksmith boltlock south <BR>:        : locksmith delock south <BR>This skill allows a player to craft keys and locks for items and doors.  If the<BR>item or door specified already has a lock, the proper key will be built for it<BR>(assuming a level check).  If the item or door does not have a lock, and the<BR>skill user is the owner, then a lock will be built, along with a key.  If a<BR>lock is being made for a door, and the word BOLTLOCK is specified, then the<BR>lock will ONLY be on that side of the door. If a key is being made, the LABEL<BR>parameter can be used to add a description for the key (such as House for a<BR>house key, etc). A lock can be removed from a door using the DELOCK parameter.<BR>This skill requires metal from which to make the lock and/or key.</pre></P>  <P> 
				<br><a name="Thief_Lore"><B>Lore (Thief_Lore)</B></a>
				<pre> <BR>Skill    : Lore <BR>Domain   : Arcane lore <BR>Available: Arcanist Artisan Bard Burglar  <BR>Available: Dancer Scholar Thief  <BR>Requires : 'Write' at 75%, and 'Paper Making' at 75% <BR>Allows   : Arcane Lore I, Rodsmithing, Staff Making, Wand Making <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : LORE <BR>Usage    : LORE [ITEM NAME]  <BR>Example  : lore sword <BR>The bard carefully examines the item, using his extensive knowledge of magical<BR>lore to determine the items magical properties, if any.</pre></P>  <P> 
				<br><a name="Thief_Lure"><B>Lure (Thief_Lure)</B></a>
				<pre> <BR>Skill    : Lure <BR>Domain   : Deceptive <BR>Available: Trapper  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : LURE <BR>Usage    : LURE [TARGET NAME]  <BR>Example  : lure monster east <BR>The thief gains the ability to lure a creature in the direction they want, when<BR>not in combat.</pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeMage"><B>Mage Honorary Degree (Skill_HonoraryDegreeMage)</B></a>
				<pre> <BR>Skill    : Mage Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,<BR>Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4<BR>skills qualified for by at least one of the qualifying classes, including those<BR>spells specified by the class, then the scholar will receive access to an<BR>honorary degree Title.  The scholar can then use the TITLE command to select<BR>and use the honorary degree title.  When one of these titles is in use, the<BR>scholar is permitted to enter areas normally only allowed to those of the<BR>qualifying class, and also gains the ability to pick up and equip items which<BR>would normally fly away from the scholars hands if normally attempted.</pre></P>  <P> 
				<br><a name="Thief_MakeBomb"><B>Make Bombs (Thief_MakeBomb)</B></a>
				<pre> <BR>Skill    : Make Bombs <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Allows   : Trapping I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : BOMB <BR>Usage    : BOMB [ITEM] [BOMB NAME] <BR>Example  : bomb list <BR>Example  : bomb waterskin water bomb <BR>The thief attempts to make some sort of bomb from the item, or container<BR>specified.  The bomb may be of any of the listed sort.  The thief who makes the<BR>bomb may activate it by HOLDING the item. Once the item is held, the thief has<BR>but a few seconds to drop, throw, or do whatever they need to before the bomb<BR>goes off.  The number of bombs available to the thief will go up as the thief<BR>advances in level, so bomb list may be used to see what new bombs are available<BR>as the thief advances.  Not all bombs may be set on all items, however.</pre></P>  <P> 
				<br><a name="Skill_Map"><B>Make Maps (Skill_Map)</B></a>
				<pre> <BR>Skill    : Make Maps <BR>Domain   : Calligraphy <BR>Available: Burglar Several Classes  <BR>Allows   : Fine Calligraphy I <BR>Use Cost : Mana (63)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MAP <BR>Usage    : MAP [PAPER NAME] <BR>Example  : map parchment <BR>Allows you to begin mapping on the targeted piece of paper.  As you walk around<BR>the parchment will be filled with a pictoral map of the rooms you walk through.</pre></P>  <P> 
				<br><a name="Thief_PubContacts"><B>Make Pub Contacts (Thief_PubContacts)</B></a>
				<pre> <BR>Skill    : Make Pub Contacts <BR>Domain   : Influential <BR>Available: Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : MAKEPUBCONTACTS, PUBCONTACTS <BR>Usage    : MAKEPUBCONTACTS <BR>Example  : makepubcontacts <BR>When in a pub, the pirate uses this skill to buy drinks for numerous patrons<BR>and staff, in the hopes of getting information about nearby ships, especially<BR>merchant vessels.  This first time this is done in a pub, the pirate will learn<BR>the names of nearby vessels.  The second time reveals the names and distance of<BR>the ships from shore.  The third time reveals the names and directions to the<BR>ships current locations from the shore.  This only works in a pub within a<BR>limited distance from the shore, since that's where the other sailors drink.</pre></P>  <P> 
				<br><a name="Skill_SeaMapping"><B>Make Sea Maps (Skill_SeaMapping)</B></a>
				<pre> <BR>Skill    : Make Sea Maps <BR>Domain   : Calligraphy <BR>Available: Several Classes  <BR>Allows   : Fine Calligraphy I <BR>Use Cost : Mana (58)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SEAMAPPING, SEAMAP <BR>Usage    : SEAMAP [PAPER NAME] <BR>Example  : seamap parchment <BR>Allows you to begin mapping the seas on the targeted piece of paper.  As you<BR>sail around the parchment will be filled with a map of the waves you sail over.</pre></P>  <P> 
				<br><a name="Thief_Mark"><B>Mark (Thief_Mark)</B></a>
				<pre> <BR>Skill    : Mark <BR>Domain   : Combat lore <BR>Available: Assassin Charlatan Scholar  <BR>Allows   : Combat Lore I, Marker Spying, High Marks <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MARK <BR>Usage    : MARK [TARGET NAME] <BR>Example  : mark orc <BR>The player marks the target for death.  Once done, the player will remember who<BR>they have marked until the death of the mark is witnessed, or the mark is<BR>changed.  The ability of the player to kill the mark will go up the longer the<BR>player has to "observe" the mark.  The mark is observed whenever the player is<BR>in the same room as the mark and can see him, but the mark cannot see the<BR>player.  Marking for death is also useful for certain higher level assassin<BR>skills.  You can issue a Mark a second time against the same target to remove<BR>the mark.</pre></P>  <P> 
				<br><a name="Skill_MarkDisguise"><B>Mark Disguise (Skill_MarkDisguise)</B></a>
				<pre> <BR>Skill    : Mark Disguise <BR>Domain   : Deceptive <BR>Available: Charlatan  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (75)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : MARKDISGUISE <BR>Usage    : MARKDISGUISE (!) <BR>Example  : markdisguise <BR>Example  : markdisguise ! <BR>This powerful ability allows the bard to disguise him or herself to be<BR>identical to his or her mark.  The bard must first mark a target using the Mark<BR>skill.  After that, the bard must observe the mark from a hidden position for<BR>an amount of time.  After sufficient time, the bard may use this skill to take<BR>on the apperance of the mark through disguise.  Entering the command word again<BR>will remove the disguise.  The optional ! parameter may be given for the bard<BR>to disguise him or herself as the same person they did before, regardless of<BR>whether they are presently marked.</pre></P>  <P> 
				<br><a name="Archon_MarkOOC"><B>Mark OOC (Archon_MarkOOC)</B></a>
				<pre>Usage    : MARKOOC [PLAYER NAME] <BR>Example  : MARKOOC gunther <BR>From anywhere on the map, the player with this skill can render the target<BR>mob/player unable to receive any further RolePlay experience.  Use this skill<BR>again on the same player to release them.</pre></P>  <P> 
				<br><a name="Thief_MarkTrapped"><B>Mark Trapped (Thief_MarkTrapped)</B></a>
				<pre> <BR>Skill    : Mark Trapped <BR>Domain   : Find/remove traps <BR>Available: Trapper  <BR>Allows   : AutoMark Traps, Trap Disabling I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Items Exits Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : MARKTRAPPED <BR>Usage    : MARKTRAPPED [ITEM/DIRECTION/HERE] <BR>Example  : marktrapped north <BR>Example  : marktrapped chest <BR>The thief places an easily recognizable marker upon the target which all will<BR>recognize as meaning that it is trapped.  This can serve as a nice warning to<BR>team members that stumble that way, or a confusing countermeasure to force<BR>other thieves to be extra careful.  The skill can be used again to remove such<BR>marks.  Marks last quite a long time, though each thief is limited in the<BR>number that may be marked.</pre></P>  <P> 
				<br><a name="Thief_MarkerSpying"><B>Marker Spying (Thief_MarkerSpying)</B></a>
				<pre> <BR>Skill    : Marker Spying <BR>Domain   : Stealthy <BR>Available: Assassin  <BR>Requires : 'Mark', and 'Spying' <BR>Allows   : Stealthy I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MARKERSPYING, MARKSPY <BR>Usage    : MARKER SPYING [TARGET]  <BR>Example  : markerspying <BR>The thief has become adept at rummaging through the papers of his marks.  Until<BR>this skill is disengaged, he will remember those parts of the papers of those<BR>he Marks that the marks themselves read, regardless of where they are in the<BR>world.  <BR> <BR>This skill is identical to SPYING, but does not require that the thief and the<BR>one spied on be in the same room, and it only works on those the thief has<BR>MARKed.  The skill automatically transfers from Mark to Mark indefinitely, or<BR>until disengaged.</pre></P>  <P> 
				<br><a name="Merchant"><B>Marketeering (Merchant)</B></a>
				<pre> <BR>Skill    : Marketeering <BR>Domain   : Influential <BR>Available: Artisan  <BR>Requires : 'Engraving' at 75%, and 'Embroidering' at 75% <BR>Allows   : Haggle, Quick Working I, Quick Worker I, Influencing I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures Exits Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : MARKET <BR>Usage    : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE]) <BR>Example  : market list <BR>:        : market shoe 500 <BR>:        : market all.shoe <BR>:        : market remove shoe <BR>This skill allows a player to behave like a shopkeeper, allowing other players<BR>to LIST, BUY, and VIEW items which the player has put up for sale. The player<BR>may add any item in their inventory to their items for sale, and set a price<BR>for the item.  The remove command may be used to take items of that name off<BR>the market.</pre></P>  <P> 
				<br><a name="Masonry"><B>Masonry (Masonry)</B></a>
				<pre> <BR>Skill    : Masonry <BR>Domain   : Building <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Sculpting' <BR>Requires : A base constitution of at least 12.   <BR>Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I <BR>Allows   : Find Home, Excavation <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MASONRY <BR>Usage    : MASONRY [LIST/INFO/"[PROJECT NAME]"] [DIRECTION] <BR>Example  : masonry wall north <BR>:        : masonry list <BR>:        : masonry info wall <BR>:        : masonry roof <BR>:        : masonry "dark room" <BR>:        : masonry title A messy room. <BR>:        : masonry desc east This is my favorite Door. <BR>:        : masonry desc room This is a messy room. <BR>:        : masonry stairs <BR>:        : masonry help Bob <BR>:        : masonry demolish west <BR>:        : masonry demolish room <BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls or Stairs may be built following the<BR>construction of roof and framework.  This skill also allows the demolition of<BR>unwanted walls and structures, upstairs rooms, and the giving of a title and<BR>description to a room. The parameters also allow more than one person to assist<BR>in a masonry project. All of the structures made with this skill are made of<BR>stone.  The raw stone for masonry is found using the Digging or Mining skills.</pre></P>  <P> 
				<br><a name="Thief_MastShot"><B>Mast Shot (Thief_MastShot)</B></a>
				<pre> <BR>Skill    : Mast Shot <BR>Domain   : Influential <BR>Available: Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Movement (73)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : MASTSHOT <BR>Usage    : MASTSHOT [WEAPON NAME] <BR>Example  : mastshot catapult <BR>The pirate can aim a siege weapon at the currently targeted ship`s masts<BR>instead of the hull.  If the weapon hits the ship, there is a 10% chance<BR>(improved by expertise) that it will also hit the mast, and slow the ships<BR>movement speed by one.  This effect is cumulative, so that subsequent hits will<BR>slow the ship further.  Either way, a weapon so aimed will never do hull damage<BR>unless it hits a mast.  This skill must be used to re-aim the siege weapon<BR>every combat round.</pre></P>  <P> 
				<br><a name="MasterArmorsmithing"><B>Master Armorsmithing (MasterArmorsmithing)</B></a>
				<pre> <BR>Skill    : Master Armorsmithing <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Armorsmithing' at 100%, and 'Scrapping' at 75% <BR>Allows   : Light Metalworking I, Durable Metalworking I, Quality Crafting I <BR>Allows   : Quick Worker I, Durable Crafting I, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Metalworking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MARMORSMITH, MASTERARMORSMITHING <BR>Usage    : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE] <BR>Example  : marmorsmith chainmail <BR>:        : marmorsmith list <BR>:        : marmorsmith list chain <BR>:        : marmorsmith list left wrist <BR>:        : marmorsmith list all <BR>:        : marmorsmith scan <BR>:        : marmorsmith scan bob <BR>:        : marmorsmith learn helmet <BR>This skill allows a player to craft master-level armors from metal.  This skill<BR>requires Blacksmithing and Armorsmithing in order to learn it.  The extent of<BR>the armor which can be crafted expands as the player goes up in level.  To<BR>begin smithing, the player must be in a room with an open fire burning, and<BR>must have placed the metal he or she wishes to make the armor from on the<BR>ground.  The player may also scan the room or other players for equipment that<BR>may be mended by this skill, using the scan parameter, or learn how to smith an<BR>item he or she has found, provided a blank recipe page or a recipe book with<BR>blank pages is in his or her inventory. The metal for armorsmithing is obtained<BR>using the Mining skill, or better metals from the Smelting skill. Using better<BR>materials will increase both the strength and the required level of the crafted<BR>item, and some material types require smaller amounts to make the same items.</pre></P>  <P> 
				<br><a name="MasterBaking"><B>Master Baking (MasterBaking)</B></a>
				<pre> <BR>Skill    : Master Baking <BR>Domain   : Epicurean <BR>Available: Artisan  <BR>Requires : 'Baking' at 100%, and 'Master Farming' at 75% <BR>Allows   : Quick Cooking I, Fortified Baking I, Quick Worker I <BR>Allows   : Advanced Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING <BR>Usage    : MASTERBAKE LIST/[BAKING CONTAINER] <BR>Example  : masterbake list <BR>Example  : masterbake list oven <BR>Example  : masterbake list all <BR>Example  : masterbake oven <BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients.  The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, that is closeable,<BR>and is closed.  The container may be filled with water, if water is required<BR>for the recipe.  Master Baking takes a bit longer than regular Baking, but<BR>yields more food for the same ingredients, and allows you to bake multiple<BR>things at the same time, so long as they are in different containers. The<BR>ingredients for cooking are best obtained through the Butchering skill and the<BR>Foraging skill.</pre></P>  <P> 
				<br><a name="MasterButchering"><B>Master Butchering (MasterButchering)</B></a>
				<pre> <BR>Skill    : Master Butchering <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Butchering' at 100%, and 'Taxidermy' at 75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN <BR>Usage    : MBUTCHER (BUNDLE [NUM]) [TARGET BODY] <BR>Example  : mbutcher body <BR>Example  : mbutcher bundle 10 bones <BR>With this common skill, a dead body can be cut up and its useful parts<BR>separated. You can also bundle multiple resources together using this skill. <BR>The GET command can be used to unbundle such resources.  This skill takes<BR>longer, but has much higher yield than normal butchering.</pre></P>  <P> 
				<br><a name="MasterCooking"><B>Master Cooking (MasterCooking)</B></a>
				<pre> <BR>Skill    : Master Cooking <BR>Domain   : Epicurean <BR>Available: Artisan  <BR>Requires : 'Cooking' at 100%, and 'Master Foraging' at 75% <BR>Allows   : Quick Cooking I, Quick Worker I, Advanced Cooking I <BR>Allows   : Master Herbology, Vigorous Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING <BR>Usage    : MASTERCOOK LIST/[COOKING CONTAINER] <BR>Example  : mastercook list <BR>Example  : mastercook list stew <BR>Example  : mastercook list all <BR>Example  : mastercook pot <BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients.  The player must be near a fire over which the meal can be cooked.<BR> The ingredients must be placed in a fire-safe container, like a pot or pan.  A<BR>pot may be filled with water, if water is required for the recipe.  Master<BR>cooking takes a bit longer than regular cooking, but the yield per pound of<BR>ingredients is higher, and you are capable of cooking multiple dishes at the<BR>same time (so long as they use different containers). The ingredients for<BR>cooking are best obtained through the Butchering skill and the Foraging skill,<BR>and some Food Prep may be necessary for some dishes.</pre></P>  <P> 
				<br><a name="MasterCostuming"><B>Master Costuming (MasterCostuming)</B></a>
				<pre> <BR>Skill    : Master Costuming <BR>Domain   : Crafting <BR>Available: Artisan Charlatan  <BR>Requires : 'Costuming' at 100%, and 'Paper Making' at 75% <BR>Allows   : Light Sewing I, Quality Crafting I, Quick Worker I <BR>Allows   : Durable Crafting I, Light Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Quality Sewing I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING <BR>Usage    : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE] <BR>Example  : mcostume shirt <BR>:        : mcostume list <BR>:        : mcostume list shirt <BR>:        : mcostume list all <BR>:        : mcostume mend shirt <BR>:        : mcostume refit shirt <BR>:        : mcostume scan <BR>:        : mcostume scan bob <BR>:        : mcostume learn shirt <BR>This skill allows a player to fabricate higher level paper clothing that can be<BR>worn over most other clothing so as to produce a different display, but not<BR>interfere with the function of the underlying clothing and armor.  In order to<BR>use this skill, the costumer must first acquire the desired item they wish to<BR>base the pattern off of, and then deconstruct that item into a costuming recipe<BR>with the COSTUME LEARN command provided a blank recipe page, or recipe book<BR>with blank pages is in his or her inventory.  This command also allows the<BR>player to mend any damaged paper clothing, get info on a list item, or refit<BR>any paper clothes which are the wrong size. To begin costuming a new item, the<BR>player must have placed the bolt of paper he or she wishes to make the clothing<BR>from on the ground.  The player may also scan the room or other players for<BR>equipment that may be mended by this skill, using the scan parameter. The raw<BR>materials for costuming are created using the Papermake skill.</pre></P>  <P> 
				<br><a name="MasterDistilling"><B>Master Distilling (MasterDistilling)</B></a>
				<pre> <BR>Skill    : Master Distilling <BR>Domain   : Epicurean <BR>Available: Artisan  <BR>Requires : 'Distilling' at 100%, and 'Herbology' at 75% <BR>Allows   : Quick Cooking I, Quick Worker I, Imbued Distilling I <BR>Allows   : Advanced Cooking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MDISTILLING, MASTERDISTILLING <BR>Usage    : MASTERDISTILL LIST/[BREWING CONTAINER] <BR>Example  : masterdistill pot <BR>:        : masterdistill list <BR>:        : masterdistill list whiskey <BR>:        : masterdistill list all <BR>This skill allows the player to create a beer and other liquors from basic<BR>ingredients.  The player must be near a fire over which the alcohol can be<BR>brewed.  The ingredients must be placed in a fire-safe container, like a pot or<BR>pan.  A pot must be filled with water or other liquids required by the recipe. <BR>Master Distilling requires a bit more time than normal distilling, but yields<BR>more liquor for the same ingredients, and allows you to prepare multiple<BR>liquors at the same time. The ingredients for cooking are best obtained through<BR>the Foraging skill.</pre></P>  <P> 
				<br><a name="MasterDrilling"><B>Master Drilling (MasterDrilling)</B></a>
				<pre> <BR>Skill    : Master Drilling <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Drilling' at 100%, and 'Speculating' at 75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING <BR>Usage    : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER] <BR>Example  : masterdrill pot <BR>Example  : masterdrill bundle 10 "lamp oil" <BR>With this common skill, a player carefully pokes around, in the ground or<BR>trees, for useful liquids.  The liquids are then placed into the liquid<BR>container given by the parameters.  Master Drilling is over twice as slow as<BR>regular drilling, but yields three times as much liquid. Drilling is best done<BR>in forests and deserts. You can also bundle multiple resources together using<BR>this skill.  The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="MasterDyeing"><B>Master Dyeing (MasterDyeing)</B></a>
				<pre> <BR>Skill    : Master Dyeing <BR>Domain   : Artistic <BR>Available: Artisan  <BR>Requires : 'Dyeing' at 100%, and 'Herbology' at 75% <BR>Allows   : Quick Working I, Quick Worker I, Artsy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MASTERDYEING, MASTERDYE, MDYE, MDYEING <BR>Usage    : MASTERDYE LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR] [COLOR]<BR>([COLOR]) <BR>Example  : masterdye LIST <BR>Example  : masterdye shirt pinstripped blue red <BR>Example  : masterdye shirt remove <BR>This skill allows the player to dye a qualifying cloth item with a<BR>multi-colored pattern, or to remove an existing color or pattern.  Use<BR>MASTERDYE COLORS to see all possible color choices, or MASTERDYE LIST to see<BR>all the design patterns.  More design patterns are available at higher levels,<BR>and more color choices available at higher artistic expertise.</pre></P>  <P> 
				<br><a name="MasterFarming"><B>Master Farming (MasterFarming)</B></a>
				<pre> <BR>Skill    : Master Farming <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Landscaping' at 75%, and 'Farming' at 100% <BR>Allows   : Master Baking, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING <BR>Usage    : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME] <BR>Example  : masterplant berries <BR>Example  : masterplant bundle 10 berries <BR>This skill allows the player to plant a resource into the ground.  The player<BR>must place a sample of the resource on the ground first to use as seed.  After<BR>planting is completed, the resource will be ready to harvest some time later,<BR>after the plants have grown. Master Farming is over twice as slow as regular<BR>farming, but yields three times as much produce. You can also bundle multiple<BR>resources together using this skill.  The GET command can be used to unbundle<BR>such resources.</pre></P>  <P> 
				<br><a name="MasterFishing"><B>Master Fishing (MasterFishing)</B></a>
				<pre> <BR>Skill    : Master Fishing <BR>Domain   : Gathering <BR>Available: Artisan Sailor  <BR>Requires : 'Fishing' at 100%, and 'Baiting' at 75% <BR>Allows   : Quick Working I, Quick Worker I, Master Trawling <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MFISH, MASTERFISH <BR>Usage    : MASTERFISH (BUNDLE [NUM]) [TARGET]) <BR>Example  : masterfish <BR>Example  : masterfish bundle 10 trout <BR>With this common skill, a player can catch lots of fish from a suitable<BR>location, assuming the fish are biting.  Master Fishing is over twice as slow<BR>as regular Fishing, but yields three times as many fish. Fishing it best done<BR>in the water. You can also bundle multiple resources together using this skill.<BR> The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="MasterFloristry"><B>Master Floristry (MasterFloristry)</B></a>
				<pre> <BR>Skill    : Master Floristry <BR>Domain   : Nature lore <BR>Available: Artisan Gaian Numerous Classes  <BR>Requires : 'Floristry' at 100% <BR>Requires : A base intelligence of at least 12.   <BR>Allows   : Quick Working I, Quick Worker I, Nature Lore I <BR>Use Cost : Movement (29)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MFLORISTRY, MASTERFLOR, MASTERFLORISTRY, MFLOR <BR>Usage    : MFLOR [ITEM NAME] <BR>Example  : mflor some flowers <BR>Master Floristry is identical to Floristry, except that it is able to identify<BR>every herb in a bundle, or in a large group of herbs in the florists inventory.<BR> Like Floristry, the player may use this skill to identify flowers for the<BR>types that they are.  The flowers for floristry are obtained by using the<BR>Foraging skill.</pre></P>  <P> 
				<br><a name="MasterFoodPrep"><B>Master Food Prep (MasterFoodPrep)</B></a>
