ALERTNESS=<ABILITY>\ Usage : ALERTNESS\n\r\ Example : alertness\n\r\ The thief uses his or her acute vision to notice details about rooms he \ might otherwise miss. The higher his alertness expertise, the more he \ will catch. AMPUTATE=AMPUTATION AMPUTATION=<ABILITY>\ Usage : AMPUTATE [TARGET NAME] [PART]\n\r\ Example : amputate orc arm\n\r\ This ability governs the careful removal of body parts as a punishment for \ crimes. The target is, amazingly, not harmed during the procedure, but merely \ loses the specified limb. The target must be lying on an operating table or bed, \ bound. ARMOR_TWEAKING=<ABILITY>\ Usage : TWEAK [ARMOR PIECE]\n\r\ Example : tweak leggings\n\r\ The fighter becomes familiar enough with his or her armor that he is able to \ properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece \ to get maximum benefit from it. The result is a 10% benefit bonus from the armor. \ The benefits of the tweaking last as long as the armor is worn by the same wearer. BEFRIEND=<ABILITY>\ Usage : BEFRIEND [TARGET NAME]\n\r\ Example : befriend vagabond\n\r\ This ability allows the bard to pick up new followers to join his or her adventures. \ The target must be a mobile npc mob, and must be the same racial category, and of \ a similar alignment. The bard suffers penalties for trying to befriend mobs of \ higher or lower levels, though only 10% higher levels are forbidden entirely. SET_DECOYS=SETDECOYS SETDECOYS=<ABILITY>\ Usage : SETDECOYS\n\r\ Example : setdecoys\n\r\ This skill sets a series of decoys that, during the heat of combat, will fool the \ thiefs opponents into thinking that he or she is actually where the decoy is. \ The victim is fooled into running towards the decoy until they realize their mistake. This \ has the effect of putting the victim at a distant range from the thief for a time. After \ the trap is set, the decoys will begin popping up every so often for a duration. ANALYZE_MARK=<ABILITY>\ Example : \n\r\ The thief, after marking a target for death (see the MARK skill), and \ "observing" the mark for awhile (15 ticks), gains great insight into \ the target. The thief will be able to see all vital information \ about the mark every time they examine the mark directly (LOOK). ANIMAL_FRENZY=<ABILITY>\ Example : \n\r\ All animal followers of the ranger gain amazing attack feats, and \ up to quadruple damage bonuses. AMBUSH=<ABILITY>\ Usage : AMBUSH\n\r\ Example : ambush\n\r\ The thief directs the movements of his or her group members, positioning \ them so that they are in a hidden state, ready for an ambush. APPRAISE=<ABILITY>\ Usage : APPRAISE [ITEM NAME] \n\r\ Example : appraise sword\n\r\ The thief carefully examines the item, determining (perhaps even successfully), the items material, \ weight, size (for armor), and base gold value. ARREST=SKILL_ARREST SKILL_ARREST=<ABILITY>\ Usage : ARREST [TARGET NAME] \n\r\ Example : arrest orc\n\r\ This powerful skill allows the player to automagically knock out the target, \ and instantly handcuff them for travel to the local judge for trial. The \ Collect Bounty skill is required to turn the prisoner over to the judge. \ Otherwise, your own recoarse is to turn the prisoner over to a cityguard. ARSON=ARSONRY ARSONRY=<ABILITY>\ Usage : ARSONRY [TARGET ITEM]/[DIRECTION]\n\r\ Example : arsonry pile of wood\n\r\ Example : arsonry east\n\r\ If the thief is holding a torch or something else usable to spread fire, he \ may quickly light an available item, or a random item in an adjacent room \ using this skill. ASSASSINATE=<ABILITY>\ Usage : ASSASSINATE ([TARGET NAME]) \n\r\ Example : \n\r\ The thief begins to track their mark for assassination. When the track is \ complete, the thief will automatically attack. If the thief is hidden, then \ the attack will be as a backstab. Non-players with this skill will accept \ a parameter of a name, and will sneak into the room with the target. \ Players with the Mark skill, however, must Mark the target first. AVOID_TRAPS=<ABILITY>\ Example : \n\r\ The player gains the ability to skirt, dodge, withstand, avoid, and \ otherwise survive traps which he may trigger or be fixing to trigger. AUTO_CALTROPS=AUTOCALTROPS AUTOCALTROPS=<ABILITY>\ Usage : AUTOCALTROPS\n\r\ Example : \n\r\ The thief quickly prepares a handful of caltrops and drops them into \ every room he or she enters automatically. AUTO_SNEAK=AUTOSNEAK AUTOSNEAK=<ABILITY>\ Usage : AUTOSNEAK\n\r\ Example : \n\r\ The thief begins using his or her sneaking skill every time they move. \ By turning this on, the thief uses half their normal movement cost \ for sneaking. Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can \ depend on the level of the mobs in the room the thief \ is trying to sneak into, and on the thiefs stealth \ expertise. BACKSTAB=BACK_STAB BS=BACK_STAB BACK_STAB=<ABILITY>\ Usage : BACKSTAB [TARGET NAME] \n\r\ Example : backstab orc\n\r\ Shorts : BS\n\r\ If the thief is hidden, or otherwise invisible to the target, \ this ability will allow him or her to deal a massive one-time attack to them. BASH=SHIELD_BASH SHIELD_BASH=<ABILITY>\ Usage : BASH [TARGET NAME] \n\r\ Example : bash orc\n\r\ The fighter uses their shield as a weapon, delivering an \ otherwise additional blow to the target in combat. ARRESTING_SAP=SKILL_ARRESTINGSAP ARRESTINGSAP=SKILL_ARRESTINGSAP SKILL_ARRESTINGSAP=<ABILITY>\ Usage : ASAP [TARGET NAME] \n\r\ Example : asap orc\n\r\ If the target has warrants out in the area, this skill will knock them out and \ cuff them for transport to the judge for trial. The Collect Bounty skill is \ required to turn the prisoner over to the judge. Otherwise, your own recoarse \ is to turn the prisoner over to a cityguard. BACKHAND=BACK_HAND BACK_HAND=<ABILITY>\ Example : \n\r\ So long as the Monk is unarmed, he or she has this ability to \ deliver an extra attack per round using a swift, closed fist. \ This attack is only delivered to a combatant which the monk \ is not currently targeting, but with whom the monk is in melee \ combat all the same. BEHEADING=BEHEAD BEHEAD=<ABILITY>\ Usage : BEHEAD [TARGET NAME]\n\r\ Example : behead orc\n\r\ This skill is an execution skill whereby the fighter rears back and beheads \ a target which has been bound and is lying prone. The target \ must be wanted for a crime in the area for this skill to work. BIND=<ABILITY>\ Usage : BIND [TARGET NAME] \n\r\ Example : bind orc\n\r\ The thief uses ropes to bind the target, making them unable to move. \ The target must be completely incapacitated (asleep) for the binding \ to work. The bound creature can break free eventually, but the skill \ of the binding improves with the level of the thief. DRUID_BITE=BITE BITE=<ABILITY>\ Usage : BITE [TARGET NAME] \n\r\ Example : bite orc\n\r\ While in his or her animal form (see ShapeShift), the Druid gains the \ ability to deliver an especially powerful and piercing bite of damage. BLOWS=ROLL_WITH_BLOWS ROLL_WITH_BLOWS=<ABILITY>\ Example : \n\r\ While in combat, this skill trims off some of the damage \ from normal melee hits. BELLYROLLING=BELLY_ROLLING BELLY_ROLLING=<ABILITY>\ During combat, the fighter gains the ability to dodge attacks while \ sitting or on the floor. BERZERK=<ABILITY>\ Usage : BERZERK\n\r\ Example : berzerk\n\r\ Allows the fighter to gain some temporary bonus hit points, \ bonus attack points, and bonus damage, at the expense of a \ slightly lower armor score. BLIND_FIGHTING=<ABILITY>\ Example : \n\r\ Negates the affects of not being able to see your opponent \ during