				<pre> <BR>Skill    : Master Food Prep <BR>Domain   : Epicurean <BR>Available: Artisan  <BR>Requires : 'Food Prep' at 100%, and 'Gardening' at 75% <BR>Allows   : Quick Cooking I, Creative Food Prep I, Quick Worker I <BR>Allows   : Master Gardening, Advanced Cooking I, Master Herbology <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP <BR>Usage    : MASTERFOODPREP LIST/[CONTAINER] <BR>Example  : masterfoodprep bowl <BR>Example  : masterfoodprep list <BR>Example  : masterfoodprep list salad <BR>Example  : masterfoodprep list all <BR>This skill allows the player to create a more nutritious meal from basic edible<BR>ingredients.  The ingredients must be placed in a preparation container, The<BR>container may be filled with water, if water is required for the recipe. <BR>Master Food Prep takes a bit longer than regular Food Prep, but yields more<BR>food than normal, and permits you to prepare multiple things at the same time.<BR>The ingredients are best obtained through the Butchering skill and the Foraging<BR>skill.</pre></P>  <P> 
				<br><a name="MasterForaging"><B>Master Foraging (MasterForaging)</B></a>
				<pre> <BR>Skill    : Master Foraging <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Foraging' at 100%, 'Distilling' at 75%, and 'Herbology' at 75% <BR>Allows   : Master Cooking, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING <BR>Usage    : MASTERFORAGE (BUNDLE [NUM]) [TARGET]) <BR>Example  : masterforage <BR>Example  : masterforage bundle 10 berries <BR>With this common skill, a player carefully scans an area for any naturally<BR>growing plants which may be edible. Master Foraging is over twice as slow as<BR>regular Foraging, but yields three times as much produce. Foraging is best done<BR>in forests and on plains. You can also bundle multiple resources together using<BR>this skill.  The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="MasterGardening"><B>Master Gardening (MasterGardening)</B></a>
				<pre> <BR>Skill    : Master Gardening <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Gardening' at 100%, and 'Master Food Prep' at 75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MGPLANT, MASTERGARDEN, MASTERGARDENING, MGARDEN, MGARDENING <BR>Usage    : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME] <BR>Example  : mastergarden roses <BR>Example  : mastergarden bundle 10 roses <BR>This skill allows the player to plant herbs or flowers into the ground.  The<BR>player must place a sample of the resource on the ground first to use as seed. <BR>After planting is completed, the resource will be grow some time later. Master<BR>Gardening is over twice as slow as regular gardening, but yields three times as<BR>many plants. You can also bundle multiple resources together using this skill. <BR>The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="MasterDigging"><B>Master Gem Digging (MasterDigging)</B></a>
				<pre> <BR>Skill    : Master Gem Digging <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Gem Digging' at 100%, and 'Excavation' at 75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,<BR>MASTERGEMDIGGING <BR>Usage    : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET]) <BR>Example  : mgdig <BR>Example  : mgdig bundle 10 gems <BR>With this common skill, a player can perform the delicate task of mining gems<BR>and other precious stones. Master Gem Digging is over twice as slow as regular<BR>Gem Digging, but yields three times as many gems. The precious stones found<BR>with this skill are best hunted for in mountains or caves. Sand is best found<BR>in the desert. You can also bundle multiple resources together using this<BR>skill.  The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="MasterHerbology"><B>Master Herbology (MasterHerbology)</B></a>
				<pre> <BR>Skill    : Master Herbology <BR>Domain   : Nature lore <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Herbology' at 100% <BR>Requires : A base intelligence of at least 12.   <BR>Allows   : Quick Working I, Quick Worker I, Nature Lore I <BR>Use Cost : Movement (29)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MHERBOLOGY, MASTERHERB, MASTERHERBOLOGY, MHERB <BR>Usage    : MHERB [ITEM NAME] <BR>Example  : mherb some herbs <BR>Master Herbology is identical to Herbology, except that it is able to identify<BR>every herb in a bundle, or in a large group of herbs in the herbologists<BR>inventory.  Like Herbology, the player may use this skill to identify herbs for<BR>the types that they are.  This skill is quite necessary for Druids who wish to<BR>use their Herbalism skill, or Cooks who need particular herbs for recipes, but<BR>is fairly unnecessary for others. The raw herbs for herbology are obtained by<BR>using the Foraging skill.</pre></P>  <P> 
				<br><a name="MasterLacquerring"><B>Master Lacquering (MasterLacquerring)</B></a>
				<pre>Usage    : MASTERLACQUER LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR]<BR>[COLOR] ([COLOR]) <BR>Example  : masterlacquer list <BR>Example  : masterlacquer colors <BR>Example  : masterlacquer shirt pinstriped blue red <BR>Example  : masterlacquer shirt remove <BR>This skill allows the player to lacquer a qualifying item with a multi-colored<BR>pattern, or to remove an existing lacquered color. Lacquer only works on metal,<BR>wood, bone, and stone items crafted by the player. Use MASTERLACQUER COLORS to<BR>see all possible color choices, or MASTERLACQUER LIST to see all the design<BR>patterns.  More design patterns are available at higher levels, and more color<BR>choices available at higher artistic expertise.</pre></P>  <P> 
				<br><a name="MasterLeatherWorking"><B>Master Leather Working (MasterLeatherWorking)</B></a>
				<pre> <BR>Skill    : Master Leather Working <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Leather Working' at 100%, and 'Scrapping' at 75% <BR>Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I <BR>Allows   : Quick Worker I, Durable Crafting I, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING <BR>Usage    : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]<BR><BR>Example  : mleatherwork vest <BR>:        : mleatherwork bundle 100 leather <BR>:        : mleatherwork list <BR>:        : mleatherwork list vest <BR>:        : mleatherwork list all <BR>:        : mleatherwork mend vest <BR>:        : mleatherwork refit sleeves <BR>:        : mleatherwork scan <BR>:        : mleatherwork scan bob <BR>:        : mleatherwork learn gloves <BR>This skill allows a player to craft masterful leather items, such as armor,<BR>clothing, and even whips.  The extent of the items which can be crafted expands<BR>as the player goes up in level.  This command also allows the player to mend<BR>any damaged leather items, get info on a list item, refit any armor which may<BR>be the wrong size, or learn how to make an item he or she has found, provided a<BR>blank recipe page or a recipe book with blank pages is in his or her inventory.<BR>To begin crafting a new item, the player must have placed the leather he or she<BR>wishes to make the item from on the ground. The player may also scan the room<BR>or other players for equipment that may be mended by this skill, using the scan<BR>parameter. The raw leather for leather working is found using the Butchering<BR>skill.</pre></P>  <P> 
				<br><a name="MasterMining"><B>Master Mining (MasterMining)</B></a>
				<pre> <BR>Skill    : Master Mining <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Mining' at 100%, and 'Excavation' at 75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MMINE, MMINING, MASTERMINE, MASTERMINING <BR>Usage    : MASTERMINE (BUNDLE [NUM]) [TARGET] <BR>Example  : mastermine <BR>Example  : mastermine bundle 10 stone <BR>With this common skill, a player whacks at rock and ground looking to uncover<BR>metals, and uncommon stones.  Master Mining is over twice as slow as regular<BR>Mining, but yields three times the amount of stone or metals. Mining is best<BR>done in caves and mountains. You can also bundle multiple resources together<BR>using this skill.  The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="MasterShearing"><B>Master Shearing (MasterShearing)</B></a>
				<pre> <BR>Skill    : Master Shearing <BR>Domain   : Animal affinity <BR>Available: Artisan  <BR>Requires : 'Shearing' at 100%, and 'Animal Husbandry' at 75% <BR>Allows   : Animal Affinity I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING <BR>Usage    : MASTERSHEAR [TARGET] <BR>Example  : mastershear sheep <BR>With this common skill, you can shear the wool off of a sheeps body, or at<BR>least as much of it as you can. Master Shearing is over twice as slow as<BR>regular Shearing, but yields three times as much wool.</pre></P>  <P> 
				<br><a name="MasterTailoring"><B>Master Tailoring (MasterTailoring)</B></a>
				<pre> <BR>Skill    : Master Tailoring <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Tailoring' at 100%, and 'Scrapping' at 75% <BR>Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I <BR>Allows   : Quick Worker I, Durable Crafting I, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,<BR>MASTERTAILORING <BR>Usage    : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] <BR>Example  : mknit shirt <BR>:        : mknit bundle 100 cotton <BR>:        : mknit list <BR>:        : mknit list vest <BR>:        : mknit list all <BR>:        : mknit mend vest <BR>:        : mknit refit sleeves <BR>:        : mknit scan <BR>:        : mknit scan bob <BR>:        : mknit learn shirt <BR>This skill allows a player to knit masterful clothing, such as dresses and<BR>suits.  The extent of the items which can be knitted expands as the player goes<BR>up in level.  This command also allows the player to mend any damaged clothing,<BR>refit any clothes which are the wrong size, or learn how to knit an item he or<BR>she has found, provided a blank recipe page or a recipe book with blank pages<BR>is in his or her inventory. To begin knitting a new item, the player must have<BR>placed the cloth he or she wishes to make the clothing from on the ground.  The<BR>player may also scan the room or other players for equipment that may be mended<BR>by this skill, using the scan parameter.  The raw cloth for knitting is found<BR>using the Butchering, Shearing, or Foraging skills.</pre></P>  <P> 
				<br><a name="MasterTrawling"><B>Master Trawling (MasterTrawling)</B></a>
				<pre> <BR>Skill    : Master Trawling <BR>Domain   : Gathering <BR>Available: Artisan Sailor  <BR>Requires : 'Trawling' at 100%, 'Master Fishing' at 75%, and 'Stability' at 75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MTRAWL, MASTERTRAWL <BR>Usage    : MASTERTRAWL (BUNDLE [NUM]) [TARGET]) <BR>Example  : mastertrawl <BR>Example  : mastertrawl bundle 10 trout <BR>With this common skill, a player can catch lots of fish from the deck of a<BR>large sailing ship by casting nets into the water, assuming there are enough<BR>fish around to fill up the nets. You can also bundle multiple resources<BR>together using this skill.  The GET command can be used to unbundle such<BR>resources.</pre></P>  <P> 
				<br><a name="MasterWeaponsmithing"><B>Master Weaponsmithing (MasterWeaponsmithing)</B></a>
				<pre> <BR>Skill    : Master Weaponsmithing <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Weaponsmithing' at 100%, and 'Sword Familiarity' at 75% <BR>Allows   : Counterbalance Crafting I, Legendary Weaponsmithing <BR>Allows   : Light Metalworking I, Quality Crafting I, Quick Worker I <BR>Allows   : Light Crafting I, Advanced Crafting I, Quick Crafting I <BR>Allows   : Lethal Crafting I, Quality Metalworking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MWEAPONSMITH, MASTERWEAPONSMITHING <BR>Usage    : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME] <BR>Example  : mweaponsmith twohanded sword <BR>:        : mweaponsmith list <BR>:        : mweaponsmith list sword <BR>:        : mweaponsmith list blunt <BR>:        : mweaponsmith list all <BR>:        : mweaponsmith scan <BR>:        : mweaponsmith scan bob <BR>:        : mweaponsmith learn axe <BR>This skill allows a player to craft master-level weapons (levels 31-60) from<BR>metal.  This skill requires Blacksmithing and Weaponsmithing in order to learn<BR>it.  It also requires specialization in the weapon type the player wishes to<BR>make.  The extent of the weapons which can be crafted expands as the player<BR>goes up in level.  To begin smithing, the player must be in a room with an open<BR>fire burning, and must have placed the metal he or she wishes to make the<BR>weapon from on the ground.  The player may also scan the room or other players<BR>for equipment that may be mended by this skill, using the scan parameter, or<BR>learn how to smith an item he or she has found, provided a blank recipe page or<BR>a recipe book with blank pages is in his or her inventory. The metal for<BR>weaponsmithing is obtained using the Mining skill, or better metals from the<BR>Smelting skill. Using better materials will increase both the strength and the<BR>required level of the crafted item, and some material types require smaller<BR>amounts to make the same items.</pre></P>  <P> 
				<br><a name="MasterChopping"><B>Master Wood Chopping (MasterChopping)</B></a>
				<pre> <BR>Skill    : Master Wood Chopping <BR>Domain   : Gathering <BR>Available: Artisan  <BR>Requires : 'Wood Chopping' at 100%, 'Siegecraft' at 75%, and 'Boatwrighting' at<BR>75% <BR>Allows   : Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING <BR>Usage    : MASTERCHOP (BUNDLE [NUM]) [TARGET]) <BR>Example  : masterchop <BR>Example  : masterchop bundle 10 oak <BR>With this common skill, a player can find good trees, chop a few down, and then<BR>chop up the wood for carrying.  Master Wood Chopping is over twice as slow as<BR>regular Chopping, but yields three times more wood. Trees for chopping are best<BR>found in forests. You can also bundle multiple resources together using this<BR>skill.  The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Archon_MatrixPossess"><B>Matrix Possess (Archon_MatrixPossess)</B></a>
				<pre> <BR>Skill    : Matrix Possess <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MPOSSESS <BR>Usage    : MPOSSESS [PLAYER NAME] <BR>Example  : mpossess bob <BR>This skill will allow you automatically possess a new mob in the same room as<BR>the target player whenever the target moves to a new room.  Just like possess,<BR>use QUIT to shut it down.</pre></P>  <P> 
				<br><a name="MeatCuring"><B>MeatCuring (MeatCuring)</B></a>
				<pre> <BR>Skill    : MeatCuring <BR>Domain   : Epicurean <BR>Available: Artisan Numerous Classes  <BR>Requires : A base intelligence of at least 8.   <BR>Allows   : Quick Cooking I, Quick Worker I, Advanced Cooking I <BR>Use Cost : Movement (7)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MEATCURING, MEATCURE, MCURING, MCURE <BR>Usage    : MCURE [TARGET] <BR>Example  : mcure carp <BR>With this skill, a player can carefully apply spices in an attempt to cure some<BR>amount of meat to prevent it from spoiling.  The amount of time this takes will<BR>depend on the amount of meat being cured in a targeted bundle.  If successful,<BR>the meat bundle will never spoil.  If not successful, the meat will seem cured<BR>for a time, but will eventually stop seeming cured, and then eventually spoil.</pre></P>  <P> 
				<br><a name="Skill_Meditation"><B>Meditation (Skill_Meditation)</B></a>
				<pre> <BR>Skill    : Meditation <BR>Domain   : Fitness <BR>Available: Shaman SkyWatcher Numerous Classes  <BR>Allows   : Fitness I <BR>Use Cost : Mana (66)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MEDITATE <BR>Usage    : MEDITATE <BR>Example  : meditate <BR>If the mage is in a quiet, sitting position, this skill will allow him or her<BR>to gain mana back at an accelerated rate.</pre></P>  <P> 
				<br><a name="Skill_ScrollCopy"><B>Memorize (Skill_ScrollCopy)</B></a>
				<pre> <BR>Skill    : Memorize <BR>Domain   : Calligraphy <BR>Available: Numerous Classes  <BR>Allows   : Fine Calligraphy I <BR>Use Cost : Mana (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : MEMORIZE <BR>Usage    : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME] <BR>Example  : memorize magic missile scroll <BR>By spending the necessary practice points or trains, a Mage may use this<BR>command to gain the ability to learn some spell that is written on a scroll. <BR>If the memorization is successful, the spell may be practiced and cast as<BR>normal, and the mage will gain experience based on the level of himself and the<BR>spell learned.</pre></P>  <P> 
				<br><a name="Archon_Metacraft"><B>Metacrafting (Archon_Metacraft)</B></a>
				<pre>Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE<BR>[FILENAME]) <BR>Usage    : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE<BR>[FILENAME]) <BR>Example  : metacraft wagon oak <BR>Example  : metacraft wagon <BR>Example  : metacraft "every sword" bronze <BR>Example  : metacraft "every sword" <BR>Example  : metacraft "every sword" iron to file /items.cmare <BR>Example  : metacraft "all carpentry" <BR>This skill will allow you to create any item that is craftable from the<BR>numerous common skills.  The item created may be made of a material specified,<BR>or automatically crafted by a random material valid to the appropriate skill. <BR>You can also specify the destination of the items, whether it be the room, your<BR>inventory, or an xml file.</pre></P>  <P> 
				<br><a name="Skill_Mimicry"><B>Mimicry (Skill_Mimicry)</B></a>
				<pre> <BR>Skill    : Mimicry <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Mana (55)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MIMICRY, MIMIC <BR>Usage    : MIMICRY [TARGET NAME] <BR>Example  : mimcry orc <BR>The player begins to mimic the actions of the target, thus annoying them.</pre></P>  <P> 
				<br><a name="Mining"><B>Mining (Mining)</B></a>
				<pre> <BR>Skill    : Mining <BR>Domain   : Gathering <BR>Available: Artisan Numerous Classes  <BR>Requires : A base strength of at least 9.   <BR>Allows   : Quick Working I, Smelting, Quick Worker I, Master Mining <BR>Allows   : Masonry, Speculating, Sculpting <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MINE, MINING <BR>Usage    : MINE (BUNDLE [NUM]) [TARGET] <BR>Example  : mine <BR>Example  : mine bundle 10 stone <BR>With this common skill, a player whacks at rock and ground looking to uncover<BR>metals, and uncommon stones.  Mining is best done in caves and mountains. You<BR>can also bundle multiple resources together using this skill.  The GET command<BR>can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Fighter_MonkeyGrip"><B>Monkey Grip (Fighter_MonkeyGrip)</B></a>
				<pre> <BR>Skill    : Monkey Grip <BR>Domain   : Martial lore <BR>Available: Barbarian  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (85)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MONKEYGRIP, MGRIP <BR>Usage   : MONKEYGRIP [WEAPON NAME] <BR>Example : monkeygrip supersword <BR>Short(s): MGRIP <BR>This skill allows the fighter to wield two two-handed weapons as if they were<BR>one-handed.  Dual Wielding skill would still be required in order to actually<BR>use the second weapon in combat.  Wielding a two-handed weapon this way will<BR>cause severe loss of attack and damage bonuses, but those losses are in turn<BR>mitigated by proficiency and expertise. </pre></P>  <P> 
				<br><a name="Fighter_MonkeyPunch"><B>Monkey Punch (Fighter_MonkeyPunch)</B></a>
				<pre> <BR>Skill    : Monkey Punch <BR>Domain   : Punching <BR>Available: Monk  <BR>Allows   : Knife Hand, Iron Punching I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift, closed fist.</pre></P>  <P> 
				<br><a name="Skill_Monologue"><B>Monologue (Skill_Monologue)</B></a>
				<pre> <BR>Skill    : Monologue <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MONOLOGUE <BR>Usage    : MONOLOGUE <BR>Example  : monologue <BR>The bard begins a dramatic monologue, causing everyone, friend and foe alike,<BR>to suspend all activity (including spell effects), until the bard is done. To<BR>maintain the monologue, the bard MUST say something at least every 4 seconds.<BR>If the bard leaves the room, or stops speaking, then the effect will end.</pre></P>  <P> 
				<br><a name="Skill_MorseCode"><B>Morse Code (Skill_MorseCode)</B></a>
				<pre> <BR>Skill    : Morse Code <BR>Domain   : Sea travel <BR>Available: Sailor Scholar  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Movement (56)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MORSECODE, MORSE <BR>Usage    : "MORSECODE" [MESSAGE] <BR>Example  : morsecode I'm here at on my boat! <BR>This skill can be used to either tap on walls or flash a held light source in<BR>order to send morse code signals.  The distance that the signals can be<BR>detected increase with expertise.  Only someone else with the morse code skill<BR>can interpret them.</pre></P>  <P> 
				<br><a name="Fighter_MountainTactics"><B>Mountain Tactics (Fighter_MountainTactics)</B></a>
				<pre> <BR>Skill    : Mountain Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in the mountains. The fighter can also hide themselves simply by<BR>sitting down on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Paladin_MountedCharge"><B>Mounted Charge (Paladin_MountedCharge)</B></a>
				<pre> <BR>Skill    : Mounted Charge <BR>Domain   : Animal affinity <BR>Available: Paladin  <BR>Allows   : Animal Affinity I <BR>Use Cost : Movement (66)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Range 1 - Range 99 <BR>Commands : MOUNTEDCHARGE, MCHARGE <BR>Usage    : MCHARGE [TARGET NAME] <BR>Example  : mcharge orc <BR>The Paladin, from the back of a mount, rides at top speed at an target,<BR>delivering a deadly attack, but sacrificing armor.</pre></P>  <P> 
				<br><a name="Skill_MountedCombat"><B>Mounted Combat (Skill_MountedCombat)</B></a>
				<pre> <BR>Skill    : Mounted Combat <BR>Domain   : Animal affinity <BR>Available: Artisan Barbarian Several Classes  <BR>Requires : 'Animal Husbandry' at 75% <BR>Allows   : Animal Affinity I <BR>Invoked  : Automatic <BR>Example  :  <BR>This skill helps negate the bad consequences of fighting from horseback or from<BR>a boat or other vehicle.</pre></P>  <P> 
				<br><a name="Thief_Mug"><B>Mug (Thief_Mug)</B></a>
				<pre> <BR>Skill    : Mug <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : MUG <BR>Usage    : MUG [ITEM NAME] <BR>Example  : mug bag <BR>The thief will attempt to pilfer some non-monetary item from the inventory of<BR>the person he or she is fighting.  This skill can only be used in combat.</pre></P>  <P> 
				<br><a name="Archon_Multiwatch"><B>Multiwatch (Archon_Multiwatch)</B></a>
				<pre>Ability    : Multiwatch <BR>Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME]) <BR>Example    : multiwatch add playerone playertwo <BR>Example    : multiwatch auto <BR>Example    : multiwatch stop <BR>Description:  <BR>This is an archon skill to assist in determining if a set of players who are<BR>connected from the same ip address are the same person.  It does this by<BR>tracking certain pieces of data which together may be taken as rather<BR>circumstantial evidence of someone multiplaying.  The definition of the numbers<BR>are as follows: <BR>SYNC - The number of commands entered by more than one member of an IP group<BR>within a single 4 second period.  <BR>SPEECH - This refers to SAY commands, broken into three sections.  The first<BR>number represents the number of SAY commands done in the same room with a<BR>player who has the same IP address.  The second number represents the number of<BR>SAY commands directed at another player.  The last number is the number of SAY<BR>commands total. <BR>SOCIALS - These are also divided into three numbers where, again, the first is<BR>the number of socials in the same room with a player with the same IP, the<BR>second being socials directed at another player, and the last being the number<BR>of total socials. <BR>CMD - The number of commands entered which are different than the previous<BR>command entered. <BR>ORDER - The number of times one of the players in the group gave an ORDER to<BR>another player in the group.  A sure sign indeed.</pre></P>  <P> 
				<br><a name="Druid_MyPlants"><B>My Plants (Druid_MyPlants)</B></a>
				<pre> <BR>Skill    : My Plants <BR>Domain   : Nature lore <BR>Available: Several Classes  <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : MYPLANTS, PLANTS <BR>Usage    : MYPLANTS <BR>Example  : myplants <BR>A druid can, at will, become attuned to the plants which he or she has created<BR>through druidic magic.  This ability allows the druid to perceive all of his or<BR>her magical plants still alive, and where they are. <BR> <BR>This skill is most useful for Plant Pass and for creating a druidic connection<BR>to an area.  A druid in a rural area has placed one of his or her plants in at<BR>least 50% of the rooms in an area will create a druidic connection to the area.<BR>See also Druidic Connection for more information on this phenomenon. <BR> <BR>Druids also gain experience for placing their plants inside areas classified as<BR>cities.  A certain number of plants per city per mud-month can be summoned for<BR>experience in this way.</pre></P>  <P> 
				<br><a name="Proficiency_Natural"><B>Natural Weapon Proficiency (Proficiency_Natural)</B></a>
				<pre> <BR>Skill    : Natural Weapon Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Animal Husbandry' at 75% <BR>Allows   : Dodge, Kick <BR>Invoked  : Automatic <BR>The player is proficient with certain natural weapons, gaining the ability to<BR>use them even if their current class training would not make it feasible<BR>normally.</pre></P>  <P> 
				<br><a name="Skill_NavalTactics"><B>Naval Tactics (Skill_NavalTactics)</B></a>
				<pre> <BR>Skill    : Naval Tactics <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (71)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : NAVALTACTICS, NTACTICS <BR>Usage    : NAVALTACTICS [TACTIC]  <BR>Example  : ntactics follow <BR>From the deck of a big sailing ship, and during ship combat, the sailor can<BR>automatically set a course on his or her ship according to a particular combat<BR>tactic.  The tactics include: <BR>FOLLOW - Maintain a distance from the enemy ship equal to the current distance.<BR><BR>RETREAT - Maintain a distance just outside the enemy ships gun range. <BR>FLEE - Flee from combat by sailing towards the closest escape route. <BR>APPROACH - Get as close as possible to the enemy ship.</pre></P>  <P> 
				<br><a name="Skill_Nippletwist"><B>Nipple Twist (Skill_Nippletwist)</B></a>
				<pre> <BR>Skill    : Nipple Twist <BR>Domain   : Dirty fighting <BR>Available: Gaoler  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (55)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : NIPPLETWIST <BR>Usage    : NIPPLETWIST [TARGET NAME] <BR>Example  : nippletwist orc <BR>The player grabs the targets nipples and gives them a twist, causing the target<BR>to take a bit of damage, and feel a horrible amount of pain.  Nipple Twist is<BR>also unique in that, while it may hurt a lot, it can never kill the target.</pre></P>  <P> 
				<br><a name="Thief_Nondetection"><B>Nondetection (Thief_Nondetection)</B></a>
				<pre> <BR>Skill    : Nondetection <BR>Domain   : Stealthy <BR>Available: Thief  <BR>Allows   : Stealthy I <BR>Invoked  : Automatic <BR>Example  :  <BR>The thief has so perfected his or her ability to hide that, when doing so, they<BR>are completely undetectable by any magical or other means.</pre></P>  <P> 
				<br><a name="Thief_Observation"><B>Observe (Thief_Observation)</B></a>
				<pre> <BR>Skill    : Observe <BR>Domain   : Alert <BR>Available: Arcanist Assassin Burglar SkyWatcher  <BR>Available: Thief Trapper Several Classes  <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (57)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : OBSERVE <BR>Usage    : OBSERVE  <BR>Example  : observe <BR>The thief opens his or her eyes and takes careful notice of his or her<BR>surroundings, allowing them to spot anyone that may try to sneak into the room.</pre></P>  <P> 
				<br><a name="Fighter_SizeOpponent"><B>Opponent Knowledge (Fighter_SizeOpponent)</B></a>
				<pre> <BR>Skill    : Opponent Knowledge <BR>Domain   : Combat lore <BR>Available: Fighter  <BR>Allows   : Combat Lore I <BR>Use Cost : Movement (71)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SIZEUP, OPPONENT <BR>Usage    : SIZEUP [TARGET NAME]  <BR>Example  : sizeup orc <BR>The fighter's experience is used to determine a more accurate survey of an<BR>target`s health, combat prowess, and defensive capability.</pre></P>  <P> 
				<br><a name="Organizing"><B>Organizing (Organizing)</B></a>
				<pre> <BR>Skill    : Organizing <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Quick Working I, Educating I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ORGANIZE, ORGANIZING <BR>Usage    : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING) <BR>Example  : organize room name <BR>This skill allows a player sort/organize the items in a room, in a trusting<BR>persons inventory, or in a specified container.  Items can be sorted by value,<BR>crafter, level, type, name, weight, or tag (see tagging).  You can also,<BR>optionally, append the word ascending or descending to the end.</pre></P>  <P> 
				<br><a name="Druid_PackCall"><B>Pack Call (Druid_PackCall)</B></a>
				<pre> <BR>Skill    : Pack Call <BR>Domain   : Animal affinity <BR>Available: Beastmaster  <BR>Allows   : Animal Affinity I <BR>Use Cost : Mana (80)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : PACKCALL <BR>Usage    : PACKCALL <BR>Example  : packcall <BR>This powerful skill allows the druid, while in their animal form, to call on<BR>the aid of like animals during combat.  The combat aid will always arrive in<BR>the form of animals one-step below the druids current animal form, and always<BR>in numbers reflective of their level and skill, as well as reflective of the<BR>druids leadership abilities. These animals are able to rescue the druid from<BR>his or her enemies on command.  To do this, the druid needs only to order them<BR>to 'rescue'. Like many druid abilities, the druid must be out in the wild for<BR>this skill to work.  </pre></P>  <P> 
				<br><a name="Painting"><B>Painting (Painting)</B></a>
				<pre> <BR>Skill    : Painting <BR>Domain   : Artistic <BR>Available: Artisan Numerous Classes  <BR>Requires : A base charisma of at least 12.   <BR>Allows   : Warrants, Quick Working I, Decorating, Quick Worker I <BR>Allows   : Master Floristry, Artsy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PAINT, PAINTING <BR>Usage    : PAINT WALL/[ITEM NAME] <BR>Example  : paint wall <BR>:        : paint a sheet of canvas <BR>This skill allows a player to make artistic paintings on either canvas or<BR>silkscreen, such as those made with the Papermaking skill.  The player is also<BR>able to create and destroy "wall" paintings in a privately owned room.  "Wall"<BR>paintings are unlisted, ungettable items in a room which can nevertheless be<BR>LOOKed at.  </pre></P>  <P> 
				<br><a name="Paladin_Aura"><B>Paladin`s Aura (Paladin_Aura)</B></a>
				<pre> <BR>Skill    : Paladin`s Aura <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>Example  :  <BR>When the Paladin's Aura begins to exude, it will act as the cleric spell<BR>Protection From Evil for the paladin's group.  Evil and Undead spells and<BR>affects will be repelled by the aura.  Any evil players or creatures in the<BR>paladin's group will be hurt by the aura.</pre></P>  <P> 
				<br><a name="Paladin_Courage"><B>Paladin`s Courage (Paladin_Courage)</B></a>
				<pre> <BR>Skill    : Paladin`s Courage <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>Example  :  <BR>When the Paladin's aura of Courage begins to exude, the paladin and other<BR>non-evil group members become immune to the Fear spells "Spook", "Nightmare",<BR>and "Fear".</pre></P>  <P> 
				<br><a name="Paladin_Goodness"><B>Paladin`s Goodness (Paladin_Goodness)</B></a>
				<pre> <BR>Skill    : Paladin`s Goodness <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>Example  :  <BR>When the Paladin's aura of Goodness begins to exude, it becomes almost<BR>impossible for evil to approach the paladin.  Any evil group members or<BR>creatures within melee range will take severe damage from the aura of goodness,<BR>which grows more powerful as the Paladin gains levels.</pre></P>  <P> 
				<br><a name="Paladin_PaladinsMount"><B>Paladin`s Mount (Paladin_PaladinsMount)</B></a>
				<pre> <BR>Skill    : Paladin`s Mount <BR>Domain   : Animal affinity <BR>Available: Paladin  <BR>Allows   : Animal Affinity I <BR>Invoked  : Automatic <BR>Example  :  <BR>The paladin extends his holy protection to his or her mount.  When mounted on a<BR>horse or equine, the mount has enhanced saving throws, especially against<BR>disease and poison, immunity to fear attacks, and protection from evil prayers.</pre></P>  <P> 
				<br><a name="Paladin_Purity"><B>Paladin`s Purity (Paladin_Purity)</B></a>
				<pre> <BR>Skill    : Paladin`s Purity <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Paladins goodness becomes capable of warding off any influence over his<BR>goodness that originates from an external source, such as wicked magic.  The<BR>Paladin must remain good for the purity to endure, and the purity will not<BR>protect him or her from intentional acts of wickedness.</pre></P>  <P> 
				<br><a name="Paladin_ImprovedResists"><B>Paladin`s Resistance (Paladin_ImprovedResists)</B></a>
				<pre> <BR>Skill    : Paladin`s Resistance <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>Example  :  <BR>As the Paladin gains in levels, he or she becomes more and more resistant to<BR>magical, poisonous, disease, and other magical and non-magical attacks against<BR>him.</pre></P>  <P> 
				<br><a name="Thief_Palm"><B>Palm (Thief_Palm)</B></a>
				<pre> <BR>Skill    : Palm <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (26) Movement (26)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : PALM <BR>Usage   : PALM (ALL) [ITEM NAME] ([CONTAINER NAME]) <BR>Example : palm all dagger backpack <BR>Example : palm all body <BR>Example : palm pie <BR>Example : palm all <BR>Example : palm pie.2 <BR>Example : palm all.pie container.3 <BR>Short(s):  <BR>This skill works exactly like GET except for two important advantages. One is<BR>that PALM is so quick that no other players in the room will see it happen. The<BR>other is that PALM can be done as a free action/skill during combat.</pre></P>  <P> 
				<br><a name="Thief_Panhandling"><B>Panhandling (Thief_Panhandling)</B></a>
				<pre> <BR>Skill    : Panhandling <BR>Domain   : Street smarts <BR>Available: Thief  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PANHANDLE, PANHANDLING <BR>Example  :  <BR>Using this skill, a thief can sit down along a city street and beg passer-bys<BR>for change.  Some may even hand it over.</pre></P>  <P> 
				<br><a name="PaperMaking"><B>Paper Making (PaperMaking)</B></a>
				<pre> <BR>Skill    : Paper Making <BR>Domain   : Crafting <BR>Available: Artisan Scholar Numerous Classes  <BR>Allows   : Quality Fabricating I, Quick Worker I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Lore, Master Costuming, Light Fabricating I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PAPERMAKE, PAPERMAKING <BR>Usage    : PAPERMAKE (LIST) ([PAPER ITEM NAME]) <BR>Example  : papermake canvas <BR>:        : papermake list <BR>:        : papermake list paper <BR>:        : papermake all <BR>This skill allows a player to craft papers from woods, silks, and other<BR>materials.  The types of paper which can be crafted expands as the player goes<BR>up in level.  Eventually, even arcane scrolls, suitable for scribing spells<BR>onto, can be made.  Wood is obtained by the Chopping skill, and silks through<BR>the Foraging skill.</pre></P>  <P> 
				<br><a name="Skill_Parry"><B>Parry (Skill_Parry)</B></a>
				<pre> <BR>Skill    : Parry <BR>Domain   : Evasive <BR>Available: Artisan Charlatan Minstrel Templar  <BR>Available: Trapper Several Classes Several Classes  <BR>Requires : 'Sword Proficiency' at 100% <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>Parrying is the ability to cancel an armed attack by an opponent using your own<BR>weapon.  The character with this skill will parry the attacks of his or her<BR>armed opponents whenever possible.</pre></P>  <P> 
				<br><a name="Thief_PayOff"><B>Pay Off (Thief_PayOff)</B></a>
				<pre> <BR>Skill    : Pay Off <BR>Domain   : Influential <BR>Available: Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Mana (69)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PAYOFF <BR>Usage    : PAYOFF [TARGET NAME] <BR>Example  : payoff judge <BR>The thief pays off an officer of the law or a judge.  Officers that are paid<BR>off will look the other way on your warrants, though they may sometimes make a<BR>show of arresting the thief before backing off.  Paying off a judge will cause<BR>the judge to assign the thief an easier sentence every time they are paid.</pre></P>  <P> 
				<br><a name="Thief_Peek"><B>Peek (Thief_Peek)</B></a>
				<pre> <BR>Skill    : Peek <BR>Domain   : Stealing <BR>Available: Assassin Bard Jester Several Classes  <BR>Allows   : Theft Mastery I, Improved Peek, Cautiously I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PEEK <BR>Usage    : PEEK [TARGET NAME] <BR>Example  : peek orc <BR>The thief will attempt to sneak a look at the inventory of the target.</pre></P>  <P> 
				<br><a name="Thief_PetSpy"><B>Pet Spy (Thief_PetSpy)</B></a>
				<pre> <BR>Skill    : Pet Spy <BR>Domain   : Animal affinity <BR>Available: Pirate  <BR>Requires : 'Call Pirate Familiar' <BR>Allows   : Animal Affinity I <BR>Invoked  : Automatic <BR>Usage    : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST] <BR>Example  : sayto monkey spy the enemy fort <BR>Example  : sayto monkey spy n n e e s s w <BR>If the player has a familiar pet following them, such as from the Call Familiar<BR>or Pirate Familiar spell, this skill allows the player to send the familiar on<BR>spying missions. All rooms that the pet enters while on the spying run are seen<BR>by the player as well.  When the destination is reached, the pet will return to<BR>the player.  The destination may either be specified as a series of directions<BR>from the current room, or as the title of a room within a nearby range to the<BR>player.</pre></P>  <P> 
				<br><a name="Thief_PetSteal"><B>Pet Steal (Thief_PetSteal)</B></a>
				<pre> <BR>Skill    : Pet Steal <BR>Domain   : Animal affinity <BR>Available: Pirate  <BR>Requires : 'Call Pirate Familiar' <BR>Allows   : Animal Affinity I <BR>Invoked  : Automatic <BR>Usage    : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING <BR>Example  : sayto monkey steal sword <BR>Example  : sayto monkey steal stop <BR>If the player has a familiar pet following them, such as from the Call Familiar<BR>or Pirate Familiar spell, this skill allows the player to instruct the pet to<BR>steal an item and give it to their master.  The pet will either pick the item<BR>from the ground, or steal it from the inventory of another player or mob, which<BR>might result in combat.  This skill can be used in conjunction with pet spy to<BR>send the pet on complex theft missions.</pre></P>  <P> 
				<br><a name="Thief_Pick"><B>Pick Locks (Thief_Pick)</B></a>
				<pre> <BR>Skill    : Pick Locks <BR>Domain   : Criminal <BR>Available: Several Classes  <BR>Allows   : Criminal Deviousness I, Safecracking <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Items Exits  <BR>Range    : Touch, or not applicable <BR>Commands : PICK <BR>Usage    : PICK [DIRECTION/ITEM NAME/EXIT NAME] <BR>Example  : pick e <BR>The thief attempts to pick the lock on a door, or container lid.  Success<BR>depends on the level of the thief and the level of the door or item as well as<BR>the thief`s proficiency.  This skill can be used to lock as well as unlock.</pre></P>  <P> 
				<br><a name="Thief_PiecesOfEight"><B>Pieces of Eight (Thief_PiecesOfEight)</B></a>
				<pre> <BR>Skill    : Pieces of Eight <BR>Domain   : Deceptive <BR>Available: Pirate  <BR>Requires : 'Buried Treasure' <BR>Allows   : Deceptive I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : PIECESOFEIGHT <BR>Usage    : PIECESOFEIGHT [MONEY] <BR>Example  : PIECESOFEIGHT 8 gold <BR>This magical skill allows the pirate to withdraw coins from any money stash<BR>buried with the Buried Treasure skill.  Only the type and denomination of<BR>coinage specified will be withdrawn, however.  So, if the pirate has buried 10<BR>gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100<BR>platinum is worth more.</pre></P>  <P> 
				<br><a name="Fighter_Pin"><B>Pin (Fighter_Pin)</B></a>
				<pre> <BR>Skill    : Pin <BR>Domain   : Grappling <BR>Available: Beastmaster Monk Trapper  <BR>Allows   : Vice-Gripping I, Combat Fluidity I <BR>Use Cost : Movement (62)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PIN <BR>Usage    : PIN [TARGET NAME] <BR>Example  : pin orc <BR>The fighter grabs the target and wrestles them to the ground in a strong, solid<BR>pin maneuver.  For a short, period, both the fighter and the target are locked<BR>in struggle and too occupied to fight.</pre></P>  <P> 
				<br><a name="Fighter_PlainsTactics"><B>Plains Tactics (Fighter_PlainsTactics)</B></a>
				<pre> <BR>Skill    : Plains Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting on the plains. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Skill_PlanarLore"><B>Planar Lore (Skill_PlanarLore)</B></a>
				<pre> <BR>Skill    : Planar Lore <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Educating I <BR>Use Cost : Mana (71)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : PLANARLORE, PLORE <BR>Usage    : PLANARLORE [LIST/PLANE NAME] (REPORT) <BR>Example  : planarlore list <BR>Example  : plore astral <BR>Example  : plore astral report <BR>Through extensive education, the player is able to recall a random bit of<BR>information about one of the planes of existence.  Each level of expertise<BR>enlarges the types of information that can be recalled, though only one piece<BR>of information is recalled at a time. Failing a proficiency check requires a<BR>few extra seconds of remembering, however.  The REPORT argument will cause the<BR>results to be recited out loud.</pre></P>  <P> 
				<br><a name="Druid_PlantForm"><B>Plant Form (Druid_PlantForm)</B></a>
				<pre> <BR>Skill    : Plant Form <BR>Domain   : Shape shifting <BR>Available: Gaian  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (60)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : PLANTFORM <BR>Usage    : PLANTFORM [LIST/FORM NAME] <BR>Example  : plantform <BR>Example  : plantform list <BR>Example  : plantform flower <BR>The druid gains the ability, through this skill, to take on the form of a<BR>plant.  The plant form progresses as the druid gains in level.</pre></P>  <P> 
				<br><a name="Thief_PlantItem"><B>Plant Item (Thief_PlantItem)</B></a>
				<pre> <BR>Skill    : Plant Item <BR>Domain   : Stealing <BR>Available: Burglar Trapper  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (31) Movement (31)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PLANTITEM <BR>Usage    : PLANTITEM [ITEM NAME] [TARGET NAME] <BR>Example  : plantitem bomb orc <BR>Plant item is the ability to slip an item to another creature unaware.  If<BR>successful, the item will be hidden in the target`s inventory.</pre></P>  <P> 
				<br><a name="PlantLore"><B>Plant Lore (PlantLore)</B></a>
				<pre> <BR>Skill    : Plant Lore <BR>Domain   : Nature lore <BR>Available: Artisan Gaian Several Classes  <BR>Requires : 'Herbology' at 75%, and 'Floristry' at 75% <BR>Allows   : Quick Working I, Quick Worker I, Nature Lore I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PLANTLORE, PSPECULATE <BR>Usage    : PLANTLORE <BR>Example  : plantlore <BR>This skill allows a player to carefully evaluate the plant growth patterns in<BR>the present area, and all surrounding areas to see what vegetation resources<BR>might be available for foraging or chopping.</pre></P>  <P> 
				<br><a name="PlayInstrument"><B>Play Instrument (PlayInstrument)</B></a>
				<pre> <BR>Skill    : Play Instrument <BR>Domain   : Artistic <BR>Available: Numerous Classes  <BR>Requires : A base wisdom of at least 5.   <BR>Allows   : Quick Working I, Quick Worker I, Artsy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PLAY, PLAYINSTRUMENT, PLAYSONG <BR>Usage    : PLAYINSTRUMENT (STOP) (LIST) <BR>Example  : playinstrument <BR>This skill allows a player to attempt to play a musical instrument they are<BR>holding or prepared to use.  If done well, this might amuse an audience. <BR>Proficiency with each kind of musical instrument is separate, so your<BR>proficiency usually only reflects the last kind of instrument you played. <BR>Instruments can be purchased, or made with the Instrument Making skill.</pre></P>  <P> 
				<br><a name="Thief_Plunder"><B>Plunder (Thief_Plunder)</B></a>
				<pre> <BR>Skill    : Plunder <BR>Domain   : Stealing <BR>Available: Pirate  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (59)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PLUNDER <BR>Usage    : PLUNDER [TARGET NAME]  <BR>Example  : plunder tailor <BR>The thief attempts plunder the target shopkeeper of their money. This<BR>immediately begins combat with the shopkeeper, or fails if fighting is<BR>impossible.</pre></P>  <P> 
				<br><a name="Fighter_PointBlank"><B>Point Blank Shot (Fighter_PointBlank)</B></a>
				<pre> <BR>Skill    : Point Blank Shot <BR>Domain   : Martial lore <BR>Available: Fighter Ranger  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at<BR>very close range.</pre></P>  <P> 
				<br><a name="Paladin_PoisonImmunity"><B>Poison Immunity (Paladin_PoisonImmunity)</B></a>
				<pre> <BR>Skill    : Poison Immunity <BR>Domain   : Holy protection <BR>Available: Paladin  <BR>Allows   : Protecting I <BR>Invoked  : Automatic <BR>As the Paladin's proficiency grows, he or she becomes more and more immune to<BR>poison and poisonous affects.</pre></P>  <P> 
				<br><a name="Specialization_Polearm"><B>Polearm Specialization (Specialization_Polearm)</B></a>
				<pre> <BR>Skill    : Polearm Specialization <BR>Domain   : Weapon use <BR>Available: Assassin Templar Numerous Classes  <BR>Allows   : Polearm Striking I, Polearm Focus I, Weaponsmithing <BR>Allows   : Polearm Slicing I, Polearm Piercing I <BR>Invoked  : Automatic <BR>The player is a polearm master, gaining bonuses to attack when using a polearm<BR>in combat.  Can also allow the use of higher level polearms if the focus<BR>expertise is taken.</pre></P>  <P> 
				<br><a name="Pottery"><B>Pottery (Pottery)</B></a>
				<pre> <BR>Skill    : Pottery <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Allows   : Jewel Making, Quick Worker I, Glass Blowing, Light Shaping I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Shaping I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : POT, POTTERY <BR>Usage    : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME] <BR>Example  : pot pitcher <BR>:        : pot bundle 100 clay <BR>:        : pot list <BR>:        : pot list pitcher <BR>:        : pot list all <BR>:        : pot learn pot <BR>This skill allows a player to craft cooked clay items, such as cups and plates.<BR> The extent of the items which can be crafted expands as the player goes up in<BR>level.  The player may also learn to how to make a found item, provided a blank<BR>recipe page, or recipe book with blank pages is in his or her inventory. To<BR>begin crafting, the player must be in a room with an open fire burning, and<BR>must have placed the clay he or she wishes to make the item from on the ground.<BR> The Clay is obtained by using the Gem Digging skill.</pre></P>  <P> 
				<br><a name="Thief_PowerGrab"><B>Power Grab (Thief_PowerGrab)</B></a>
				<pre> <BR>Skill    : Power Grab <BR>Domain   : Stealing <BR>Available: Arcanist  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : POWERGRAB <BR>Usage    : POWERGRAB ([CONTAINER]) ITEM <BR>Example  : powergrab corpse sword <BR>The thief summons all their thiefly skill to take possession of an item that<BR>would otherwise be too powerful to pick up.</pre></P>  <P> 
				<br><a name="Skill_Prayercraft"><B>Prayercraft (Skill_Prayercraft)</B></a>
				<pre> <BR>Skill    : Prayercraft <BR>Domain   : Arcane lore <BR>Available: Charlatan Oracle Scholar  <BR>Allows   : Arcane Lore I <BR>Invoked  : Automatic <BR>The player is so knowledgable about divine magic that he or she can identify<BR>prayers cast in his or her presence by name.  The players ability to identify<BR>more powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<br><a name="Fighter_PressurePoints"><B>Pressure Points (Fighter_PressurePoints)</B></a>
				<pre> <BR>Skill    : Pressure Points <BR>Domain   : Martial lore <BR>Available: Monk  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Gives the fighter a bonus to all damage during combat when fighting unarmed in<BR>melee.</pre></P>  <P> 
				<br><a name="Skill_PrisonAssignment"><B>Prison Assignment (Skill_PrisonAssignment)</B></a>
				<pre> <BR>Skill    : Prison Assignment <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (58)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PRISONASSIGNMENT, PASSIGN <BR>Usage    : PRISONASSIGNMENT SETPRISON <BR>Usage    : PRISONASSIGNMENT [TARGET OFFICER] <BR>Example  :  <BR>This skill allows the player to convince the target officer to take a prisoner<BR>otherwise bound for an official jail cell to instead take the prisoner to a<BR>cell of the players prior designation.  The convincing is done by paying the<BR>officer a sum, and the bribe will last for at least a full day, but will need<BR>to be renewed after each move.  Before talking to the officer, the player<BR>should designate a room with a locked door as a prison cell by using SETPRISON.<BR> </pre></P>  <P> 
				<br><a name="Skill_PrisonerTransfer"><B>Prisoner Transfer (Skill_PrisonerTransfer)</B></a>
				<pre> <BR>Skill    : Prisoner Transfer <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (63)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PRISONERTRANFER, PTRANSFER <BR>Usage    : PRISONERTRANSFER [TARGET OFFICER] <BR>Example  :  <BR>This skill allows the player to convince the target officer to take a prisoner<BR>otherwise bound for judgement to instead take the prisoner to a the players<BR>location at that time.  The convincing is done by paying the officer a sum, and<BR>the bribe will last for at least a full day, but will need to be renewed after<BR>each transfer.</pre></P>  <P> 
				<br><a name="Publishing"><B>Publishing (Publishing)</B></a>
				<pre> <BR>Skill    : Publishing <BR>Domain   : Legal <BR>Available: Scholar  <BR>Allows   : Quick Working I, Quick Worker I, Legal Lore I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : PUBLISH, PUBLISHING <BR>Usage    : PUBLISH (LIST) / [ITEM] [PRICE] <BR>Example  : publish list <BR>:        : publish Book 3 gold <BR>This skill allows a player to copyright and publish a written work to local<BR>book shops and libraries.  A published work can not be edited, nor can it be<BR>re-titled, copied, duplicated, or re-named. If successfully published, the book<BR>will earn the author a small percentage of the publishing price every time it<BR>is purchased.  <BR> <BR>The LIST argument can be used to see how many copies have been sold, and<BR>royalties earned.  Of course, the copies sold will also decrease every time the<BR>book is sold back to the establishment.</pre></P>  <P> 
				<br><a name="Skill_Puppeteer"><B>Puppeteer (Skill_Puppeteer)</B></a>