combat. BODYTOSS=BODY_TOSS BODY_TOSS=<ABILITY>\ Usage : BODYTOSS [TARGET NAME]\n\r\ Example : bodytoss orc\n\r\ The fighter picks up the target and tosses them away from himself, doing \ a bit of damage and putting them out of range. BREAK=WEAPON_BREAK WEAPON_BREAK=<ABILITY>\ Usage : BREAK [TARGET NAME]\n\r\ Example : break orc\n\r\ The fighter will attempt the difficult maneuver of breaking \ the weapon of the target. BREAKUP=BREAKUP_FIGHT BREAKUP_FIGHT=<ABILITY>\ Usage : BREAKUP [TARGET NAME] \n\r\ Example : breakup bob\n\r\ If the Paladin is not fighting, he or she may use this skill to \ break up a fight between any two other creatures or players. BRIBE=<ABILITY>\ Usage : BRIBE [TARGET NAME] [COMMAND]\n\r\ Example : bribe orc sleep\n\r\ The thief will attempt to use money to get a target to do \ something for him or her. BUFFOONERY=<ABILITY>\ Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]\n\r\ Example : buffoonery orc banana\n\r\ This strange skill allows the player to swap out an existing worn or wielded \ item on the target with one of his or her own. The item must not be an effective \ weapon or piece of armor for the skill to work effectively. This powerful skill \ overcomes curses and other inhibitions by the amazing power of silliness. BULLRUSH=<ABILITY>\ Usage : BULLRUSH [TARGET NAME] [DIRECTION]\n\r\ Example : bullrush orc east\n\r\ The fighter takes a strong charge at the target, and runs them into \ the next room or area in one mighty heroic move. CAGE=<ABILITY>\ Usage : CAGE [TARGET NAME] [CAGE ITEM]\n\r\ Example : cage rabbit wagon\n\r\ The thief will attempt to get a sleeping or otherwise bound \ or subdued animal into a cage for safe keeping. CALLEDSTRIKE=CALLED_STRIKE CALLED_STRIKE=<ABILITY>\ Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]\n\r\ Example : calledstrike left arm\n\r\ Example : calledstrike orc left arm\n\r\ The player calls out a body part on the target to destroy. If the \ player manages to take more than 10% of the targets hit points on the next \ hit, the body part will be removed. Requires the use of a slashing melee \ weapon. CALLEDSHOT=CALLED_SHOT CALLED_SHOT=<ABILITY>\ Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]\n\r\ Example : calledshot left arm\n\r\ Example : calledshot orc left arm\n\r\ The player calls out a body part on the target to destroy. If the \ player manages to take more than 10% of the targets hit points on the next \ hit, the body part will be removed. Requires the use of a ranged or thrown \ weapon. CALLMOUNT=CALL_MOUNT CALL_MOUNT=<ABILITY>\ Usage : CALLMOUNT\n\r\ Example : callmount\n\r\ Allows the Paladin to call upon a white steed which can bear him from place to place. CALTROPS=THIEF_CALTROPS THIEF_CALTROPS=<ABILITY>\ Usage : CALTROPS\n\r\ Example : caltrops\n\r\ The thief drops numerous small metal spikes on the ground around him or her. \ While the thief will be able to avoid them, anyone entering, leaving, \ advancing, or retreating from the room will be damaged by them. DAZZLINGCALTROPS=THIEF_DAZZLINGCALTROPS THIEF_DAZZLINGCALTROPS=<ABILITY>\ Usage : DAZZLING CALTROPS\n\r\ Example : dazzlingcaltrops\n\r\ The thief drops numerous small shiny colorful metal objects on the ground around him or her. \ While the thief will be able to avoid them, anyone entering, leaving, \ advancing, or retreating from the room will be have have to avoid meeting their dazzling \ gaze or else risk losing mana from doing so. DISABLINGCALTROPS=THIEF_DISABLINGCALTROPS THIEF_DISABLINGCALTROPS=<ABILITY>\ Usage : DISABLING CALTROPS\n\r\ Example : disablingcaltrops\n\r\ The thief drops numerous small metal hooked spikes on the ground around him or her. \ While the thief will be able to avoid them, anyone entering, leaving, \ advancing, or retreating from