				<pre> <BR>Skill    : Puppeteer <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Mana (75)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : PUPPETEER, PUPPET <BR>Usage    : PUPPETEER [ITEM NAME] <BR>Example  : puppeteer [item name] <BR>This skill allows the player to animate one or more puppets.  While animated,<BR>the puppets will fight for the player.  However, the player is unable to attack<BR>or perform many other actions while animating the puppets.  Puppets may be<BR>created with the carpentry skill.  To stop animating a puppet, the player need<BR>only pick it up.</pre></P>  <P> 
				<br><a name="Skill_QuickChange"><B>QuickChange (Skill_QuickChange)</B></a>
				<pre> <BR>Skill    : QuickChange <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Mana (53)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : QUICKCHANGE <BR>Usage    : QUICKCHANGE <BR>Example  : quickchange <BR>The bard is so adept at costume changes that he can seemingly instantly remove<BR>all of his gear (putting it who knows where), retrieve another costume (from<BR>who knows where) and put it on. This skill will swap what the bard is currently<BR>wearing with whatever gear the bard was wearing the last time a quick change<BR>was done.  The gear currently worn when a quick change is done is magically<BR>stored away, no longer consuming bag space or encumbrance weight.  Even cursed<BR>items can be stored in this way.</pre></P>  <P> 
				<br><a name="Skill_RacialLore"><B>Racial Lore (Skill_RacialLore)</B></a>
				<pre> <BR>Skill    : Racial Lore <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Educating I <BR>Use Cost : Mana (62)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : RACIALLORE, RLORE <BR>Usage    : RACIALLORE [LIST/RACE NAME] (REPORT) <BR>Example  : raciallore list <BR>Example  : rlore dragon <BR>Example  : rlore dragon report <BR>Through extensive education, the player is able to recall random bits of<BR>information about one of the many races.  Each level of expertise enlarges the<BR>number of factoids recalled per attempt. Failing a proficiency check requires a<BR>few extra seconds of remembering, however.  The REPORT argument will cause the<BR>results to be recited out loud.</pre></P>  <P> 
				<br><a name="Thief_Racketeer"><B>Racketeer (Thief_Racketeer)</B></a>
				<pre> <BR>Skill    : Racketeer <BR>Domain   : Criminal <BR>Available: Burglar  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (71)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : RACKETEER <BR>Usage    : RACKETEER [BANKER NAME] <BR>Example  : racketeer bob <BR>The thief, though intimidation and bluffing, attempts to convince a shopkeeper<BR>to pay him or her "protection" money.  The shopkeeper will then be safe from<BR>more payments for the coming month from any thief.</pre></P>  <P> 
				<br><a name="Fighter_Rallycry"><B>Rally Cry (Fighter_Rallycry)</B></a>
				<pre> <BR>Skill    : Rally Cry <BR>Domain   : Singing <BR>Available: Barbarian  <BR>Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I <BR>Use Cost : Movement (66)  <BR>Quality  : Always Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : RALLYCRY <BR>Usage    : RALLYCRY <BR>Example  : rallycry <BR>The Barbarian lets out a primal call to rally, inspiring all group members to<BR>draw from their inner strength.  Those under the affect of the cry will be able<BR>to take more hits.  The affect wears off when battle is concluded, or if battle<BR>is not joined swiftly enough after the cry is made.</pre></P>  <P> 
				<br><a name="Familiarity_Ranged"><B>Ranged Weapon Familiarity (Familiarity_Ranged)</B></a>
				<pre> <BR>Skill    : Ranged Weapon Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Ranged Weapon Proficiency' at 75% <BR>Invoked  : Automatic <BR>The player is familiar with ranged weapons they have crafted themselves,<BR>gaining an attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="Proficiency_Ranged"><B>Ranged Weapon Proficiency (Proficiency_Ranged)</B></a>
				<pre> <BR>Skill    : Ranged Weapon Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Fletching' at 100% <BR>Allows   : Cover Defence, Ranged Weapon Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with thrown and ranged weapons, gaining the ability to<BR>use them even if their current class training would not make it feasible<BR>normally.</pre></P>  <P> 
				<br><a name="Specialization_Ranged"><B>Ranged Weapon Specialization (Specialization_Ranged)</B></a>
				<pre> <BR>Skill    : Ranged Weapon Specialization <BR>Domain   : Weapon use <BR>Available: Templar Numerous Classes  <BR>Allows   : Weaponsmithing, Fletching, Ranged Focus I, Ranged Piercing I <BR>Allows   : Ranged Bashing I, Ranged Striking I <BR>Invoked  : Automatic <BR>The player becomes so specialized at thrown and ranged combat that they gain<BR>bonuses to attack when fighting from afar.  Can also allow the use of higher<BR>level weapons if the focus expertise is taken.</pre></P>  <P> 
				<br><a name="Fighter_RapidShot"><B>Rapid Shot (Fighter_RapidShot)</B></a>
				<pre> <BR>Skill    : Rapid Shot <BR>Domain   : Martial lore <BR>Available: Arcanist Fighter Ranger Thief  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>Rapid shot is the ability to make extra attacks per round whenever using a<BR>ranged weapon that requires ammunition, such as a bow or crossbow. The number<BR>of extra attacks will go up as the players level does.</pre></P>  <P> 
				<br><a name="Skill_Recall"><B>Recall (Skill_Recall)</B></a>
				<pre> <BR>Skill    : Recall <BR>Domain   : Conjuration <BR>Available: Numerous Classes  <BR>Allows   : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I <BR>Allows   : Ranged Conjuring I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : RECALL, / <BR>Usage    : RECALL <BR>Example  : recall <BR>The player calls upon the power of the gods to return to his or her place of<BR>origin, along with any npc group members present with him or her.  Normal<BR>fleeing penalties apply during combat.</pre></P>  <P> 
				<br><a name="Recollecting"><B>Recollecting (Recollecting)</B></a>
				<pre> <BR>Skill    : Recollecting <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Quick Working I, Educating I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : RECOLLECT, RECOLLECTING <BR>Usage    : RECOLLECT [WORD OR PHRASE] <BR>Example  : recollect happy <BR>This skill allows a player attempt to recall where a particular word or exact<BR>phrase appears in a group of applicable written works, which includes recipes,<BR>books, journals, and paper.  The books can be recalled if the works and player<BR>are both in the same room, which the player owns, or if the works in the room<BR>with the player were created by the player, or if the works are in the players<BR>inventory.</pre></P>  <P> 
				<br><a name="Archon_Record"><B>Record (Archon_Record)</B></a>
				<pre> <BR>Skill    : Record <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : RECORD <BR>Usage    : RECORD [PLAYER NAME] <BR>Example  : record gunther <BR>From anywhere on the map, the player with this skill can begin recording all<BR>activity of the target to a file in the local file system as if they were<BR>snooping them.</pre></P>  <P> 
				<br><a name="Druid_RecoverVoice"><B>Recover Voice (Druid_RecoverVoice)</B></a>
				<pre> <BR>Skill    : Recover Voice <BR>Domain   : Fitness <BR>Available: SkyWatcher  <BR>Allows   : Fitness I <BR>Use Cost : Mana (66)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : VRECOVER, RECOVERVOICE <BR>Usage    : RECOVERVOICE <BR>Example  : recovervoice <BR>Short(s) : vrecover <BR>This skill allows the druid to "shake off" any magical or other affects which<BR>may be preventing him or her from speaking and thus chanting.</pre></P>  <P> 
				<br><a name="Skill_RegionalAwareness"><B>Regional Awareness (Skill_RegionalAwareness)</B></a>
				<pre> <BR>Skill    : Regional Awareness <BR>Domain   : Nature lore <BR>Available: Ranger  <BR>Allows   : Nature Lore I <BR>Use Cost : Mana (24)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : REGION, REGIONALAWARENESS <BR>Usage    : REGIONAL <BR>Example  : regional <BR>The player scans the horizon, getting a rough estimate of the lay of the<BR>wilderness around him or her.  The depth of the map expands as the player gains<BR>levels.   The key to the map is as follows: <BR>~ water <BR>T forest <BR>: rocks/badlands <BR>J jungle <BR>= city/street <BR>M mountains <BR>_ plains <BR>. desert <BR>* here <BR>x swamp <BR>h hills</pre></P>  <P> 
				<br><a name="Thief_RemoveTraps"><B>Remove Traps (Thief_RemoveTraps)</B></a>
				<pre> <BR>Skill    : Remove Traps <BR>Domain   : Find/remove traps <BR>Available: Arcanist Several Classes  <BR>Allows   : Trap Disabling I <BR>Use Cost : Mana (29) Movement (29)  <BR>Quality  : Circumstantial <BR>Targets  : Items Exits  <BR>Range    : Touch, or not applicable <BR>Commands : DETRAP, UNTRAP, REMOVETRAPS <BR>Usage    : DETRAP [ITEM, DIRECTION] <BR>Example  : detrap east <BR>Example  : detrap chest <BR>If an item is trapped, the thief can attempt to disable or safely trigger the<BR>trap, rendering it ineffective until it resets.</pre></P>  <P> 
				<br><a name="Druid_Rend"><B>Rend (Druid_Rend)</B></a>
				<pre> <BR>Skill    : Rend <BR>Domain   : Weapon use <BR>Available: Beastmaster  <BR>Allows   : Unarmed Striking I, Unarmed Piercing I <BR>Use Cost : Movement (75)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : REND <BR>Usage    : REND [TARGET NAME]  <BR>Example  : rend orc <BR>While in his or her animal form (see ShapeShift), the Druid gains the ability<BR>to kick their way out of a pin, or rip open an target prone on the ground with<BR>his or her legs.</pre></P>  <P> 
				<br><a name="Fighter_Rescue"><B>Rescue (Fighter_Rescue)</B></a>
				<pre> <BR>Skill    : Rescue <BR>Domain   : Martial lore <BR>Available: Barbarian Minstrel Paladin Ranger  <BR>Available: Several Classes  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (52)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : RESCUE, RES <BR>Usage    : RESCUE [GROUP MEMBER] <BR>Example  : rescue bob <BR>Allows the fighter to step forward and take all damage from an opponent, when<BR>fighting in a group.  The person taking the opponents damage during combat is<BR>commonly called the "tank".</pre></P>  <P> 
				<br><a name="Skill_Resistance"><B>Resistance (Skill_Resistance)</B></a>
				<pre> <BR>Skill    : Resistance <BR>Invoked  : Automatic <BR>Params   : see Prop_HaveResister <BR>Example  : see Prop_HaveResister <BR>Desc.    :  <BR>Gives the mob skill-based resistances and immunities. </pre></P>  <P> 
				<br><a name="Fighter_ReturnProjectile"><B>Return Projectile (Fighter_ReturnProjectile)</B></a>
				<pre> <BR>Skill    : Return Projectile <BR>Domain   : Evasive <BR>Available: Monk  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Monk gains the amazing ability to catch arrows, spears, and other<BR>projectile attacks in mid flight, and then return them right back to his or her<BR>opponent.  The Monk requires a free hand to perform this skill.</pre></P>  <P> 
				<br><a name="Skill_RevealText"><B>Reveal Text (Skill_RevealText)</B></a>
				<pre> <BR>Skill    : Reveal Text <BR>Domain   : Street smarts <BR>Available: Scholar  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (8)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : REVEALTEXT <BR>Usage    : REVEALTEXT [TARGET NAME] ([PAGE NUMBER]) <BR>Example  : revealtext paper <BR>Example  : revealtext book 3 <BR>The player reveals any invisible writing on a book or document or other<BR>writing.  It can be used similar to the READ command to select different pages<BR>of a book as well.</pre></P>  <P> 
				<br><a name="Skill_Revoke"><B>Revoke (Skill_Revoke)</B></a>
				<pre> <BR>Skill    : Revoke <BR>Domain   : Neutralization <BR>Available: Arcanist Charlatan Paladin Ranger  <BR>Available: Numerous Classes  <BR>Allows   : Neutralizing I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures Exits Rooms  <BR>Range    : Touch - Range 10 <BR>Commands : REVOKE <BR>Usage    : REVOKE [TARGET NAME] <BR>Example  : revoke bob <BR>Mages, Clerics, and at later levels, Rangers and Paladins can revoke their<BR>magical abilities using the revoke command.  Only one spell or prayer is<BR>revoked using this skill, usually the most recent spell.</pre></P>  <P> 
				<br><a name="Thief_RideTheRigging"><B>Ride The Rigging (Thief_RideTheRigging)</B></a>
				<pre> <BR>Skill    : Ride The Rigging <BR>Domain   : Sea travel <BR>Available: Pirate  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Movement (54)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : RIDERIGGING, RIDETHERIGGING <BR>Usage    : RIDERIGGING <BR>Example  : riderigging <BR>When on board a ship in combat, this skill can be used to climb up on the ships<BR>rigging and swing over to the enemy ship.  The farther the enemy ship is, the<BR>more difficult the skill.  A failure when the ship is more than 1 distance away<BR>will mean falling into the drink.  This skill will automatically exit combat<BR>with flee penalty, and can be used again to return to the original vessel.</pre></P>  <P> 
				<br><a name="Thief_RammingSpeed"><B>Rig Ramming Speed (Thief_RammingSpeed)</B></a>
				<pre> <BR>Skill    : Rig Ramming Speed <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (36) Movement (36)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED <BR>Usage    : RIGRAMMINGSPEED <BR>Example  : rigrammingspeed <BR>While on their ship, and in combat, the pirate can rig their ship for ramming<BR>speed, gaining bonus movement towards the enemy ship. The ship must be<BR>re-rigged every turn.</pre></P>  <P> 
				<br><a name="Thief_Robbery"><B>Robbery (Thief_Robbery)</B></a>
				<pre> <BR>Skill    : Robbery <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Allows   : Theft Mastery I, Cautiously I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ROBBERY, ROB <BR>Usage    : ROBBERY [ITEM NAME] [SHOPKEEPER] <BR>Example  : robbery bob <BR>The thief may use this skill to steal items from the inventory of shopkeepers. <BR>Regardless of whether the thief is actually caught, the shopkeeper will be much<BR>less willing to deal with the thief for a period after the robbery.</pre></P>  <P> 
				<br><a name="Rodsmithing"><B>Rodsmithing (Rodsmithing)</B></a>
				<pre> <BR>Skill    : Rodsmithing <BR>Domain   : Crafting <BR>Available: Arcanist Artisan  <BR>Requires : 'Wands' at 75%, and 'Lore' at 75% <BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : RODSMITH, RODSMITHING <BR>Usage    : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME] <BR>Example  : rodsmith rod <BR>:        : rodsmith list <BR>:        : rodsmith list rod <BR>:        : rodsmith list all <BR>:        : rodsmith scan <BR>:        : rodsmith scan bob <BR>:        : rodsmith learn rod <BR>This skill allows a player to craft rods from metal, and finials.  The extent<BR>of the rods which can be crafted expands as the player goes up in level.  To<BR>begin crafting, the player must have placed the metal he or she wishes to make<BR>the rod from on the ground.  The player may also scan the room or other players<BR>for equipment that may be mended by this skill, using the scan parameter, or<BR>learn to how to make a found item, provided a blank recipe page, or recipe book<BR>with blank pages is in his or her inventory. The metal for rodsmithing is<BR>obtained using the Blacksmith skill and/or Smelting skills, though some recipes<BR>will require additional material obtained by other means.  When the player has<BR>both a rod and a finial, then the finial can be put into the rod for additional<BR>benefits using the PUT [FINIAL] [ROD] command.</pre></P>  <P> 
				<br><a name="Fighter_Roll"><B>Roll With Blows (Fighter_Roll)</B></a>
				<pre> <BR>Skill    : Roll With Blows <BR>Domain   : Evasive <BR>Available: Barbarian Fighter Jester Dancer  <BR>Allows   : Evasively I <BR>Invoked  : Automatic <BR>Example  :  <BR>While in combat, this skill trims off some of the damage from normal melee<BR>hits.</pre></P>  <P> 
				<br><a name="Thief_RopeSwing"><B>Rope Swing (Thief_RopeSwing)</B></a>
				<pre> <BR>Skill    : Rope Swing <BR>Domain   : Binding <BR>Available: Pirate  <BR>Allows   : Rope Use I <BR>Use Cost : Movement (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : ROPESWING <BR>Usage    : ropeswing ([DISTANCE]/[TARGET NAME]) <BR>Example  : ropeswing orc <BR>Example  : ropeswing 3 <BR>If the player is on the deck of a sailing ship, this skill can be used to swing<BR>from the rigging for a bit. During the swing, the player is slightly harder to<BR>hit with missle weapons, and immediately gets away from melee combatants, but<BR>cannot attack anything or perform most actions while swinging.  The player can<BR>choose to end the swing either in melee combat with a new given target, or at a<BR>new distance from their current target. </pre></P>  <P> 
				<br><a name="Thief_RunningFight"><B>Running Fight (Thief_RunningFight)</B></a>
				<pre> <BR>Skill    : Running Fight <BR>Domain   : Dirty fighting <BR>Available: Trapper  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Thief is able to maneuver his or her fighting opponent into another room by<BR>simply heading that way.  The opponent must be in one-on-one combat with the<BR>thief for it to work.</pre></P>  <P> 
				<br><a name="Thief_Safecracking"><B>Safecracking (Thief_Safecracking)</B></a>
				<pre> <BR>Skill    : Safecracking <BR>Domain   : Criminal <BR>Available: Burglar  <BR>Requires : 'Pick Locks' <BR>Allows   : Criminal Deviousness I <BR>Invoked  : Automatic <BR>Example  :  <BR>This skill allows a thief the ability to pick the locks on doors which are<BR>normally reserved for a thief of a much higher level.  It also allows the thief<BR>to mundanely circumvent a Wizard Lock under certain circumstances.</pre></P>  <P> 
				<br><a name="Thief_Safehouse"><B>Safehouse (Thief_Safehouse)</B></a>
				<pre> <BR>Skill    : Safehouse <BR>Domain   : Street smarts <BR>Available: Burglar  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Circumstantial <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : SAFEHOUSE <BR>Usage    : SAFEHOUSE <BR>Example  : safehouse <BR>The thief uses his knowledge of the city to hide out from the law. If the thief<BR>is in an indoor room just off the street, then using this skill will make him<BR>realize that he is probably already in a safehouse, and can remain safely until<BR>he leaves it. If the current room is not a safehouse, the thief will remember<BR>where one is nearby, so that he can go there and hide out</pre></P>  <P> 
				<br><a name="Salvaging"><B>Salvaging (Salvaging)</B></a>
				<pre> <BR>Skill    : Salvaging <BR>Domain   : Nature lore <BR>Available: Pirate Sailor  <BR>Allows   : Quick Working I, Quick Worker I, Nature Lore I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SALVAGE, SALVAGING <BR>Usage    : SALVAGE [SHIP NAME] <BR>Example  : salvage jolly roger <BR>This skill allows a player to salvage materials from a large sunken (or<BR>sinking) sailing ship, which can then be used by the other common skills.</pre></P>  <P> 
				<br><a name="Thief_Sap"><B>Sap (Thief_Sap)</B></a>
				<pre> <BR>Skill    : Sap <BR>Domain   : Dirty fighting <BR>Available: Assassin Thief Trapper  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (63)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SAP <BR>Usage    : SAP [TARGET NAME]  <BR>Example  : sap orc <BR>The thief delivers a strong well placed blow to the target, knocking them<BR>unconscious for a short amount of time.  Like a back-stab, the thief must not<BR>be visible to the target for this to work.</pre></P>  <P> 
				<br><a name="Skill_Satire"><B>Satire (Skill_Satire)</B></a>
				<pre> <BR>Skill    : Satire <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Mana (69)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SATIRE <BR>Usage    : SATIRE [TARGET NAME] <BR>Example  : satire cityguard <BR>This ability allows the bard to playfully mock and shame an officer of the law<BR>satirically, to his face.  Any group members (other than him or herself) wanted<BR>for a crime in that area may be forgiven one warrant if the satire is<BR>successful. Unsuccessful satire will get the bard in trouble with the law. <BR>Even successful satire will occasionally cause trouble for the bard, depending<BR>on the bard's charisma.</pre></P>  <P> 
				<br><a name="Scalp"><B>Scalping (Scalp)</B></a>
				<pre> <BR>Skill    : Scalping <BR>Domain   : Anatomy <BR>Available: Barbarian  <BR>Allows   : Anatomy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SCALP, SCALPING <BR>Usage    : SCALP [TARGET BODY] <BR>Example  : scalp body <BR>With this common skill, a dead body can be scalped, removing the top part of<BR>its head.</pre></P>  <P> 
				<br><a name="Scrapping"><B>Scrapping (Scrapping)</B></a>
				<pre> <BR>Skill    : Scrapping <BR>Domain   : Nature lore <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Armorsmithing' at 75%, 'Leather Working' at 75%, and 'Tailoring' at<BR>75% <BR>Allows   : Quick Working I, Quick Worker I, Nature Lore I, Master Leather<BR>Working <BR>Allows   : Master Tailoring, Master Armorsmithing <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SCRAP, SCRAPPING <BR>Usage    : SCRAP [ITEM NAME] <BR>Example  : scrap longsword <BR>This skill allows a player to scrap one or more identical items into their<BR>component resources, which can then be used by the other common skills.  Some<BR>materials require that a fire be built before scrapping can begin.  The yield<BR>on scrapping is always 1 pound of material resources per 5 pounds of items.</pre></P>  <P> 
				<br><a name="Thief_Scratch"><B>Scratch (Thief_Scratch)</B></a>
				<pre> <BR>Skill    : Scratch <BR>Domain   : Dirty fighting <BR>Available: Assassin  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (18)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SCRATCH <BR>Usage    : SCRATCH [TARGET NAME]  <BR>Example  : scratch orc <BR>The thief discreetly uses his or her fingertips to cafully deliver very minor<BR>damage to the target. If done carefully, the target won't know who did it.</pre></P>  <P> 
				<br><a name="ScrimShaw"><B>Scrimshawing (ScrimShaw)</B></a>
				<pre> <BR>Skill    : Scrimshawing <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Sculpting' <BR>Allows   : Counterbalance Crafting I, Quality Crafting I, Quick Worker I <BR>Allows   : Light Crafting I, Light Shaping I, Durable Shaping I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Lethal Crafting I <BR>Allows   : Quality Shaping I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SCRIM, SCRIMSHAWING <BR>Usage    : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] <BR>Example  : scrim small table <BR>:        : scrim bundle 100 bone <BR>:        : scrim list <BR>:        : scrim list sword <BR>:        : scrim list all <BR>:        : scrim mend sword <BR>:        : scrim refit earrings <BR>:        : scrim scan <BR>:        : scrim scan bob <BR>:        : scrim learn hand <BR>This skill allows a player to craft bone items, such as chairs and swords.  The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level.  This command also allows the player to repair any damaged bone weapons<BR>or armor, get info on a list item, refit any armor which may be the wrong size,<BR>or learn to how to scrim a found item, provided a blank recipe page, or recipe<BR>book with blank pages is in his or her inventory. To begin scrimshawing a new<BR>item, the player must have placed the bone he or she wishes to make the item<BR>from on the ground.  The player may also scan the room or other players for<BR>equipment that may be mended by this skill, using the scan parameter. The raw<BR>bone for scrimshaw is found using the Butchering skill.</pre></P>  <P> 
				<br><a name="ScrollScribing"><B>Scroll Scribing (ScrollScribing)</B></a>
				<pre> <BR>Skill    : Scroll Scribing <BR>Domain   : Crafting <BR>Available: Scholar Numerous Classes  <BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING <BR>Usage    : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL] <BR>Usage    : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL] <BR>Example  : enscribe iron grip scroll <BR>:        : enscribe list <BR>:        : enscribe list all <BR>:        : enscribe list iron <BR>:        : enscribe iron grip from "scroll of iron grip" "a scroll" <BR>This skill allows the player to scribe a magic scroll from a limited list that<BR>must include one of the spells the player knows or to transcribe any spell from<BR>one scroll from to another scroll, consuming one of the charges from the source<BR>scroll. To do this, the player must have a piece of scroll paper with<BR>sufficient blank space on it to make the scroll out of.  Many scrolls require<BR>scribing components.  Also, the player must have mastered the spell before<BR>attempting to scribe a new scroll from it. Lastly, while the player might lose<BR>some mana and experience for scribing a new spell onto a scroll, transcribing a<BR>spell from one scroll to another is relatively free.</pre></P>  <P> 
				<br><a name="Sculpting"><B>Sculpting (Sculpting)</B></a>
				<pre> <BR>Skill    : Sculpting <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : A base constitution of at least 10.   <BR>Allows   : Quality Crafting I, Blunt Weapon Proficiency, Quick Worker I <BR>Allows   : Light Crafting I, Light Shaping I, Excavation, Advanced Crafting I <BR>Allows   : Quick Crafting I, Masonry, Quality Shaping I, Scrimshawing <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SCULPT, SCULPTING <BR>Usage    : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]<BR>(PARAMETER) <BR>Example  : sculpt bench <BR>:        : sculpt bundle 100 stone <BR>:        : sculpt statue of the great Alramus <BR>:        : sculpt list <BR>:        : sculpt list statue <BR>:        : sculpt list all <BR>:        : sculpt mend avalanche <BR>:        : sculpt scan <BR>:        : sculpt scan bob <BR>:        : sculpt learn throne <BR>This skill allows a player to sculpt stone items, such as statues and<BR>furniture, or mend any broken stone weapons or armor.  The extent of the items<BR>which can be crafted expands as the player goes up in level.  To begin<BR>crafting, the player must have placed the stone he or she wishes to make the<BR>item from on the ground.  The player may also scan the room or other players<BR>for equipment that may be mended by this skill, using the scan parameter, or<BR>learn to how to sculpt a found item, provided a blank recipe page, or recipe<BR>book with blank pages is in his or her inventory. The raw stone for sculpting<BR>is found using the Digging or Mining skills.</pre></P>  <P> 
				<br><a name="Thief_Scuttle"><B>Scuttle (Thief_Scuttle)</B></a>
				<pre> <BR>Skill    : Scuttle <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (63)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SCUTTLE <BR>Usage    : SCUTTLE <BR>Example  : scuttle <BR>This skill allows the rogue to intentionally damage a seagoing vessel in such a<BR>way as to cause it to sink.  The player must already be aboard the ship, and<BR>must be the last living being aboard.  They must also have permission to<BR>scuttle the vessel, either because they own it, or because it is an enemy<BR>vessel.</pre></P>  <P> 
				<br><a name="Skill_SeaCharting"><B>Sea Charting (Skill_SeaCharting)</B></a>
				<pre> <BR>Skill    : Sea Charting <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Intercept Ship, Ranged Sailing I, Reduced Sailing I <BR>Allows   : Power Sailing I, Sea Navigation, Extended Sailing I <BR>Use Cost : Mana (30) Movement (30)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : SEACHARTING, SEACHART <BR>Usage    : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER] <BR>Example  : seachart add <BR>Example  : seachart remove 1 <BR>Example  : seachart list <BR>Example  : seachart distance 2 <BR>This skill allows the player to keep track of various points of the sea on his<BR>or her nautical charts, from within a boat or sailing ship.  Use the ADD<BR>command to add your ships current location to the list of charted points.  Use<BR>LIST to list all previous places added.  Use REMOVE followed by one of the<BR>numbers from the LIST to remove an old point. Use DISTANCE followed by one of<BR>the numbers from the LIST to see the number of sea rooms between the ships<BR>current location and that nautical chart point.</pre></P>  <P> 
				<br><a name="Skill_SeaLegs"><B>Sea Legs (Skill_SeaLegs)</B></a>
				<pre> <BR>Skill    : Sea Legs <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Invoked  : Automatic <BR>This skill allows the player to remain on his or her feet despite certain<BR>magical or physical attempts to get them off their feel while on the deck of<BR>their ship.  It also provides immunity to sea sickness. </pre></P>  <P> 
				<br><a name="Druid_SeaLore"><B>Sea Lore (Druid_SeaLore)</B></a>
				<pre> <BR>Skill    : Sea Lore <BR>Domain   : Water lore <BR>Available: Mer  <BR>Allows   : Water Lore I <BR>Invoked  : Automatic <BR>Usage    : automatic <BR>Example  :  <BR>So long as the Druid is in the water, he or she will have a advantage in<BR>attack, damage, and armor adjustements.</pre></P>  <P> 
				<br><a name="Skill_SeaManeuvers"><B>Sea Maneuvers (Skill_SeaManeuvers)</B></a>
				<pre> <BR>Skill    : Sea Maneuvers <BR>Domain   : Sea travel <BR>Available: Sailor  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Invoked  : Automatic <BR>During ship combat, this skill will allow the player who passes their<BR>proficiency check to make sharper turns with their ship, even to going in an<BR>opposite direction at the end of a round.  This allows the ship to make more<BR>maneuvers per combat round when changing directions.</pre></P>  <P> 
				<br><a name="Skill_SeaNavigation"><B>Sea Navigation (Skill_SeaNavigation)</B></a>
				<pre> <BR>Skill    : Sea Navigation <BR>Domain   : Sea travel <BR>Available: Pirate Sailor  <BR>Requires : 'Sea Charting' <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (31) Movement (31)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : SEANAVIGATION, SEANAVIGATE <BR>Usage    : SEANAVIGATE [NUMBER] <BR>Example  : seanavigate 3 <BR>This skill works with the charts created with the Sea Charting skill to find<BR>the direction the player must steer their ship in order to reach a charted<BR>location.  If the sailor has the authority and ability to set a course on a<BR>large ship, that will be done automatically.  Otherwise, the directions from<BR>the current boat location will be given.</pre></P>  <P> 
				<br><a name="Searching"><B>Searching (Searching)</B></a>
				<pre> <BR>Skill    : Searching <BR>Domain   : Alert <BR>Available: Artisan Numerous Classes  <BR>Allows   : Quick Working I, Quick Worker I, Wilderness Lore <BR>Allows   : Vigilantly I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SEARCH, SEARCHING <BR>Usage    : SEARCH  <BR>Example  : search <BR>This skill allows a player to spend some time looking around a room.  For this<BR>duration of the search, any hidden items will become apparent to the one<BR>searching.  Once the search is completed, hidden items or mobs still in the<BR>room may no longer be seen.</pre></P>  <P> 
				<br><a name="Skill_Attack2"><B>Second Attack (Skill_Attack2)</B></a>
				<pre> <BR>Skill    : Second Attack <BR>Domain   : Martial lore <BR>Available: Assassin Beastmaster Fighter Templar  <BR>Available: Several Classes Numerous Classes  <BR>Allows   : Third Attack, Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Allows the affected character to deliver a second attack during their round. <BR>These attacks will be slightly less effective than primary attacks.</pre></P>  <P> 
				<br><a name="Druid_ShapeShift2"><B>Second Totem (Druid_ShapeShift2)</B></a>
				<pre> <BR>Skill    : Second Totem <BR>Domain   : Shape shifting <BR>Available: Beastmaster Mer  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (56)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM) <BR>Example  : shapeshift 2 <BR>Example  : shapeshift lion <BR>Example  : shapeshift cub <BR>Example  : shapeshift 3 <BR>Example  : shapeshift 4 <BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form.  Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P>  <P> 
				<br><a name="Skill_SecretWriting"><B>Secret Writing (Skill_SecretWriting)</B></a>
				<pre>Skill    : SECRET WRITING <BR>Usage    : SWRITE [ITEM] ([TEXT TO WRITE]) <BR>Available: ALL <BR>Example  : swrite parchment From recall, go nseeseenwesee <BR>This skill allows one to write invisible messages in common language onto<BR>ordinary paper, parchments, and similar writing material.  This will fail if<BR>the document is already written in a language other than common.   <BR> <BR>When writing on a journal, you need not specify any parameters when using this<BR>command.</pre></P>  <P> 
				<br><a name="Thief_SenseLaw"><B>Sense Law (Thief_SenseLaw)</B></a>
				<pre> <BR>Skill    : Sense Law <BR>Domain   : Street smarts <BR>Available: Burglar  <BR>Allows   : Street Lore I <BR>Invoked  : Automatic <BR> <BR>Prayer   : Sense Law <BR>Domain   : Communing <BR>Available: Several Classes  <BR>Allows   : Communing I <BR>Alignment: pure chaotic, chaotic <BR>Use Cost : Mana (55)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : PRAY, PR <BR>Example  :  <BR>The thief gains an uncanny ability to sense law enforcement officials in the<BR>same room or any adjacent room, even if they are invisible or unseen.  </pre></P>  <P> 
				<br><a name="Ranger_SenseTraps"><B>Sense Snares and Pits (Ranger_SenseTraps)</B></a>
				<pre> <BR>Skill    : Sense Snares and Pits <BR>Domain   : Nature lore <BR>Available: Ranger  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Ranger has the natural ability to sense snares, pits, and other kinds of<BR>traps while roaming around outdoors.</pre></P>  <P> 
				<br><a name="Thief_SetAlarm"><B>Set Alarm (Thief_SetAlarm)</B></a>
				<pre> <BR>Skill    : Set Alarm <BR>Domain   : Trapping <BR>Available: Trapper  <BR>Allows   : Trapping I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Circumstantial <BR>Targets  : Exits  <BR>Range    : Touch, or not applicable <BR>Commands : SETALARM <BR>Usage    : SETALARM [DIRECTIONNAME]  <BR>Example  : setalarm east <BR>This skill allows a trap to be set on a door.  Should the door be opened, an<BR>alarm will be set off which can be heard from many rooms away.  Many mobile<BR>creatures in the area will come running to the rooms, curious about the noise. <BR>Once the alarm has run out, they will disperse.  The number and levels of mobs<BR>who come running will depend on skill and expertise, and a particular mob will<BR>be difficult to fool twice.</pre></P>  <P> 
				<br><a name="Thief_SetDecoys"><B>Set Decoys (Thief_SetDecoys)</B></a>
				<pre> <BR>Skill    : Set Decoys <BR>Domain   : Deceptive <BR>Available: Thief  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Malicious <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : SETDECOYS, DECOYS <BR>Usage    : SETDECOYS <BR>Example  : setdecoys <BR>This skill sets a series of decoys that, during the heat of combat, will fool<BR>the thiefs opponents into thinking that he or she is actually where the decoy<BR>is.  The victim is fooled into running towards the decoy until they realize<BR>their mistake.  This has the effect of putting the victim at a distant range<BR>from the thief for a time.  After the trap is set, the decoys will begin<BR>popping up every so often for a duration.</pre></P>  <P> 
				<br><a name="Ranger_SetSnare"><B>Set Snare (Ranger_SetSnare)</B></a>
				<pre> <BR>Skill    : Set Snare <BR>Domain   : Trapping <BR>Available: Ranger  <BR>Allows   : Trapping I <BR>Use Cost : Mana (31) Movement (31)  <BR>Quality  : Malicious <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : SETSNARE <BR>Usage    : SETSNARE <BR>Example  : setsnare <BR>The ranger carefully sets a snare on the outdoor room, tripping up and binding<BR>anyone who runs into it.   Snares will be permanent on owned property.</pre></P>  <P> 
				<br><a name="Thief_Shadow"><B>Shadow (Thief_Shadow)</B></a>
				<pre> <BR>Skill    : Shadow <BR>Domain   : Stealthy <BR>Available: Arcanist Assassin Thief Trapper  <BR>Allows   : Shadow I, Stealthy I <BR>Use Cost : Mana (29) Movement (29)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SHADOW <BR>Usage    : shadow [TARGET NAME]  <BR>Example  : shadow orc <BR>If the thief is hidden, or otherwise invisible to the target, this skill will<BR>allow the thief to follow them perfectly while remaining hidden.  Entering<BR>'shadow' again will stop the shadowing.</pre></P>  <P> 
				<br><a name="Thief_Shadowpass"><B>Shadowpass (Thief_Shadowpass)</B></a>
				<pre> <BR>Skill    : Shadowpass <BR>Domain   : Stealthy <BR>Available: Assassin  <BR>Allows   : Stealthy I <BR>Use Cost : Movement (64)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : SHADOWPASS <BR>Usage    : SHADOWPASS [DIRECTION LIST...]  <BR>Example  : shadowpass 4n 3e 3s e s w <BR>This ability allows the thief to pass from one dark room to another, avoiding<BR>traps, and slipping through doors and entryways.  The starting room, and the<BR>room represented by the end of the trail must both be in utter darkness,<BR>regardless of the rooms in between, or the shadowpass will fail.  The thief is<BR>unable to take any followers or mounts on his journey.</pre></P>  <P> 
				<br><a name="Thief_Shadowstrike"><B>Shadowstrike (Thief_Shadowstrike)</B></a>
				<pre> <BR>Skill    : Shadowstrike <BR>Domain   : Stealthy <BR>Available: Assassin  <BR>Allows   : Stealthy I <BR>Use Cost : Movement (100)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SHADOWSTRIKE <BR>Usage    : SHADOWSTRIKE [TARGET NAME] <BR>Example  : shadowstrike orc <BR>If the thief is unseen (hidden especially) by the target, then a sneaky melee<BR>strike can be made.  Following the strike, the thief will instantly try to<BR>recover their hidden position.  The target will be totally unaware of where the<BR>attack came from.</pre></P>  <P> 
				<br><a name="Archon_Shame"><B>Shame (Archon_Shame)</B></a>
				<pre> <BR>Skill    : Shame <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : SHAME <BR>Usage    : SHAME [PLAYER NAME] (RL TIME) <BR>Example  : shame gunther <BR>Example  : shame gunther 3 hours <BR>From anywhere on the map, the player with this skill can shame the target<BR>mob/player making them unable to effectively interact with shopkeepers or to be<BR>spoken to or about.</pre></P>  <P> 
				<br><a name="Druid_ShapeShift"><B>Shape Shift (Druid_ShapeShift)</B></a>
				<pre> <BR>Skill    : Shape Shift <BR>Domain   : Shape shifting <BR>Available: Several Classes  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : SHAPESHIFT <BR>Usage    : SHAPESHIFT (FORM) <BR>Example  : shapeshift <BR>Example  : shapeshift list <BR>Example  : shapeshift cub <BR>Throughout his or her life, a Druid will have a particular creature which he or<BR>she may change to and from at will.  By entering into this chant in any shape,<BR>the druid may change to their special animal form.  The animal form will<BR>progress as the Druid gains in levels.  Entering the command again allows the<BR>druid to revert to human form. A higher level druid may optionally specify a<BR>lower version of their form to assume that. Use shapeshift list to see all<BR>available forms.</pre></P>  <P> 
				<br><a name="Shearing"><B>Shearing (Shearing)</B></a>
				<pre> <BR>Skill    : Shearing <BR>Domain   : Animal affinity <BR>Available: Numerous Classes  <BR>Allows   : Textiling, Animal Affinity I, Quick Working I, Quick Worker I <BR>Allows   : Animal Husbandry, Master Shearing, Branding <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SHEAR, SHEARING <BR>Usage    : SHEAR [TARGET] <BR>Example  : shear sheep <BR>With this common skill, you can shear the wool off of a sheeps body, or at<BR>least as much of it as you can.</pre></P>  <P> 
				<br><a name="Skill_Bash"><B>Shield Bash (Skill_Bash)</B></a>
				<pre> <BR>Skill    : Shield Bash <BR>Domain   : Shield use <BR>Available: Templar Several Classes  <BR>Allows   : Shield Using I, AutoBash <BR>Use Cost : Movement (54)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : BASH <BR>Usage    : BASH [TARGET NAME]  <BR>Example  : bash orc <BR>The fighter uses their shield as a weapon, delivering an otherwise additional<BR>blow to the target in combat.</pre></P>  <P> 
				<br><a name="Fighter_ShieldBlock"><B>Shield Block (Fighter_ShieldBlock)</B></a>
				<pre> <BR>Skill    : Shield Block <BR>Domain   : Shield use <BR>Available: Fighter  <BR>Allows   : Shield Using I <BR>Invoked  : Automatic <BR>Example  :  <BR>So long as the Fighter is holding a shield, he has a chance to totally block<BR>weapon attacks coming at him or her.</pre></P>  <P> 
				<br><a name="Familiarity_Shield"><B>Shield Familiarity (Familiarity_Shield)</B></a>
				<pre> <BR>Skill    : Shield Familiarity <BR>Domain   : Armor use <BR>Available: Artisan  <BR>Requires : 'Carpentry' at 75%, and 'Blacksmithing' at 75% <BR>Allows   : Armor Optimizing I <BR>Invoked  : Automatic <BR>The player is familiar with shields they have crafted themselves, gaining an<BR>armor bonus from using the product of their own hands.</pre></P>  <P> 
				<br><a name="Specialization_Shield"><B>Shield Specialization (Specialization_Shield)</B></a>
				<pre> <BR>Skill    : Shield Specialization <BR>Domain   : Weapon use <BR>Available: Several Classes  <BR>Allows   : Shield Striking I, Weaponsmithing, Shield Focus I <BR>Invoked  : Automatic <BR>The player is adept with a shield, gaining bonuses to attack and damage when<BR>using a shield as a weapon in combat (such as Shield Bash).  Can also allow the<BR>use of higher level shields if the focus expertise is taken.</pre></P>  <P> 
				<br><a name="Shipwright"><B>Ship Building (Shipwright)</B></a>
				<pre> <BR>Skill    : Ship Building <BR>Domain   : Crafting <BR>Available: Artisan Sailor  <BR>Requires : 'Boatwrighting' at 75%, and 'Trawling' at 75% <BR>Allows   : Find Ship, Clan Ship Building, Quick Worker I, Ingenious Engineering<BR>I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Ship Lore <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT <BR>Usage    : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME] <BR>Example  : shipwright cruiser <BR>:        : shipwright list <BR>:        : shipwright list cruiser <BR>:        : shipwright list all <BR>:        : shipwright mend cruiser <BR>:        : shipwright scan <BR>:        : shipwright scan bob <BR>:        : shipwright help Bob <BR>:        : shipwright title The Cargo Deck <BR>:        : shipwright desc This is a beautiful cargo deck! <BR>:        : shipwright door east <BR>:        : shipwright demolish east <BR>This skill allows a player to craft large sailing ships, and alter great ships<BR>they own.  The extent of the items which can be crafted expands as the player<BR>goes up in level.  This command also allows the player to repair any combat<BR>damage on great ships.  To begin building a new item, the player must have<BR>placed the wood he or she wishes to make the item from on the ground. The<BR>parameters also allow more than one person to assist in a project. Items<BR>crafted with balsa can be done with half the required wood listed, while items<BR>crafted with ironwood will require twice the required wood listed. The raw wood<BR>for building is found using the Chopping skill.</pre></P>  <P> 
				<br><a name="Skill_ShipLore"><B>Ship Lore (Skill_ShipLore)</B></a>
				<pre> <BR>Skill    : Ship Lore <BR>Domain   : Water lore <BR>Available: Artisan Pirate Sailor  <BR>Requires : 'Ship Building' at 75% <BR>Allows   : Water Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : SHIPLORE, SLORE <BR>Usage    : SHIPLORE [SHIP NAME] (REPORT) <BR>Example  : shiplore list <BR>Example  : slore raging dragon <BR>Example  : slore "raging dragon" report <BR>Through extensive education, the player is able to recall random bits of<BR>information about a ship they can see.  Each level of expertise enlarges the<BR>number of factoids recalled per attempt. Failing a proficiency check requires a<BR>few extra seconds of remembering, however.  The REPORT argument will cause the<BR>results to be recited out loud. An attempt to recall information about a ship<BR>you cannot presently see will reduce or eliminate your chances of remembering,<BR>depending on expertise.</pre></P>  <P> 
				<br><a name="Fighter_Shrug"><B>Shrug Off (Fighter_Shrug)</B></a>
				<pre> <BR>Skill    : Shrug Off <BR>Domain   : Fitness <BR>Available: Barbarian  <BR>Allows   : Fitness I <BR>Use Cost : Movement (80)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : BRACE <BR>Usage    : BRACE <BR>Example  : shrugoff <BR>The Barbarian braces him or herself for the next blow, allowing that blow to be<BR>shrugged off without any damage.</pre></P>  <P> 
				<br><a name="Skill_Shuffle"><B>Shuffle (Skill_Shuffle)</B></a>
				<pre> <BR>Skill    : Shuffle <BR>Domain   : Foolishness <BR>Available: Charlatan  <BR>Allows   : Foolmaking I <BR>Use Cost : Movement (66)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SHUFFLE <BR>Example  :  <BR>This strange but very useful skill allows the player to rearrange the order of<BR>the people in the room by running around and bumping into them.</pre></P>  <P> 
				<br><a name="Skill_Shush"><B>Shush (Skill_Shush)</B></a>
				<pre> <BR>Skill    : Shush <BR>Domain   : Influential <BR>Available: Scholar  <BR>Allows   : Influencing I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : SHUSH <BR>Usage    : SHUSH [TARGET] <BR>Example  : shush orc <BR>The player is so intimidatingly adept at keeping others quiet, that he or she<BR>can give the universal SHUSH to a target and often make them agree to whisper<BR>and refrain from loud noises like spell casting for a time. This skill is<BR>limited outside of libraries and book stores, but more powerful inside them.</pre></P>  <P> 
				<br><a name="Fighter_SideKick"><B>Side Kick (Fighter_SideKick)</B></a>
				<pre> <BR>Skill    : Side Kick <BR>Domain   : Kicking <BR>Available: Monk  <BR>Allows   : Iron Kicking I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift side kick. This attack is only delivered to a<BR>combatant which the monk is not currently targeting, but with whom the monk is<BR>in melee combat all the same.</pre></P>  <P> 
				<br><a name="Specialization_SiegeWeapon"><B>Siege Weapon Specialization (Specialization_SiegeWeapon)</B></a>
				<pre> <BR>Skill    : Siege Weapon Specialization <BR>Domain   : Weapon use <BR>Available: Sailor  <BR>Allows   : Weaponsmithing, Siege Bashing I <BR>Invoked  : Automatic <BR>The player is a siege weapon master, gaining bonuses to damage when used during<BR>combat.</pre></P>  <P> 
				<br><a name="Siegecraft"><B>Siegecraft (Siegecraft)</B></a>
				<pre> <BR>Skill    : Siegecraft <BR>Domain   : Crafting <BR>Available: Artisan Sailor Numerous Classes  <BR>Requires : 'Carpentry' <BR>Requires : A base strength of at least 12.   <BR>Allows   : Master Wood Chopping, Quality Fabricating I, Quick Worker I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Light Fabricating I <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SIEGECRAFT <BR>Usage    : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE] <BR>Example  : SIEGECRAFT catapult <BR>:        : SIEGECRAFT list <BR>:        : SIEGECRAFT list catapult <BR>:        : SIEGECRAFT list all <BR>:        : SIEGECRAFT learn catapult <BR>This skill allows a player to craft siege weapons for ship combat, such as<BR>trebuchets, catapults, and ballistas, as well as the necessary ammunitions<BR>(shots, boulders and bolts, respectively). The extent of the items which can be<BR>crafted expands as the player goes up in level. To begin siegcrafting, the<BR>player must have placed the wood he or she wishes to make the item from on the<BR>ground. The raw wood and stone for siegecraft is obtained by using the Chopping<BR>and Mining skills. Light siege weapons are anti-personnel only, damaging a<BR>ship's crew, but not the ship itself, and can hold multiple rounds of<BR>ammunition hitting multiple targets. Heavy siege weapons have longer range and<BR>do more damage. The player may also learn how to craft found items, provided a<BR>blank recipe page, or recipe book with blank pages is in his or her inventory.<BR>Bear in mind that many of these weapons are constructed in-place and may be<BR>difficult to be picked up and moved once completed.</pre></P>  <P> 
				<br><a name="Thief_SilentGold"><B>Silent AutoGold (Thief_SilentGold)</B></a>
				<pre> <BR>Skill    : Silent AutoGold <BR>Domain   : Stealing <BR>Available: Burglar Thief  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (65)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : SILENTGOLD <BR>Usage    : SILENTGOLD <BR>Example  : silentgold <BR>This command is similar to the AUTOGOLD command, which allows a player to<BR>automatically take gold from the corpse of a defeated monster.  If the player<BR>is in a group when AUTOGOLD is used, the gold is evenly distributed among the<BR>players.  SILENTGOLD, like AUTOGOLD, is toggled on and off.  When on the thief<BR>will automatically, and without anyone knowing, take 10% of a defeated monsters<BR>gold. This will work regardless of whether the thief played any part in the<BR>defeat of the monster, or is even a member of the group which defeated the<BR>monster.  Also, the gold taken is "off the top" of any gold which may be<BR>obtained while the thief is part of a group.</pre></P>  <P> 
				<br><a name="Thief_SilentLoot"><B>Silent AutoLoot (Thief_SilentLoot)</B></a>
				<pre> <BR>Skill    : Silent AutoLoot <BR>Domain   : Stealing <BR>Available: Burglar Pirate Thief  <BR>Allows   : Theft Mastery I <BR>Use Cost : Mana (66)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : SILENTLOOT <BR>Usage    : SILENTLOOT <BR>Example  : silentloot <BR>This command is similar to the AUTOLOOT command, which allows a player to<BR>automatically take items from the corpse of a defeated monster.  SILENTLOOT,<BR>like AUTOLOOT, is toggled on and off.  When on the thief will automatically,<BR>and without anyone knowing, take one of a defeated monsters items. This will<BR>work regardless of whether the thief played any part in the defeat of the<BR>monster, or is even a member of the group which defeated the monster.  </pre></P>  <P> 
				<br><a name="Thief_SilentDrop"><B>Silent Drop (Thief_SilentDrop)</B></a>
				<pre> <BR>Skill    : Silent Drop <BR>Domain   : Stealthy <BR>Available: Burglar  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (33) Movement (33)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : SILENTDROP, SDROP <BR>Usage    : SILENTDROP [TARGET ITEM] <BR>Example  : silentdrop gold <BR>This command is similar to the drop command, except that the thief is able to<BR>drop the item without anyone else knowing about it.</pre></P>  <P> 
				<br><a name="Thief_SilentOpen"><B>Silent Open (Thief_SilentOpen)</B></a>
				<pre> <BR>Skill    : Silent Open <BR>Domain   : Stealthy <BR>Available: Burglar  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (34) Movement (34)  <BR>Quality  : Circumstantial <BR>Targets  : Items Exits  <BR>Range    : Touch, or not applicable <BR>Commands : SILENTOPEN, SOPEN <BR>Usage    : SILENTOPEN [TARGET ITEM] <BR>Example  : silentopen door <BR>This command is similar to the open command, except that the thief is able to<BR>open the container or door without anyone else knowing about it.</pre></P>  <P> 
				<br><a name="Thief_SilentRunning"><B>Silent Running (Thief_SilentRunning)</B></a>
				<pre> <BR>Skill    : Silent Running <BR>Domain   : Stealthy <BR>Available: Pirate  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (40) Movement (40)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : SSNEAK, SILENTRUN <BR>Usage    : SSNEAK ([DIRECTION] ([DIRECTION])...) <BR>Example  : ssneak <BR>Example  : ssneak north north east east <BR>The pirate uses his superior sailing skills to rig the ship for silent running,<BR>so that no one will see the ship come into range.  This skill can be used to<BR>set a course, or can be used before setting a COURSE using the mundane<BR>commands.  Once the course has been followed, however, the pirate will<BR>automatically attempt to Hide Ship in the destination room.</pre></P>  <P> 
				<br><a name="Skill_Skillcraft"><B>Skillcraft (Skill_Skillcraft)</B></a>
				<pre> <BR>Skill    : Skillcraft <BR>Domain   : Street smarts <BR>Available: Oracle Scholar  <BR>Allows   : Street Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>The player is so knowledgable about uncommon skills that he or she can identify<BR>skills in his or her presence by name.  The players ability to identify more<BR>powerful skills will go up in level as he or she does.  </pre></P>  <P> 
				<br><a name="Skill_Slapstick"><B>Slapstick (Skill_Slapstick)</B></a>
				<pre> <BR>Skill    : Slapstick <BR>Domain   : Foolishness <BR>Available: Jester  <BR>Allows   : Foolmaking I <BR>Use Cost : Movement (54)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SLAPSTICK <BR>Usage    : SLAPSTICK [TARGET NAME] <BR>Example  : slapstick orc <BR>This will cause the player to perform some random slapstick comedy to or for<BR>the target.  The result will be a loss of mana, which the target will not even<BR>feel.</pre></P>  <P> 
				<br><a name="SlaveTrading"><B>Slave Trading (SlaveTrading)</B></a>
				<pre> <BR>Skill    : Slave Trading <BR>Domain   : Criminal <BR>Available: Gaoler  <BR>Allows   : Criminal Deviousness I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL <BR>Usage    : SSELL [MOB NAME] ([SHOPKEEPER NAME]) <BR>Example  : ssell boy shopkeeper <BR>Example  : ssell boy <BR>This skill allows the player to sell slaves to shopkeepers who deal in them.</pre></P>  <P> 
				<br><a name="Thief_SlipItem"><B>Slip Item (Thief_SlipItem)</B></a>
				<pre> <BR>Skill    : Slip Item <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Allows   : Theft Mastery I, Cautiously I <BR>Use Cost : Mana (31) Movement (31)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SLIPITEM <BR>Usage    : "SLIPITEM" [ITEM NAME] [TARGET NAME] <BR>Example  : slipitem hat orc <BR>The thief will attempt to remove some item the target is wearing.  If<BR>successful, the item will appear in the target's inventory.  This skill is very<BR>sly, and may not be used in combat, lest the target notice what the thief is<BR>doing.</pre></P>  <P> 
				<br><a name="Thief_SlipperyMind"><B>Slippery Mind (Thief_SlipperyMind)</B></a>
				<pre> <BR>Skill    : Slippery Mind <BR>Domain   : Evasive <BR>Available: Arcanist  <BR>Allows   : Evasively I <BR>Use Cost : Mana (75)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SLIPPERYMIND <BR>Usage    : SLIPPERYMIND <BR>Example  : slipperymind <BR>The thief manages to convince himself and others that he is utterly neutral<BR>with regard to all factions (right in the middle of the range of each of his<BR>factions).</pre></P>  <P> 
				<br><a name="Skill_SlowFall"><B>Slow Fall (Skill_SlowFall)</B></a>
				<pre> <BR>Skill    : Slow Fall <BR>Domain   : Fitness <BR>Available: Jester  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>If the proficiency check is made, this player does not fall from high places,<BR>but floats instead.</pre></P>  <P> 
				<br><a name="Smelting"><B>Smelting (Smelting)</B></a>
				<pre> <BR>Skill    : Smelting <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : A base constitution of at least 12.   <BR>Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I <BR>Allows   : Blacksmithing <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SMELTING <BR>Usage    : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT]) <BR>Example  : smelt steel <BR>:        : smelt list <BR>:        : smelt list steel <BR>:        : smelt list all <BR>:        : smelt bronze 10 <BR>This skill allows a player to create metal alloys, such as steel, bronze, and<BR>adamantium.  You can also make very strong metals, such as steel.  To begin<BR>smelting, the player must be in a room with an open fire burning, and must have<BR>placed the two base metals he or she wishes to make the alloy from on the<BR>ground.  If you have excess metals, you may specify a max amount of each base<BR>metal to smelt. The default is to smelt as much as possible. The raw metal for<BR>smelting is found using the Mining skill.</pre></P>  <P> 
				<br><a name="SmokeRings"><B>Smoke Rings (SmokeRings)</B></a>
				<pre> <BR>Skill    : Smoke Rings <BR>Domain   : Artistic <BR>Available: Numerous Classes  <BR>Requires : 'Herbology' at 75% <BR>Requires : A base charisma of at least 5.   <BR>Allows   : Quick Working I, Quick Worker I, Artsy I <BR>Invoked  : Automatic <BR>Usage    : (automatic) <BR>This skill allows the player to produce beautiful smoke rings whenever smoking<BR>a pipe or cigar.</pre></P>  <P> 
				<br><a name="Fighter_SmokeSignals"><B>Smoke Signals (Fighter_SmokeSignals)</B></a>
				<pre> <BR>Skill    : Smoke Signals <BR>Domain   : Nature lore <BR>Available: Barbarian Scholar  <BR>Allows   : Nature Lore I <BR>Use Cost : Movement (55)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SMOKESIGNALS, SMOKESIGNAL <BR>Usage    : "SMOKESIGNALS" [MESSAGE] <BR>Example  : smokesignals I'm here at the temple! <BR>This skill requires a fire to be built in the area, and it must be performed<BR>outdoors.  This skill sends a smoke signal viewable throughout the entire area<BR>by those outside.  Those with the smoke signal skill will be able to read the<BR>message in the signal.</pre></P>  <P> 
				<br><a name="Thief_SmugglersHold"><B>Smugglers Hold (Thief_SmugglersHold)</B></a>
				<pre> <BR>Skill    : Smugglers Hold <BR>Domain   : Stealthy <BR>Available: Pirate  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (36) Movement (36)  <BR>Quality  : Circumstantial <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : BUILDHOLD, SMUGGLERSHOLD <BR>Usage    : BUILDSMUGGLERSHOLD [DIRECTION] <BR>Example  : buildsmugglershold below <BR>This skill allows a pirate on their ship to build a secret smugglers hold on<BR>their ship.  A pirate may only build one such hold on their ship, ever.  This<BR>requires 500 pounds of wood.</pre></P>  <P> 
				<br><a name="Thief_Sneak"><B>Sneak (Thief_Sneak)</B></a>
				<pre> <BR>Skill    : Sneak <BR>Domain   : Stealthy <BR>Available: Jester Monk Trapper Several Classes  <BR>Allows   : Shadow I, AutoSneak, Stealthy I <BR>Use Cost : Movement (54)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : SNEAK <BR>Usage    : SNEAK [DIRECTION] <BR>Example  : sneak e <BR>The thief attempts to sneak in the indicated direction. If successful, he or<BR>she will not be seen when entering the room.  Also, a sneak attempt<BR>automatically invokes a hide attempt.  The success of a sneak attempt can<BR>depend on the level of the mobs in the room the thief is trying to sneak into,<BR>and on the thiefs stealth expertise.</pre></P>  <P> 
				<br><a name="Thief_SneakAttack"><B>Sneak Attack (Thief_SneakAttack)</B></a>
				<pre> <BR>Skill    : Sneak Attack <BR>Domain   : Dirty fighting <BR>Available: Assassin Thief Trapper  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when attacking from a hidden position.</pre></P>  <P> 
				<br><a name="Thief_Snipe"><B>Snipe (Thief_Snipe)</B></a>
				<pre> <BR>Skill    : Snipe <BR>Domain   : Dirty fighting <BR>Available: Trapper  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Mana (50) Movement (50)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SNIPE <BR>Usage    : SNIPE [TARGET NAME] <BR>Example  : snipe orc <BR>If the thief is unseen (hidden especially) by the target, then a sneaky ranged<BR>strike can be made.  Following the shot, the thief will instantly try to<BR>recover their hidden position.  The target will be totally unaware of where the<BR>attack came from.</pre></P>  <P> 
				<br><a name="Skill_SongWrite"><B>Song Write (Skill_SongWrite)</B></a>
				<pre>Usage    : SONGWRITE [SPELL NAME] [TARGET NAME]  <BR>Example  : songwrite "rage" scroll <BR>This skill allows the bard to place any song he or she knows onto a scroll.<BR>Once placed on the scroll, the song may be sung off it.  Song Writing is very <BR>draining on the bard however.  The bard will lose some experience points for<BR>using this skill.  Song Writing also requires that the caster be at full mana.</pre></P>  <P> 
				<br><a name="Skill_Songcraft"><B>Songcraft (Skill_Songcraft)</B></a>
				<pre> <BR>Skill    : Songcraft <BR>Domain   : Arcane lore <BR>Available: Charlatan Scholar  <BR>Allows   : Arcane Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>The player is so knowledgable about bardic magic that he or she can identify<BR>magical songs sung in his or her presence by name.  The players ability to<BR>identify more powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<br><a name="Speculate"><B>Speculating (Speculate)</B></a>
				<pre> <BR>Skill    : Speculating <BR>Domain   : Nature lore <BR>Available: Artisan Numerous Classes  <BR>Requires : A base wisdom of at least 10.   <BR>Allows   : Quick Working I, Quick Worker I, Nature Lore I, Wands <BR>Allows   : Master Drilling <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SPECULATE, SPECULATING <BR>Usage    : SPECULATE <BR>Example  : speculate <BR>This skill allows a player to carefully evaluate the present area, and all<BR>surrounding to see what resources might be available for hunting, fishing,<BR>foraging, chopping, mining, digging, etc..</pre></P>  <P> 
				<br><a name="Skill_Spellcraft"><B>Spellcraft (Skill_Spellcraft)</B></a>
				<pre> <BR>Skill    : Spellcraft <BR>Domain   : Arcane lore <BR>Available: Arcanist Charlatan Diviner Illusionist  <BR>Available: Scholar Wizard Numerous Classes  <BR>Allows   : Arcane Lore I <BR>Invoked  : Automatic <BR>Example  :  <BR>The player is so knowledgable about arcane magic that he or she can identify<BR>spells cast in his or her presence by name.  The players ability to identify<BR>more powerful magic will go up in level as he or she does.   <BR> <BR>Arcanists have the ability to remember how to cast a number of spells (based on<BR>level) learned through this skill.</pre></P>  <P> 
				<br><a name="Fighter_Spring"><B>Spring Attack (Fighter_Spring)</B></a>
				<pre> <BR>Skill    : Spring Attack <BR>Domain   : Acrobatic <BR>Available: Barbarian Dancer  <BR>Allows   : Acrobatic I, Combat Fluidity I <BR>Use Cost : Movement (60)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SPRINGATTACK, SPRING, SATTACK <BR>Usage    : SPRINGATTACK [TARGET NAME] <BR>Example  : sattack orc <BR>Short(s) : spring, sattack <BR>The Barbarian delivers a quick damaging blow, then leaps backwards to a further<BR>position of range 1 or 2.</pre></P>  <P> 
				<br><a name="Thief_Spying"><B>Spying (Thief_Spying)</B></a>
				<pre> <BR>Skill    : Spying <BR>Domain   : Stealthy <BR>Available: Assassin  <BR>Allows   : Marker Spying, Stealthy I <BR>Use Cost : Mana (30) Movement (30)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SPYING, SPY <BR>Usage    : SPYING [TARGET]  <BR>Example  : spy bob <BR>The thief, by lip reading and discreet over-the-shoulder glaces, is able to<BR>read anything the target reads while they are both in the same room. The thief<BR>must remain unnoticed by the target.  Otherwise, this skill lasts indefinitely<BR>once the thief has figured out how to spy on the target. The level of player<BR>the thief can spy on depends on part on stealth expertise.</pre></P>  <P> 
				<br><a name="Thief_Squatting"><B>Squatting (Thief_Squatting)</B></a>
				<pre> <BR>Skill    : Squatting <BR>Domain   : Criminal <BR>Available: Thief  <BR>Allows   : Criminal Deviousness I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SQUAT, SQUATTING <BR>Usage    : SQUATTING <BR>Example  : squat <BR>To use this skill, the player must be sitting on a piece of property that is,<BR>or was once for sale.  If it is owned by another player or clan, then an owner<BR>must be online when squatting begins, and must have either their PK flag set,<BR>or be in a clan war.  After a mud month of continuous sitting, the property<BR>will change ownership.  Property belonging to another player will go back on<BR>the market.  Property on the market will belong to the squatter.</pre></P>  <P> 
				<br><a name="Skill_Stability"><B>Stability (Skill_Stability)</B></a>
				<pre> <BR>Skill    : Stability <BR>Domain   : Acrobatic <BR>Available: Artisan Assassin Jester Pirate  <BR>Requires : 'Trawling' at 75% <BR>Allows   : Master Trawling, Acrobatic I, AutoCrawl, Combat Fluidity I <BR>Invoked  : Automatic <BR>This skill allows the player to remain on his or her feet despite certain<BR>magical or physical attempts to get them on the ground.</pre></P>  <P> 
				<br><a name="Familiarity_Staff"><B>Staff Familiarity (Familiarity_Staff)</B></a>
				<pre> <BR>Skill    : Staff Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Staff Proficiency' at 75% <BR>Allows   : Staff Making, Trip <BR>Invoked  : Automatic <BR>The player is familiar with staffs they have crafted themselves, gaining an<BR>attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="StaffMaking"><B>Staff Making (StaffMaking)</B></a>
				<pre> <BR>Skill    : Staff Making <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Staff Familiarity' at 75%, and 'Lore' at 75% <BR>Allows   : Counterbalance Crafting I, Quick Worker I, Light Shaping I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Lethal Crafting I <BR>Allows   : Quality Shaping I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : STAFFMAKE, STAFFMAKING <BR>Usage    : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME] <BR>Example  : staffmake Iron-shod Staff <BR>:        : staffmake list <BR>:        : staffmake list Iron-shod <BR>:        : staffmake list all <BR>:        : staffmake scan <BR>:        : staffmake scan bob <BR>:        : staffmake learn staff <BR>This skill allows a player to craft staffs from wood.  The extent of the staffs<BR>which can be crafted expands as the player goes up in level.  To begin<BR>crafting, the player must have placed the wood he or she wishes to make the<BR>staff from on the ground.  The player may also scan the room or other players<BR>for equipment that may be mended by this skill, using the scan parameter, or<BR>learn to how to make a found item, provided a blank recipe page, or recipe book<BR>with blank pages is in his or her inventory. The wood for staffmaking is<BR>obtained using the Chopping skill, though some recipes will require additional<BR>material obtained by other means.  When the player has both a staff and a<BR>staffcrown, then the crown can be put into the staff for additional benefits<BR>using the PUT [CROWN] [STAFF] command.</pre></P>  <P> 
				<br><a name="Proficiency_Staff"><B>Staff Proficiency (Proficiency_Staff)</B></a>
				<pre> <BR>Skill    : Staff Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Fishing' at 75% <BR>Allows   : Staff Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with staffs, gaining the ability to use them even if<BR>their current class training would not make it feasible normally.</pre></P>  <P> 
				<br><a name="Specialization_Staff"><B>Staff Specialization (Specialization_Staff)</B></a>
				<pre> <BR>Skill    : Staff Specialization <BR>Domain   : Weapon use <BR>Available: Druid  <BR>Allows   : Weaponsmithing <BR>Invoked  : Automatic <BR>The player is proficient with staffs, gaining bonuses to attack when using a<BR>staff in combat.  Can also allow the use of higher level staffs if the focus<BR>expertise is taken.</pre></P>  <P> 
				<br><a name="Thief_Steal"><B>Steal (Thief_Steal)</B></a>
				<pre> <BR>Skill    : Steal <BR>Domain   : Stealing <BR>Available: Bard Jester Several Classes  <BR>Allows   : Improved Steal, Theft Mastery I, Cautiously I <BR>Use Cost : Mana (30) Movement (30)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : STEAL <BR>Usage    : STEAL [ITEM NAME] [TARGET NAME] <BR>Example  : steal paper orc <BR>The thief will attempt to pilfer some item from the inventory of the target. <BR>This skill can not be used in combat, and works best when the target can not<BR>see the thief.  This skill is almost always successful if the target is<BR>incapacitated (asleep, knocked out, bound, etc).</pre></P>  <P> 
				<br><a name="Archon_Stinkify"><B>Stinkify (Archon_Stinkify)</B></a>
				<pre> <BR>Skill    : Stinkify <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : STINKIFY <BR>Usage    : STINKIFY [PLAYER NAME] <BR>Example  : stinkify gunther <BR>From anywhere on the map, the player with this skill can cause the target to<BR>become 1 level stinkier than they were before.  </pre></P>  <P> 
				<br><a name="Fighter_Stonebody"><B>Stone Body (Fighter_Stonebody)</B></a>
				<pre> <BR>Skill    : Stone Body <BR>Domain   : Fitness <BR>Available: Barbarian  <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>Example  :  <BR>The Barbarian has become so hardened to battle that he or she ignores 2 points<BR>from every damage roll taken.</pre></P>  <P> 
				<br><a name="Skill_Stowaway"><B>Stowaway (Skill_Stowaway)</B></a>
				<pre> <BR>Skill    : Stowaway <BR>Domain   : Deceptive <BR>Available: Sailor  <BR>Allows   : Deceptive I <BR>Use Cost : Mana (27) Movement (27)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : STOWAWAY <BR>Usage    : STOWAWAY ([DESTINATION]/[CHART INDEX])  <BR>Example  : stowaway <BR>Example  : stowaway new thalos docks <BR>Example  : stowaway 3 <BR>The sailor packs himself into a shipping crate bound for overseas travel, and,<BR>after a long sea voyage, emerges on a different shore.  If the sailor knows Sea<BR>Charting, he or she may be able to select the destination from his or her<BR>charts.  Shorter voyages to more distant locations can be obtained through<BR>expertise. A failed skill check will seem to work fine, but the sailor will not<BR>end up where their charts said they would.</pre></P>  <P> 
				<br><a name="Thief_StrategicRetreat"><B>Strategic Retreat (Thief_StrategicRetreat)</B></a>
				<pre> <BR>Skill    : Strategic Retreat <BR>Domain   : Dirty fighting <BR>Available: Artisan Trapper  <BR>Requires : 'AutoClimb' at 75%, 'AutoSwim' at 75%, and 'AutoCrawl' at 75% <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : FREEFLEE, STRATEGICRETREAT <BR>Usage    : FREEFLEE ([DIRECTION]) <BR>Example  : freeflee <BR>While in combat, your character may need to quickly disengage and flee the<BR>room.  A direction may be specified, but if one is not specified, a direction<BR>will be chosen for you.  Unlike FLEE, this command may be used without<BR>experience loss, provided the proficiency check is passed.</pre></P>  <P> 
				<br><a name="Skill_StrikeTheSet"><B>Strike The Set (Skill_StrikeTheSet)</B></a>
				<pre> <BR>Skill    : Strike The Set <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Movement (55)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : STRIKETHESET, STRIKESET <BR>Usage    : STRIKETHESET <BR>Usage    : STRIKESET <BR>Example  : striketheset <BR>The bard strikes the set of the room, making any and all items in the room<BR>appear to be gone, and the room empty.</pre></P>  <P> 
				<br><a name="Thief_StripItem"><B>Strip Item (Thief_StripItem)</B></a>
				<pre> <BR>Skill    : Strip Item <BR>Domain   : Stealing <BR>Available: Burglar  <BR>Allows   : Theft Mastery I <BR>Use Cost : Movement (71)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : STRIPITEM <BR>Usage    : "STRIPITEM" [ITEM NAME] [TARGET NAME] <BR>Example  : stripitem hat orc <BR>The thief will attempt to remove some item the target is wearing.  If<BR>successful, the item will appear in the target's inventory.  This skill is<BR>blatant, and may be used during combat.</pre></P>  <P> 
				<br><a name="Skill_Struggle"><B>Struggle (Skill_Struggle)</B></a>
				<pre> <BR>Skill    : Struggle <BR>Domain   : Evasive <BR>Available: Jester Minstrel  <BR>Allows   : Evasively I <BR>Use Cost : Mana (56)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : STRUGGLE <BR>Usage    : STRUGGLE <BR>Example  : struggle <BR>The player wriggles and pulls to escape from bonds holding him or her. This<BR>skill can be used to more quickly become released from ropes, webs, nets, and<BR>other bindings.</pre></P>  <P> 
				<br><a name="Studying"><B>Studying (Studying)</B></a>
				<pre> <BR>Skill    : Studying <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Allows   : Druid Honorary Degree, Mage Honorary Degree, Cleric Honorary Degree <BR>Allows   : Quick Working I, Educating I, Quick Worker I, Thief Honorary Degree <BR>Allows   : Fighter Honorary Degree, Bard Honorary Degree, Commoner Honorary<BR>Degree <BR>Use Cost : Movement (5)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : STUDY, STUDYING <BR>Usage    : STUDY ([TEACHER NAME]/FORGET [SKILL NAME]) <BR>Usage    : STUDY ([SKILL TYPE]) <BR>Example  : study <BR>Example  : study bob fireball <BR>Example  : study dissertation light <BR>Example  : study forget fireball <BR>Example  : study spells <BR>This skill makes one scholarly, allowing them to learn any skill from any<BR>willing teacher or from a dissertation.  Only a certain number of skills can be<BR>studied, depending on class level. Skills learned this way cannot be<BR>conventionally used.  They can, however, be taught to others.  At first, the<BR>scholar can only study common skills, but gains access to thief and fighter<BR>skills, as well as songs, spells, and prayers, as he or she gains scholarly<BR>levels.  The scholar can enter STUDY alone to see what they have learned and<BR>how much more he or she may learn.  Entering STUDY with a skill type like<BR>SPELLS, SKILLS, etc will list the things you can learn of that type.</pre></P>  <P> 
				<br><a name="Skill_Subdue"><B>Subdue (Skill_Subdue)</B></a>
				<pre> <BR>Skill    : Subdue <BR>Domain   : Evasive <BR>Available: Fighter  <BR>Allows   : Evasively I <BR>Use Cost : Movement (56)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SUBDUE <BR>Usage    : SUBDUE [TARGET NAME]  <BR>Example  : subdue orc <BR>The fighter uses finesse to avoid killing the target by making more strategic<BR>hits on the target.  The actual damage will be minimal, but in reality the<BR>fighters damage will count towards subdueing damage. If carried through to the<BR>end, it will end up knocking the target cold instead of killing them.  During<BR>combat, a smart fighter can examine his or her target and tell how close they<BR>are to being fully subdued despite the apparent actual damage done.  Once<BR>knocked out, the target can not be killed until consciousness is regained. <BR> <BR>Enter SUBDUE again to cancel this effect.</pre></P>  <P> 
				<br><a name="Thief_Superstition"><B>Superstition (Thief_Superstition)</B></a>
				<pre> <BR>Skill    : Superstition <BR>Domain   : Combat lore <BR>Available: Pirate  <BR>Allows   : Combat Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : SUPERSTITION <BR>Usage    : SUPERSTITION [PHRASE TO SAY] <BR>Example  : superstition i am the most awesome pirate in the whole wide world! <BR>This skill reflects the superstitious nature of the character.  Once the<BR>superstition is set up in the character's mind, the character must perform the<BR>superstition once per day to receive a bonus to skills and combat ability. <BR>Failing to perform the superstition once per day will give an equal negative to<BR>skills and combat ability. Superstition does not affect the character until it<BR>is intentionally set up the first time.  Afterward it is set, it will always<BR>affect the character, either positively, or negatively. To set up the<BR>superstition, the character needs to be wearing at least 3 items of armor, and<BR>then invoke the command with some phrase that the character will need to say to<BR>become lucky.  The phrase can be anything, but needs to have at least 5 words<BR>and be at least 30 characters long.  Once the superstition  is set up, invoking<BR>the command in the future will remind the character about the phrase and the<BR>item of armor they must wear whenever saying the phrase to satisfy the<BR>superstition.</pre></P>  <P> 
				<br><a name="Thief_Surrender"><B>Surrender (Thief_Surrender)</B></a>
				<pre> <BR>Skill    : Surrender <BR>Domain   : Influential <BR>Available: Thief  <BR>Allows   : Influencing I <BR>Use Cost : Mana (64)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : SURRENDER <BR>Usage    : SURRENDER <BR>Example  : surrender <BR>A unique thief skills which allows him or her to toss shiny coins at his<BR>opponents for allowing the thief to leave combat without losing experience.</pre></P>  <P> 
				<br><a name="Surveying"><B>Surveying (Surveying)</B></a>
				<pre> <BR>Skill    : Surveying <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SURVEYWRITE, SUWRITE <BR>Usage    : SUWRITE ROOM/AREA ([CATALOG ITEM]) <BR>Example  : suwrite room <BR>:        : suwrite area "my catalog book" <BR>This skill allows a player carefully study their current room or area and write<BR>down useful information about it onto a piece of paper or into a book.<BR>Additional details about the room or area are discovered for each level of<BR>expertise.  Writing the same room or area into a book that already has a<BR>chapter about that room or area will append to the old page. Specifying the<BR>catalog book name is not necessary if the Titling skill was used to designate<BR>one of your books as a catalog of Survey.</pre></P>  <P> 
				<br><a name="Fighter_SwampTactics"><B>Swamp Tactics (Fighter_SwampTactics)</B></a>
				<pre> <BR>Skill    : Swamp Tactics <BR>Domain   : Nature lore <BR>Available: Barbarian  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in swamps. The fighter can also hide themselves simply by sitting down<BR>on the ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Fighter_Sweep"><B>Sweep (Fighter_Sweep)</B></a>
				<pre> <BR>Skill    : Sweep <BR>Domain   : Dirty fighting <BR>Available: Barbarian Fighter Monk Paladin  <BR>Available: Ranger  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (65)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SWEEP <BR>Usage    : SWEEP <BR>Example  :  <BR>Allows the fighter wielding a slashing weapon to rear back and take a free<BR>whack at all opponents within range.  Attack ability on such an attack is one<BR>half less and damage is one third normal.</pre></P>  <P> 
				<br><a name="Skill_Swim"><B>Swim (Skill_Swim)</B></a>
				<pre>Skill    : SWIM <BR>Usage    : SWIM [DIRECTION] <BR>Available: ALL <BR>Example  : swim e <BR>This skill allows the character to travel on a water surface.  The amount of<BR>weight being carried can affect this skill.</pre></P>  <P> 
				<br><a name="Thief_Swipe"><B>Swipe gold (Thief_Swipe)</B></a>
				<pre> <BR>Skill    : Swipe gold <BR>Domain   : Stealing <BR>Available: Bard Burglar Charlatan Jester  <BR>Available: Thief  <BR>Allows   : Theft Mastery I, Cautiously I, Improved Swipe, AutoSwipe <BR>Use Cost : Mana (25) Movement (25)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SWIPE <BR>Usage    : SWIPE [TARGET NAME] <BR>Example  : swipe orc <BR>The thief will attempt to pocket some of a target`s gold. This skill can not be<BR>used in combat, and works best when the target can not see the thief. This<BR>skill is almost always successful if the target is incapacitated (asleep,<BR>knocked out, bound, etc).</pre></P>  <P> 
				<br><a name="Familiarity_Sword"><B>Sword Familiarity (Familiarity_Sword)</B></a>
				<pre> <BR>Skill    : Sword Familiarity <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Sword Proficiency' at 75% <BR>Allows   : Master Weaponsmithing <BR>Invoked  : Automatic <BR>The player is familiar with swords they have crafted themselves, gaining an<BR>attack bonus from wielding the product of their own hands.</pre></P>  <P> 
				<br><a name="Proficiency_Sword"><B>Sword Proficiency (Proficiency_Sword)</B></a>
				<pre> <BR>Skill    : Sword Proficiency <BR>Domain   : Weapon use <BR>Available: Artisan  <BR>Requires : 'Weaponsmithing' at 75% <BR>Allows   : Parry, Half Attack, Sword Familiarity <BR>Invoked  : Automatic <BR>The player is proficient with sword, gaining the ability to use them even if<BR>their current class training would not make it feasible normally.</pre></P>  <P> 
				<br><a name="Specialization_Sword"><B>Sword Specialization (Specialization_Sword)</B></a>
				<pre> <BR>Skill    : Sword Specialization <BR>Domain   : Weapon use <BR>Available: Numerous Classes  <BR>Allows   : Sword Piercing I, Weaponsmithing, Sword Slicing I <BR>Allows   : Craft Holy Avenger, Sword Striking I, Sword Focus I <BR>Invoked  : Automatic <BR>The player is a sword master, gaining bonuses to attack when using a sword in<BR>combat.  Can also allow the use of higher level swords if the focus expertise<BR>is taken.</pre></P>  <P> 
				<br><a name="Thief_TagTurf"><B>Tag Turf (Thief_TagTurf)</B></a>
				<pre> <BR>Skill    : Tag Turf <BR>Domain   : Street smarts <BR>Available: Burglar  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (27) Movement (27)  <BR>Quality  : Circumstantial <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : TAGTURF, TURFTAG <BR>Usage    : TAGTURF (UNTAG) <BR>Example  : tagturf <BR>Example  : tagturf untag <BR>The thief tags this place as their "turf" or, if they are a part of a clan,<BR>their clan's "turf".  Other thieves will not be able to use their skills here. <BR>The tag can only be seen by the tagging thief, and those who can see hidden<BR>things.  A tag can be removed only by a turf war.</pre></P>  <P> 
				<br><a name="Tailoring"><B>Tailoring (Tailoring)</B></a>
				<pre> <BR>Skill    : Tailoring <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : A base dexterity of at least 10.   <BR>Allows   : Durable Sewing I, Quick Worker I, Light Crafting I <BR>Allows   : Quality Sewing I, Scrapping, Master Tailoring, Light Sewing I <BR>Allows   : Embroidering, Quality Crafting I, Costuming, Durable Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : KNIT, TAILOR, TAILORING <BR>Usage    : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] <BR>Example  : knit shirt <BR>:        : knit bundle 100 cotton <BR>:        : knit list <BR>:        : knit list vest <BR>:        : knit list all <BR>:        : knit mend vest <BR>:        : knit refit sleeves <BR>:        : knit scan <BR>:        : knit scan bob <BR>:        : knit learn shirt <BR>This skill allows a player to knit clothing, such as shirts and leggings.  The<BR>extent of the items which can be knitted expands as the player goes up in<BR>level.  This command also allows the player to mend any damaged clothing, get<BR>info on a list item, refit any clothes which are the wrong size, or learn to<BR>how to knit a found item, provided a blank recipe page, or recipe book with<BR>blank pages is in his or her inventory. To begin knitting a new item, the<BR>player must have placed the cloth he or she wishes to make the clothing from on<BR>the ground.  The player may also scan the room or other players for equipment<BR>that may be mended by this skill, using the scan parameter. The raw cloth for<BR>knitting is found using the Butchering, Shearing, or Foraging skills.</pre></P>  <P> 
				<br><a name="Tanning"><B>Tanning (Tanning)</B></a>
				<pre> <BR>Skill    : Tanning <BR>Domain   : Nature lore <BR>Available: Artisan Numerous Classes  <BR>Allows   : Dyeing, Taxidermy, Quick Working I, Quick Worker I <BR>Allows   : Nature Lore I, Leather Working <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TAN, TANNING <BR>Usage    : TAN [HIDE ITEM NAME] <BR>Example  : TAN hide <BR>This skill allows a player to tan hide resources items until they are a leather<BR>usable by Leatherworking and other skills. It require thats a fire be built<BR>before tanning can begin.  </pre></P>  <P> 
				<br><a name="Thief_TapRoom"><B>Tap Room (Thief_TapRoom)</B></a>
				<pre> <BR>Skill    : Tap Room <BR>Domain   : Alert <BR>Available: Assassin  <BR>Allows   : Vigilantly I <BR>Use Cost : Mana (35) Movement (35)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch - Range 50 <BR>Commands : TAPROOM <BR>Example  : taproom <BR>The thief is able to use two glass drinking cups and some sort of raw cloth to<BR>stretch a long tapline between the room he wishes to tap, and some destination<BR>room.  The distance the line can be stretched depends upon the thieves level<BR>and alertness expertise.  If, while stretching the line, the thief runs out of<BR>either cloth or distance allowance, the second cup must be put down.  At the<BR>destination, the thief will hear, through the second cup, all that is said in<BR>the room where the skill was involved, where the first cup was hidden.</pre></P>  <P> 
				<br><a name="Thief_TarAndFeather"><B>Tar And Feather (Thief_TarAndFeather)</B></a>
				<pre> <BR>Skill    : Tar And Feather <BR>Domain   : Legal <BR>Available: Gaoler  <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (50) Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TARANDFEATHER, TAR <BR>Usage    : TAR [TARGET] <BR>Example  : TAR Orc <BR>The player with this skill is able to cover the target with tar and feathers,<BR>making the wearing of equipment impossible for the duration.  The target must<BR>not be wearing clothes for the skill to work.  They must also be bound or<BR>prone.</pre></P>  <P> 
				<br><a name="Tattooing"><B>Tattooing (Tattooing)</B></a>
				<pre> <BR>Skill    : Tattooing <BR>Domain   : Artistic <BR>Available: Gaoler  <BR>Allows   : Quick Working I, Quick Worker I, Artsy I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TATTOO, TATTOOING <BR>Usage    : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION] <BR>Example  : tattooing bob arms a skull and crossbones <BR>Example  : tattooing bob arms remove <BR>This skill allows a player to tattoo the body parts of the target.  The target<BR>must hold still for it, of course.  What results can only be seen when the<BR>proper wear location is not covered by clothing.  Tattoos can also be removed<BR>with this skill.  Parts available for tattooing include: arms, legs, hands,<BR>head, feet, wrists, neck, and torso.</pre></P>  <P> 
				<br><a name="Taxidermy"><B>Taxidermy (Taxidermy)</B></a>
				<pre> <BR>Skill    : Taxidermy <BR>Domain   : Crafting <BR>Available: Artisan Scholar Trapper Numerous Classes  <BR>Requires : A base intelligence of at least 12.   <BR>Allows   : Light Sewing I, Master Butchering, Quick Worker I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : STUFF, TAXIDERMY <BR>Usage    : STUFF ([POSE]/LIST) [BODY NAME] <BR>Example  : stuff body of an orc <BR>Example  : stuff list <BR>Example  : stuff list scary <BR>Example  : stuff scary body of a horse <BR>This skill allows a player to stuff a dead body with cloth, cotton, feathers,<BR>fur, or similar substances to make a light statue. To begin stuffing a body,<BR>the player must have placed the cloth he or she wishes to stuff with on the<BR>ground with the body. A pose for the body may optionally be specified.  A list<BR>of valid poses may be obtained by entering TAXIDERMY LIST.</pre></P>  <P> 
				<br><a name="Textiling"><B>Textiling (Textiling)</B></a>
				<pre> <BR>Skill    : Textiling <BR>Domain   : Crafting <BR>Available: Artisan  <BR>Requires : 'Shearing' at 75% <BR>Allows   : Dyeing, Quick Worker I, Quick Crafting I, Tailoring <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TEXTILING, TEXTILE <BR>Usage    : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE]) <BR>Example  : textile denim <BR>:        : textile bolt of cotton <BR>:        : textile denim 10 <BR>This skill allows a player to create cloth bolts, special kinds of cloth,<BR>including especially strong cloths, such as spidersteel.  To begin textiling,<BR>the player must have placed the constituent cloths he or she wishes to make the<BR>bolt from on the ground.  To make more than one bolt at a time, an additional<BR>amount of input cloth can be specified. The raw cloth for textiling is found<BR>using skills like Shearing and Foraging skill.</pre></P>  <P> 
				<br><a name="Skill_HonoraryDegreeThief"><B>Thief Honorary Degree (Skill_HonoraryDegreeThief)</B></a>
				<pre> <BR>Skill    : Thief Honorary Degree <BR>Domain   : Education lore <BR>Available: Scholar  <BR>Requires : 'Studying' <BR>Allows   : Educating I <BR>Invoked  : Automatic <BR>Example  :  <BR>The scholar can activate an honorary degree in one of the classes whose base<BR>class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and<BR>Trapper. When the scholar has Studied at least 4 skills qualified for by at<BR>least one of the qualifying classes, including those skills specified by the<BR>class, then the scholar will receive access to an honorary degree Title.  The<BR>scholar can then use the TITLE command to select and use the honorary degree<BR>title.  When one of these titles is in use, the scholar is permitted to enter<BR>areas normally only allowed to those of the qualifying class, and also gains<BR>the ability to pick up and equip items which would normally fly away from the<BR>scholars hands if normally attempted.</pre></P>  <P> 
				<br><a name="Skill_Thiefcraft"><B>Thiefcraft (Skill_Thiefcraft)</B></a>
				<pre> <BR>Skill    : Thiefcraft <BR>Domain   : Street smarts <BR>Available: Charlatan Oracle  <BR>Allows   : Street Lore I <BR>Invoked  : Automatic <BR>The player is so knowledgable about thief skills that he or she can identify<BR>skills in his or her presence by name.  The players ability to identify more<BR>powerful skills will go up in level as he or she does.  </pre></P>  <P> 
				<br><a name="Skill_Attack3"><B>Third Attack (Skill_Attack3)</B></a>
				<pre> <BR>Skill    : Third Attack <BR>Domain   : Martial lore <BR>Available: Fighter  <BR>Requires : 'Second Attack' <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Allows the character to deliver a third attack during their round.  These<BR>attacks will be slightly less effective than primary attacks.</pre></P>  <P> 
				<br><a name="Druid_ShapeShift3"><B>Third Totem (Druid_ShapeShift3)</B></a>
				<pre> <BR>Skill    : Second Totem <BR>Domain   : Shape shifting <BR>Available: Beastmaster Mer  <BR>Allows   : Shapeshifting I <BR>Use Cost : Mana (56)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM) <BR>Example  : shapeshift 2 <BR>Example  : shapeshift lion <BR>Example  : shapeshift cub <BR>Example  : shapeshift 3 <BR>Example  : shapeshift 4 <BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the<BR>name of the animal form, the druid may take on the new form.  Just like the<BR>normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power<BR>as the druid gains levels.</pre></P>  <P> 
				<br><a name="Skill_TieDown"><B>Tie Down (Skill_TieDown)</B></a>
				<pre> <BR>Skill    : Tie Down <BR>Domain   : Binding <BR>Available: Sailor  <BR>Allows   : Rope Use I <BR>Use Cost : Movement (57)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : TIEDOWN <BR>Usage    : TIEDOWN (UNTIE) [BOAT/SHIP NAME] <BR>Example  : tiedown ship <BR>Example  : tiedown untie ship <BR>The sailor uses special knots to tie down a boat or large sailing ship at an<BR>official boat dock.  The knots can be easily removed by the original sailor<BR>using either this skill or Unbinding.  However, anyone else will find it more<BR>difficult to figure out the knots.</pre></P>  <P> 
				<br><a name="Titling"><B>Titling (Titling)</B></a>
				<pre> <BR>Skill    : Titling <BR>Domain   : Calligraphy <BR>Available: Diviner Oracle Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : ENTITLE, TITLING <BR>Usage    : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME]) <BR>Example  : entitle paper "Essay concerning essays" <BR>: entitle book "Huckleberry Finn" "Book" <BR>The writer uses this skill to put the finishing touches on a crafted written<BR>and readable work, given it a title.  By adding a special catalog term, the<BR>work can also be designated as an official catalog for particular types of<BR>items for the Cataloging skill.</pre></P>  <P> 
				<br><a name="Torturesmithing"><B>Torturesmithing (Torturesmithing)</B></a>
				<pre> <BR>Skill    : Torturesmithing <BR>Domain   : Crafting <BR>Available: Gaoler  <BR>Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%) <BR>Requires : A base intelligence of at least 14.   <BR>Allows   : Light Metalworking I, Durable Metalworking I, Quick Worker I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Metalworking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TORTURESMITH, TORTURESMITHING <BR>Usage    : TORTURESMITH (LIST/INFO) [ITEM NAME] <BR>Example  : torturesmith rack <BR>:        : torturesmith list <BR>:        : torturesmith list rack <BR>:        : torturesmith list all <BR>This skill allows a player to craft implements of execution and torture.  The<BR>extent of the items which can be crafted expands as the player goes up in<BR>level.  To begin carving a new item, the player must have placed the wood he or<BR>she wishes to make the item from on the ground. The raw wood for building is<BR>found using the Chopping skill.  Some items require metal gathered with the<BR>Mining skill.  Most items require that the victim be bound, and some require<BR>that the MOUNT command be used to get them onto the implement.</pre></P>  <P> 
				<br><a name="Fighter_Toughness"><B>Toughness (Fighter_Toughness)</B></a>
				<pre> <BR>Skill    : Toughness <BR>Domain   : Fitness <BR>Available: Fighter  <BR>Allows   : Fitness I, Toughness II <BR>Invoked  : Automatic <BR>This ability toughens up the fighter, giving them extra hitpoints.</pre></P>  <P> 
				<br><a name="Fighter_Toughness2"><B>Toughness II (Fighter_Toughness2)</B></a>
				<pre> <BR>Skill    : Toughness II <BR>Domain   : Fitness <BR>Available: Fighter  <BR>Requires : 'Toughness' <BR>Allows   : Fitness I, Toughness III <BR>Invoked  : Automatic <BR>This ability toughens up the fighter, giving them extra hitpoints.  The hit<BR>points stack with those gained from Toughness.</pre></P>  <P> 
				<br><a name="Fighter_Toughness3"><B>Toughness III (Fighter_Toughness3)</B></a>
				<pre> <BR>Skill    : Toughness III <BR>Domain   : Fitness <BR>Available: Fighter  <BR>Requires : 'Toughness II' <BR>Allows   : Fitness I <BR>Invoked  : Automatic <BR>This ability toughens up the fighter, giving them extra hitpoints.  The hit<BR>points stack with those gained from Toughness and Toughness II.</pre></P>  <P> 
				<br><a name="Ranger_Track"><B>Track (Ranger_Track)</B></a>
				<pre> <BR>Skill    : Track <BR>Domain   : Combat lore <BR>Available: Charlatan Ranger Trapper  <BR>Allows   : Combat Lore I <BR>Use Cost : Movement (51)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TRACK <BR>Usage    : TRACK [TARGET NAME]  <BR>Example  : track orc <BR>The ranger attempts to find a trail leading from where he or she is at present,<BR>to the location of the indicated target (not necessarily the closest)!  When<BR>walking around, the Ranger will become aware of which direction seems best.</pre></P>  <P> 
				<br><a name="Ranger_TrackAnimal"><B>Track Animal (Ranger_TrackAnimal)</B></a>
				<pre> <BR>Skill    : Track Animal <BR>Domain   : Combat lore <BR>Available: Ranger  <BR>Allows   : Combat Lore I <BR>Use Cost : Movement (53)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : TRACKANIMAL <BR>Usage    : TRACK ANIMAL <BR>Example  : trackanimal <BR>The ranger, being a skilled hunter, may use this skill to track down the<BR>nearest unintelligent animal in the area.</pre></P>  <P> 
				<br><a name="Transcribing"><B>Transcribing (Transcribing)</B></a>
				<pre> <BR>Skill    : Transcribing <BR>Domain   : Calligraphy <BR>Available: Scholar  <BR>Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TRANSCRIBING, TRANSCRIBE, BCOPY <BR>Usage    : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER]) <BR>Example  : transcribe "The Book of Sam" "An Empty Book" 2  <BR>: transcribe "a piece of paper" "Book of Essays"  <BR>The writer uses this skill to scribe a document from one work to another.  New<BR>chapters will be added to books, or appended to pieces of paper.  Specifying a<BR>chapter number will only copy that chapter from the source book.  Recipes can<BR>also be copied between recipe books.</pre></P>  <P> 
				<br><a name="Thief_TrapImmunity"><B>Trap Immunity (Thief_TrapImmunity)</B></a>
				<pre> <BR>Skill    : Trap Immunity <BR>Domain   : Find/remove traps <BR>Available: Trapper  <BR>Allows   : Trap Disabling I <BR>Invoked  : Automatic <BR>Example  :  <BR>As the Thief's proficiency grows, he or she becomes more and more immune to<BR>traps and bombs.</pre></P>  <P> 
				<br><a name="Trawling"><B>Trawling (Trawling)</B></a>
				<pre> <BR>Skill    : Trawling <BR>Domain   : Gathering <BR>Available: Artisan Sailor  <BR>Requires : 'Fish Lore' at 75% <BR>Allows   : Quick Working I, Quick Worker I, Stability, Master Trawling <BR>Allows   : Ship Building <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TRAWL <BR>Usage    : TRAWL (BUNDLE [NUM]) [TARGET]) <BR>Example  : trawl <BR>Example  : trawl bundle 10 trout <BR>With this common skill, a player can catch lots of fish from the deck of a<BR>large sailing ship by casting nets into the water, assuming there are enough<BR>fish around to fill up the nets. You can also bundle multiple resources<BR>together using this skill.  The GET command can be used to unbundle such<BR>resources.</pre></P>  <P> 
				<br><a name="Skill_Trip"><B>Trip (Skill_Trip)</B></a>
				<pre> <BR>Skill    : Trip <BR>Domain   : Dirty fighting <BR>Available: Artisan Beastmaster Fighter Monk  <BR>Available: Paladin Ranger Several Classes Several Classes  <BR>Requires : 'Staff Familiarity' at 75% <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (51)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TRIP <BR>Usage    : TRIP [TARGET NAME]  <BR>Example  : trip orc <BR>The fighter attempts to trip the target, putting them on the floor for a short<BR>time.  During that time, the tripped target is much easier to hit.</pre></P>  <P> 
				<br><a name="Thief_TrophyCount"><B>Trophy Count (Thief_TrophyCount)</B></a>
				<pre> <BR>Skill    : Trophy Count <BR>Domain   : Combat lore <BR>Available: Minstrel Trapper  <BR>Allows   : Combat Lore I <BR>Use Cost : Mana (52)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : TROPHYCOUNT <BR>Uage     : TROPHYCOUNT <BR>Example  : trophycount <BR>The thief has the ability to keep track of their racial kills. The player may<BR>use the TROPHYCOUNT command to review the log of kills.</pre></P>  <P> 
				<br><a name="Fighter_TrueShot"><B>True Shot (Fighter_TrueShot)</B></a>
				<pre> <BR>Skill    : True Shot <BR>Domain   : Martial lore <BR>Available: Assassin Fighter Ranger Trapper  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>Gives the fighter an enormous boost to attack rating when using a ranged or<BR>thrown weapon in ranged combat.</pre></P>  <P> 
				<br><a name="Fighter_Tumble"><B>Tumble (Fighter_Tumble)</B></a>
				<pre> <BR>Skill    : Tumble <BR>Domain   : Acrobatic <BR>Available: Assassin Burglar Fighter Jester  <BR>Available: Monk Dancer  <BR>Allows   : Acrobatic I, Combat Fluidity I <BR>Use Cost : Movement (65)  <BR>Quality  : Always Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : TUMBLE <BR>Usage    : TUMBLE <BR>Example  : tumble <BR>Allows the fighter to avoid a couple of potentially painful hits in combat by<BR>tumbling around.  This comes at the cost of some attack and damage capability,<BR>however.</pre></P>  <P> 
				<br><a name="Skill_TuneInstrument"><B>Tune Instrument (Skill_TuneInstrument)</B></a>
				<pre> <BR>Skill    : Tune Instrument <BR>Domain   : Artistic <BR>Available: Minstrel  <BR>Allows   : Artsy I <BR>Use Cost : Mana (55)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : TUNEINSTRUMENT, TUNE <BR>Usage    : TUNE <BR>Example  :  <BR>The Bard tunes their instrument, which can provide bonuses to many songs which<BR>are played with it.</pre></P>  <P> 
				<br><a name="Thief_TurfWar"><B>Turf War (Thief_TurfWar)</B></a>
				<pre> <BR>Skill    : Turf War <BR>Domain   : Street smarts <BR>Available: Burglar  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (30) Movement (30)  <BR>Quality  : Circumstantial <BR>Targets  : Rooms  <BR>Range    : Touch, or not applicable <BR>Commands : TURFWAR <BR>Usage    : TURFWAR <BR>Example  : turfwar <BR>The thief declares the tagged room he is in to be in dispute.  Any turf tag on<BR>the room will be removed unless the thief who tagged the room successfully<BR>defends the turf in combat.  After declaring the turf war, the tagging thief<BR>will be notified that it is in dispute.  The tagger has until the expiration of<BR>the war to respond to the challenge.  As soon as the tagger arrives in the<BR>disputed room, the tagger and the challenger will immediately be entered into<BR>combat.  The combat will be non-lethal, with the loser merely being recalled<BR>instead of dying.  After combat begins, the first combatant to be forced from<BR>the disputed room (e.g. by non-lethal "death"), will be the winner. <BR> <BR>A TurfWar can only be infrequently declared.</pre></P>  <P> 
				<br><a name="Skill_TurnUndead"><B>Turn Undead (Skill_TurnUndead)</B></a>
				<pre> <BR>Skill    : Turn Undead <BR>Domain   : Death lore <BR>Available: Cleric Healer Oracle Purist  <BR>Allows   : Death Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : TURN <BR>Usage    : TURN [TARGET NAME]  <BR>Example  : turn skeleton <BR>The good or neutral priest attempts to frighten the heck out of an undead<BR>creature. Depending upon the level of the priest versus the level of the<BR>creature, the effect of the skill may be to either frighten the creature away<BR>or cause it to be completely destroyed</pre></P>  <P> 
				<br><a name="Skill_TwoDaggerFighting"><B>Two Dagger Fighting (Skill_TwoDaggerFighting)</B></a>
				<pre> <BR>Skill    : Two Dagger Fighting <BR>Domain   : Martial lore <BR>Available: Assassin  <BR>Requires : 'Two Weapon Fighting' <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>While in combat, this skill allows the player to attack with a second dagger in<BR>the hold position, assuming the player is in range for the second weapon. This<BR>skill also allows more frequent attacks when wielding two daggers. If the<BR>player also has two weapon fighting, then they will find they no longer suffer<BR>quite as much attack and damage penalty when using two daggers.</pre></P>  <P> 
				<br><a name="Skill_TwoWeaponFighting"><B>Two Weapon Fighting (Skill_TwoWeaponFighting)</B></a>
				<pre> <BR>Skill    : Two Weapon Fighting <BR>Domain   : Martial lore <BR>Available: Bard Dancer Ranger Several Classes  <BR>Available: Several Classes  <BR>Allows   : Two Dagger Fighting, Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>Example  :  <BR>While in combat, this skill allows the fighter to attack with a second weapon<BR>in the hold position, assuming the fighter is in range for the second weapon.<BR>The fighter suffers a small attack and a tiny damage penalty for using 2<BR>weapons.</pre></P>  <P> 
				<br><a name="Unbinding"><B>Unbinding (Unbinding)</B></a>
				<pre> <BR>Skill    : Unbinding <BR>Domain   : Binding <BR>Available: Bard Sailor Thief  <BR>Allows   : Quick Working I, Quick Worker I, Rope Use I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : UNBIND, UNTIE <BR>Usage    : UNBIND [TARGET NAME] <BR>Example  : unbind jack <BR>:        : untie bob <BR>This skill allows a player remove the bonds entangling or binding someone.  The<BR>length of time it takes to complete the task depends on the difficulty of the<BR>task and the level of the one trying to do it.</pre></P>  <P> 
				<br><a name="Thief_UndergroundConnections"><B>Underground Connections (Thief_UndergroundConnections)</B></a>
				<pre> <BR>Skill    : Underground Connections <BR>Domain   : Street smarts <BR>Available: Burglar  <BR>Allows   : Street Lore I <BR>Use Cost : Mana (26) Movement (26)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : UNDERGROUNDCONNECTIONS <BR>Usage    : UNDERGROUNDCONNECTIONS <BR>Example  : undergroundconnections <BR>The thief contacts his or her underground connections within the city.  The<BR>connections arrange quick (though seldom comfortable) transportation outside<BR>the current area into an adjoining one.  The thief and group members will make<BR>the trip in an environment free from the restrictions of law, geas, or spells,<BR>and without being harassed by the local law or any other aggressive monsters.</pre></P>  <P> 
				<br><a name="Skill_Upstage"><B>Upstage (Skill_Upstage)</B></a>
				<pre> <BR>Skill    : Upstage <BR>Domain   : Theatre <BR>Available: Charlatan  <BR>Allows   : Acting I <BR>Use Cost : Mana (32) Movement (32)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : UPSTAGE <BR>Usage    : UPSTAGE <BR>Example  : upstage <BR>The bard upstages his or her enemies, making them stop fighting who they were<BR>fighting, target the bard, and cross the room to reach him or her.  The effect<BR>ends when they hit the bard, at which point they returning immediately to their<BR>previous target and range. </pre></P>  <P> 
				<br><a name="Fighter_UrbanTactics"><B>Urban Tactics (Fighter_UrbanTactics)</B></a>
				<pre> <BR>Skill    : Urban Tactics <BR>Domain   : Nature lore <BR>Available: Fighter  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives one an edge in attack, defence, and damage when fighting in<BR>urban areas. They  can also hide themselves simply by sitting down on the<BR>ground and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Thief_UsePoison"><B>Use Poison (Thief_UsePoison)</B></a>
				<pre> <BR>Skill    : Use Poison <BR>Domain   : Poisoning <BR>Available: Arcanist Assassin Jester Thief  <BR>Available: Trapper  <BR>Allows   : Poisoning I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : POISON, USEPOISON <BR>Usage    : POISON [ITEM NAME] [POISON SOURCE] <BR>Example  : poison sword beesting <BR>Example  : poison waterskin beesting <BR>This allows the player to poison a weapon, food, or drink with a pre-prepared<BR>poison source.  The Apothecary skill must be used to create the poison.  After<BR>that, the poison may be applied, where it will persist for a short time on<BR>weapons, and forever on food and drink.</pre></P>  <P> 
				<br><a name="Wainwrighting"><B>Wainwrighting (Wainwrighting)</B></a>
				<pre> <BR>Skill    : Wainwrighting <BR>Domain   : Crafting <BR>Available: Artisan Trapper Numerous Classes  <BR>Requires : 'Carpentry' <BR>Requires : A base intelligence of at least 12.   <BR>Allows   : Quality Fabricating I, Quick Worker I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Light Fabricating I, Boatwrighting <BR>Use Cost : Movement (10)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WAINWRIGHTING <BR>Usage    : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME] <BR>Example  : wainwright wagon <BR>:        : wainwright list <BR>:        : wainwright list wagon <BR>:        : wainwright list all <BR>:        : wainwright learn cart <BR>This skill allows a player to craft wagons and carts.  The extent of the items<BR>which can be crafted expands as the player goes up in level.  To begin carving<BR>a new item, the player must have placed the wood he or she wishes to make the<BR>item from on the ground. The player may also learn to how to make a found cart,<BR>provided a blank recipe page, or recipe book with blank pages is in his or her<BR>inventory. Items crafted with balsa can be done with half the required wood<BR>listed, while items crafted with ironwood will require twice the required wood<BR>listed. The raw wood for building is found using the Chopping skill.</pre></P>  <P> 
				<br><a name="Thief_WalkThePlank"><B>Walk The Plank (Thief_WalkThePlank)</B></a>
				<pre> <BR>Skill    : Walk The Plank <BR>Domain   : Sea travel <BR>Available: Pirate  <BR>Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I <BR>Allows   : Extended Sailing I <BR>Use Cost : Mana (58)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WALKTHEPLANK, PLANK <BR>Usage    : WALKTHEPLANK ([TARGET NAME]) <BR>Example  : WALKTHEPLANK orc <BR>Allows the thief to force the target to walk the plank on the ship they<BR>currently occupy. The thief must be permitted to attack the target to force<BR>them to walk, but they must also be one of the following: <BR>1. Wanted for a crime on the ship <BR>2. Bound or Held <BR>3. A non-combatant foreign entity on the thiefs ship. <BR>4. The last foreign entity on the thiefs ship. <BR>5. The last single resident of the ship the thief is on, when the thief has<BR>friends also on the ship.</pre></P>  <P> 
				<br><a name="WandMaking"><B>Wand Making (WandMaking)</B></a>
				<pre> <BR>Skill    : Wand Making <BR>Domain   : Crafting <BR>Available: Arcanist Artisan  <BR>Requires : 'Wands' at 75%, and 'Lore' at 75% <BR>Allows   : Quick Worker I, Light Shaping I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Quality Shaping I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WANDMAKE, WANDMAKING <BR>Usage    : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME] <BR>Example  : wandmake Iron-shod wand <BR>:        : wandmake list <BR>:        : wandmake list Iron-shod <BR>:        : wandmake list all <BR>:        : wandmake scan <BR>:        : wandmake scan bob <BR>:        : wandmake learn wand <BR>This skill allows a player to craft wands from wood, or wand cores.  The extent<BR>of the wands which can be crafted expands as the player goes up in level.  To<BR>begin crafting, the player must have placed the materials he or she wishes to<BR>make the wand or core from on the ground.  The player may also scan the room or<BR>other players for equipment that may be mended by this skill, using the scan<BR>parameter, or learn to how to make a found item, provided a blank recipe page,<BR>or recipe book with blank pages is in his or her inventory. The wood for<BR>wandmaking is obtained using the Chopping skill, though some recipes will<BR>require additional material obtained by other means.  When the player has both<BR>a wand and a wand core, then the core can be put into the wand for additional<BR>benefits using the PUT [CORE] [WAND] command.</pre></P>  <P> 
				<br><a name="Skill_WandUse"><B>Wands (Skill_WandUse)</B></a>
				<pre>Skill    : Wands <BR>Available: Almost All <BR>Example  :  <BR>A wand is an holdable item that can be used to create magical affects. <BR> <BR>This skill allows one to effectively use a magical wand or staff.  To invoke a<BR>wand or staff, it must first be held.  Then the magic word is spoken to the<BR>target.  For instance, if the magic word is `zuy`, you would enter the<BR>following to invoke your wand: sayto orc zuy.  Using SAYTO instead of SAY is<BR>important because SAY might target the wrong person or thing.  You can also use<BR>SAYTO NOBODY &lt;magic word> to make sure you aren't targeting anyone. <BR> <BR>If the spell on the wand requires extra parameters, then you can include those<BR>after the casting words.  For a wand of Summon, for instance, you might try:<BR>say zuy cityguard.  <BR>Wands generally require a small amount of mana to use, and less if the wand<BR>user is capable of learning the spell cast by the wand.</pre></P>  <P> 
				<br><a name="Fighter_Warcry"><B>War Cry (Fighter_Warcry)</B></a>
				<pre> <BR>Skill    : War Cry <BR>Domain   : Singing <BR>Available: Barbarian  <BR>Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I <BR>Use Cost : Movement (63)  <BR>Quality  : Always Beneficial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WARCRY <BR>Usage    : WARCRY <BR>Example  : warcry <BR>The Barbarian lets out a primal call to war, inspiring all group members to<BR>follow his or her banner.  Those under the affect of the cry will deliver more<BR>damaging blows.  The affect wears off when battle is concluded, or if battle is<BR>not joined swiftly enough after the cry is made.</pre></P>  <P> 
				<br><a name="Thief_WarningShot"><B>Warning Shot (Thief_WarningShot)</B></a>
				<pre> <BR>Skill    : Warning Shot <BR>Domain   : Influential <BR>Available: Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Movement (68)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : WARNINGSHOT <BR>Usage    : WARNINGSHOT ([TARGET NAME]) <BR>Example  : warningshot pirate <BR>The pirate immediately fires all the siege weapons on the deck of his or ship<BR>across the bow of either the ship he/she is in combat with, or the named<BR>target.  This also gives the sailor an idea of how strong his ship is compared<BR>to the target.</pre></P>  <P> 
				<br><a name="Skill_Warrants"><B>Warrants (Skill_Warrants)</B></a>
				<pre> <BR>Skill    : Warrants <BR>Domain   : Legal <BR>Available: Artisan Charlatan Gaoler Thief  <BR>Requires : 'Distilling' at 75%, and 'Painting' at 75% <BR>Allows   : Legal Lore I <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WARRANTS <BR>Example  :  <BR>The player, using nothing more than local contacts and charismatic persuasion,<BR>gathers information about all warrants and wanted criminals.</pre></P>  <P> 
				<br><a name="Druid_WaterCover"><B>Water Cover (Druid_WaterCover)</B></a>
				<pre> <BR>Skill    : Water Cover <BR>Domain   : Water lore <BR>Available: Mer  <BR>Allows   : Water Lore I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : WCOVER <BR>Usage    : WCOVER <BR>Example  : wcover <BR>The druid slinks into the water, taking cover behind reed, seaweed, or simply<BR>blending in with the waves, all while remaining perfectly still.  Doing this<BR>makes them invisible to any other creatures in the room.  Making any moves or<BR>sounds will negate the hidden advantage.  The druid must be in or on the water<BR>for this skill to work.  You can use the VISIBLE command to make yourself<BR>visible again.</pre></P>  <P> 
				<br><a name="Fighter_WaterTactics"><B>Water Tactics (Fighter_WaterTactics)</B></a>
				<pre> <BR>Skill    : Water Tactics <BR>Domain   : Nature lore <BR>Available: Sailor  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in the water. The fighter can also hide themselves simply by resting<BR>in the water and staying still for a few mins.</pre></P>  <P> 
				<br><a name="Fighter_WeaponBreak"><B>Weapon Break (Fighter_WeaponBreak)</B></a>
				<pre> <BR>Skill    : Weapon Break <BR>Domain   : Martial lore <BR>Available: Barbarian Fighter Monk  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Use Cost : Movement (62)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : BREAK <BR>Usage    : BREAK [TARGET NAME] <BR>Example  : break orc <BR>The fighter will attempt the difficult maneuver of breaking the weapon of the<BR>target.  See also help on SONG BREAK.</pre></P>  <P> 
				<br><a name="Fighter_WeaponCatch"><B>Weapon Catch (Fighter_WeaponCatch)</B></a>
				<pre> <BR>Skill    : Weapon Catch <BR>Domain   : Martial lore <BR>Available: Fighter  <BR>Allows   : Martial Lore I, Combat Fluidity I <BR>Invoked  : Automatic <BR>This skill allows the fighter to thwart disarm attempts by catching his as it<BR>flies out of his hand.</pre></P>  <P> 
				<br><a name="Fighter_WeaponSharpening"><B>Weapon Sharpening (Fighter_WeaponSharpening)</B></a>
				<pre> <BR>Skill    : Weapon Sharpening <BR>Domain   : Weapon use <BR>Available: Fighter  <BR>Use Cost : Mana (54)  <BR>Quality  : Circumstantial <BR>Targets  : Items  <BR>Range    : Touch, or not applicable <BR>Commands : WEAPONSHARPENING, SHARPEN <BR>Usage    : SHARPEN [WEAPON NAME] <BR>Example  : sharpen sword <BR>The fighter sharpens the slashing or piercing weapon so that it will give a<BR>slight damage bonus during use.  The weapon will remain sharp until it takes<BR>too much wear damage in combat.</pre></P>  <P> 
				<br><a name="Thief_Snatch"><B>Weapon Snatch (Thief_Snatch)</B></a>
				<pre> <BR>Skill    : Weapon Snatch <BR>Domain   : Stealing <BR>Available: Monk Thief  <BR>Allows   : Theft Mastery I <BR>Use Cost : Movement (65)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : SNATCH <BR>Usage    : SNATCH [TARGET NAME]  <BR>Example  : snatch orc <BR>The thief attempts to disarm the target, flinging their weapon into the air so<BR>that it can be caught by the thieves other hand.</pre></P>  <P> 
				<br><a name="Weaponsmithing"><B>Weaponsmithing (Weaponsmithing)</B></a>
				<pre> <BR>Skill    : Weaponsmithing <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe<BR>Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger<BR>Specialization', 'Edged Weapon Specialization', 'Flailing Weapon<BR>Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm<BR>Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',<BR>'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',<BR>or 'Weapon Specialization') <BR>Requires : A base strength of at least 12.   <BR>Allows   : Counterbalance Crafting I, Master Weaponsmithing <BR>Allows   : Light Metalworking I, Quality Crafting I, Sword Proficiency <BR>Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I <BR>Allows   : Quick Crafting I, Craft Holy Avenger, Lethal Crafting I <BR>Allows   : Quality Metalworking I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WEAPONSMITH, WEAPONSMITHING <BR>Usage    : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME] <BR>Example  : weaponsmith twohanded sword <BR>:        : weaponsmith list <BR>:        : weaponsmith list Butchers Knife <BR>:        : weaponsmith list blunt <BR>:        : weaponsmith list all <BR>:        : weaponsmith scan <BR>:        : weaponsmith scan bob <BR>:        : weaponsmith learn knife <BR>This skill allows a player to craft weapons from metal.  This skill requires<BR>Blacksmithing in order to learn it.  It also requires specialization in the<BR>weapon type the player wishes to make.  The extent of the weapons which can be<BR>crafted expands as the player goes up in level.  To begin smithing, the player<BR>must be in a room with an open fire burning, and must have placed the metal he<BR>or she wishes to make the weapon from on the ground.  The player may also scan<BR>the room or other players for equipment that may be mended by this skill, using<BR>the scan parameter, or learn to how to smith a found item, provided a blank<BR>recipe page, or recipe book with blank pages is in his or her inventory. The<BR>metal for weaponsmithing is obtained using the Mining skill, or better metals<BR>from the Smelting skill. Using better materials will increase both the strength<BR>and the required level of the crafted item, and some material types require<BR>smaller amounts to make the same items.</pre></P>  <P> 
				<br><a name="Weaving"><B>Weaving (Weaving)</B></a>
				<pre> <BR>Skill    : Weaving <BR>Domain   : Crafting <BR>Available: Artisan Numerous Classes  <BR>Requires : A base wisdom of at least 10.   <BR>Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I <BR>Allows   : Quick Worker I, Durable Crafting I, Light Crafting I <BR>Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WEAVING, WEAVE <BR>Usage    : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] <BR>Usage    : WEAVE (...) (LABEL [NAME]) [ITEM NAME] <BR>Example  : weave basket <BR>:        : weave bundle 100 vine <BR>:        : weave list <BR>:        : weave list vest <BR>:        : weave list all <BR>:        : weave mend vest <BR>:        : weave refit sleeves <BR>:        : weave scan <BR>:        : weave scan bob <BR>:        : weave learn shirt <BR>:        : weave label fruit basket <BR>This skill allows a player to weave items, such as baskets and ropes.  The<BR>parameter label followed by a name can be used to label weaved containers.  The<BR>extent of the items which can be weaved expands as the player goes up in level.<BR> This command also allows the player to mend any damaged items, get info on a<BR>list item, refit any clothes which are the wrong size, or learn to how to weave<BR>a found item, provided a blank recipe page, or recipe book with blank pages is<BR>in his or her inventory. To begin weaving a new item, the player must have<BR>placed the material he or she wishes to make the item from on the ground.<BR>Weaving requires hemp, vine, wheat, flowers, bamboo, herbs, feathers, or<BR>seaweed. The player may also scan the room or other players for equipment that<BR>may be mended by this skill, using the scan parameter.  The raw material for<BR>weaving is found using the Foraging or Butchering skills.</pre></P>  <P> 
				<br><a name="Welding"><B>Welding (Welding)</B></a>
				<pre> <BR>Skill    : Welding <BR>Domain   : Building <BR>Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WELDING <BR>Usage    : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION] <BR>Example  : welding wall north <BR>:        : welding list <BR>:        : welding info wall <BR>:        : welding roof <BR>:        : welding title A messy room. <BR>:        : welding desc east This is my favorite Door. <BR>:        : welding desc room This is a messy room. <BR>:        : welding stairs <BR>:        : welding help Bob <BR>:        : welding demolish west <BR>:        : welding demolish room <BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls or Stairs may be built following the<BR>construction of roof and framework.  This skill also allows the demolition of<BR>unwanted walls and structures, upstairs rooms, and the giving of a title and<BR>description to a room. The parameters also allow more than one person to assist<BR>in a welding project. All of the structures made with this skill are made of<BR>metals.  The raw metal for welding is found using the Mining skills.</pre></P>  <P> 
				<br><a name="Thief_Wenching"><B>Wenching (Thief_Wenching)</B></a>
				<pre> <BR>Skill    : Wenching <BR>Domain   : Influential <BR>Available: Pirate  <BR>Allows   : Influencing I <BR>Use Cost : Mana (28) Movement (28)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : WENCHING <BR>Usage    : WENCHING ([TARGET NAME]) ([GENDER])  <BR>Example  : wenching <BR>Example  : wenching barkeeper <BR>Example  : wenching male <BR>This thief makes a, hmm, well, a financial "proposition" to a bar patron, such<BR>as a bartender or a drunk patron, of the proper sex.  After paying the proper<BR>fee, the thief will feel relaxed, confident, and lucky, having better saving<BR>throws or a full day. With no target, the skill will look for an alcohol<BR>wielding wench of the opposite sex. If a gender is specified, the wench must be<BR>of that gender.</pre></P>  <P> 
				<br><a name="Fighter_Whomp"><B>Whomp (Fighter_Whomp)</B></a>
				<pre> <BR>Skill    : Whomp <BR>Domain   : Dirty fighting <BR>Available: Fighter  <BR>Allows   : Dirty Fighting I, Combat Fluidity I <BR>Use Cost : Movement (67)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : WHOMP <BR>Usage    : WHOMP [TARGET NAME]  <BR>Example  : whomp orc <BR>The fighter attempts to deliver a massive blow to the target, causing them to<BR>instantly to fall unconscious for a time.</pre></P>  <P> 
				<br><a name="Skill_WildernessLore"><B>Wilderness Lore (Skill_WildernessLore)</B></a>
				<pre> <BR>Skill    : Wilderness Lore <BR>Domain   : Nature lore <BR>Available: Oracle Scholar Trapper Numerous Classes  <BR>Requires : 'Searching' at 75%, and 'Foraging' at 75% <BR>Allows   : Floristry, Nature Lore I, Weaving <BR>Use Cost : Mana (51)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : WILDERNESSLORE, WLORE <BR>Usage    : WLORE (REPORT) <BR>Example  : wlore <BR>Example  : wlore report <BR>Tells you what type of terrain you are presently in or on, and something about<BR>the climate.  As expertise increases, you'll also be able to recognize the<BR>types of resources that places like this might provide.    The REPORT argument<BR>will cause the results to be recited out loud.</pre></P>  <P> 
				<br><a name="Thief_WildernessSounds"><B>Wilderness Sounds (Thief_WildernessSounds)</B></a>
				<pre> <BR>Skill    : Wilderness Sounds <BR>Domain   : Nature lore <BR>Available: Trapper  <BR>Requires : 'Listen' <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>Allows the player to use the Listen skill in outdoor areas such as forests,<BR>plains, etc.</pre></P>  <P> 
				<br><a name="Chopping"><B>Wood Chopping (Chopping)</B></a>
				<pre> <BR>Skill    : Wood Chopping <BR>Domain   : Gathering <BR>Available: Artisan Sailor Numerous Classes  <BR>Requires : A base constitution of at least 9.   <BR>Allows   : Master Wood Chopping, Quick Working I, Carpentry <BR>Allows   : Quick Worker I, Weaving, Speculating, Climb, Axe Proficiency <BR>Use Cost : Movement (5)  <BR>Quality  : Circumstantial <BR>Targets  : Items Creatures  <BR>Range    : Touch, or not applicable <BR>Commands : CHOP, CHOPPING <BR>Usage    : CHOP (BUNDLE [NUM]) [TARGET]) <BR>Example  : chop <BR>Example  : chop bundle 10 oak <BR>With this common skill, a player can find good trees, chop a few down, and the<BR>chop up the wood for carrying.  Trees for chopping are best found in forests.<BR>You can also bundle multiple resources together using this skill.  The GET<BR>command can be used to unbundle such resources.</pre></P>  <P> 
				<br><a name="Ranger_WoodlandCreep"><B>Woodland Creep (Ranger_WoodlandCreep)</B></a>
				<pre> <BR>Skill    : Woodland Creep <BR>Domain   : Stealthy <BR>Available: Ranger  <BR>Allows   : Stealthy I <BR>Use Cost : Mana (37) Movement (37)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : WCREEP <BR>Usage    : WCREEP <BR>Example  : wcreep <BR>The ranger creep slowly from bush to tree, remaining especially hard to spot. <BR>Doing this makes them invisible to any other creatures in the area.  The ranger<BR>must be in the wild for this skill to work.  You can use the VISIBLE command to<BR>make yourself visible again.</pre></P>  <P> 
				<br><a name="Ranger_Hide"><B>Woodland Hide (Ranger_Hide)</B></a>
				<pre> <BR>Skill    : Woodland Hide <BR>Domain   : Stealthy <BR>Available: Gaian Ranger SkyWatcher  <BR>Allows   : Camouflage, Stealthy I <BR>Use Cost : Mana (27) Movement (27)  <BR>Quality  : Sometimes Beneficial <BR>Targets  : Caster only <BR>Range    : Touch, or not applicable <BR>Commands : WHIDE <BR>Usage    : WHIDE <BR>Example  : whide <BR>The ranger attempts to creep behind a rock, or into a bush and remain perfectly<BR>still.  Doing this makes them invisible to any other creatures in the room. <BR>Making any moves or sounds will negate the hidden advantage.  The ranger must<BR>be in the wild for this skill to work.  You can use the VISIBLE command to make<BR>yourself visible again.</pre></P>  <P> 
				<br><a name="Ranger_WoodlandLore"><B>Woodland Lore (Ranger_WoodlandLore)</B></a>
				<pre> <BR>Skill    : Woodland Lore <BR>Domain   : Nature lore <BR>Available: Ranger  <BR>Allows   : Nature Lore I <BR>Invoked  : Automatic <BR>Usage    : automatic <BR>Example  :  <BR>So long as the Ranger is in the wild, he or she will have gain a advantage in<BR>attack, damage, and armor adjustements.</pre></P>  <P> 
				<br><a name="Ranger_Sneak"><B>Woodland Sneak (Ranger_Sneak)</B></a>
				<pre> <BR>Skill    : Woodland Sneak <BR>Domain   : Stealthy <BR>Available: Ranger SkyWatcher  <BR>Allows   : AutoSneak, Stealthy I <BR>Use Cost : Movement (60)  <BR>Quality  : Circumstantial <BR>Targets  :  <BR>Range    : Touch, or not applicable <BR>Commands : WSNEAK <BR>Usage    : WSNEAK [DIRECTION] <BR>Example  : wsneak e <BR>So long as the Ranger is in the wild, he or she can use this skill to attempt<BR>to sneak in the indicated direction. If successful, he or she will not be seen<BR>when entering the room.  Also, a sneak attempt automatically invokes a woodland<BR>hide attempt.   The success of a sneak attempt can depend on the level of the<BR>mobs in the room the ranger is trying to sneak into, and on the rangers stealth<BR>expertise.</pre></P>  <P> 
				<br><a name="Archon_Wrath"><B>Wrath (Archon_Wrath)</B></a>
				<pre> <BR>Skill    : Wrath <BR>Domain   : Archon <BR>Use Cost : Movement (50)  <BR>Quality  : Malicious <BR>Targets  : Creatures  <BR>Range    : Touch - Range 1 <BR>Commands : WRATH <BR>Usage    : WRATH [PLAYER NAME] (!) <BR>Example  : wrath gunther <BR>Example  : wrath gunther ! <BR>From anywhere on the map, the player with this skill can immediately knock<BR>another mob out of their shoes, depriving them of half of their hit points,<BR>mana, and movement in the process. If the "!" flag is added, an announcement of<BR>the wrath will also be made.</pre></P>  <P> 
				<br><a name="Skill_Write"><B>Write (Skill_Write)</B></a>
				<pre>Skill    : WRITE <BR>Usage    : WRITE [ITEM] ([TEXT TO WRITE]) <BR>Available: ALL <BR>Example  : write parchment From recall, go nseeseenwesee <BR>This skill allows one to write ordinary messages onto ordinary paper,<BR>parchments, and similar writing material.  The language the player will write<BR>in will depend on which language the player is currently SPEAKing. <BR> <BR>When writing on a journal, you need not specify any parameters when using this<BR>command.</pre></P> 
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