the room will be have their feet caught on them, \ disabling movement. THIEF_CAREFULSTEP=CAREFUL_STEP CARESTEP=CAREFUL_STEP CAREFULSTEP=CAREFUL_STEP CAREFUL_STEP=<ABILITY>\ Usage : CARESTEP [DIRECTION]\n\r\ Example : carestep east\n\r\ The thief moves slowly, watching every single footfall with utter care. This \ has the effect of helping to prevent certain traps from springing, as well as \ preventing one from falling off a tightrope or narrow bridge. CAST=\ Skill : CAST\n\r\ Usage : CAST [SPELL NAME] [TARGET NAME]\n\r\ Example : cast sleep orc\n\r\ Short(s) : CA\n\r\ Mages, Rangers, and at later levels, Thiefs and Bards \ can invoke their magical abilities using the cast \ command. Some spells require that you direct the \ spell at a target, while others only apply to the \ caster. For help on a particular spell, enter help \ and then the name of the spell. CHANT=\ Skill : CHANT\n\r\ Usage : CHANT [CHANT NAME] [TARGET NAME]\n\r\ Example : chant "shape change"\n\r\ Short(s) : CH\n\r\ Druids can invoke their magical abilities using the \ chant command. Some chants require that you direct the \ magic at a target, while others only apply to the \ druid. For help on a particular chant, enter help \ and then the name of the chant. CHIRGURY=SKILL_CHIRGURY SKILL_CHIRGURY=<ABILITY>\ Usage : CHIRGURY [BODY PART] [TARGET NAME]\n\r\ Example : chirgury heart corpse\n\r\ The player is able to remove body parts from the dead, blood \ from the living or the dead, or an unborn fetus from the living. CLEAVE=<ABILITY>\ Example : \n\r\ This skill allows a fighter who is in combat against more than one opponent to take an \ extra attack against the next opponent on the same round in which the first opponent is \ killed. CLIMB=<ABILITY>\ Usage : CLIMB [DIRECTION]\n\r\ Example : climb up\n\r\ In some places, one may be able (or required) to climb up \ or down a surface in order to get there safely. Without \ using this skill, someone attempting the climb such a \ surface is certain to fall. BOUNTY=SKILL_COLLECTBOUNTY COLLECT_BOUNTY=SKILL_COLLECTBOUNTY COLLECTBOUNTY=SKILL_COLLECTBOUNTY SKILL_COLLECTBOUNTY=<ABILITY>\ Usage : COLLECTBOUNTY [TARGET NAME]\n\r\ Example : collectbounty orc\n\r\ If the player is able to bring a legitimately wanted criminal \ up before a judge in the same area, the judge will pay the player \ a bounty on the criminal and bring in an authorized cityguard to \ complete the trial. COMPREHEND=THIEF_COMPREHENSION LINGUISTIC_COMPREHENSION=THIEF_COMPREHENSION THIEF_COMPREHENSION=<ABILITY>\ Usage : COMPREHEND\n\r\ Example : comprehend\n\r\ This skill will cause the thief to begin listening intensely to what \ is being said around him in other languages, so that he or she may understand it. \ Depending upon proficiency, from a few seconds to a few minutes after each \ statement, the thief will understand. CON=<ABILITY>\ Usage : CON [TARGET NAME] [COMMAND]\n\r\ Example : con orc sleep\n\r\ The thief will attempt to use trickery, and flattery to get a character to do \ something for him or her. That something may be any \ command except "follow". ICONCEAL=CONCEAL_ITEM ITEMCONCEAL=CONCEAL_ITEM CONCEAL_ITEM=<ABILITY>\ Usage : ITEMCONCEAL [TARGET NAME]\n\r\ Example : itemconceal chest\n\r\ The thief is able to hide an item of moderate size. The size of the item he is \ able to hide is affected by level and stealth expertise. The item remains \ hidden until picked up. DCONCEAL=CONCEAL_DOOR DOORCONCEAL=CONCEAL_DOOR CONCEAL_DOOR=<ABILITY>\ Usage : DOORCONCEAL [EXIT NAME]\n\r\ Example : doorconceal east\n\r\ The thief is able to hide a door or gate. The level of the door he is \ able to hide is affected by level and stealth expertise. The door remains \ hidden until opened. WCONCEAL=CONCEAL_WALKWAY WALKWAYCONCEAL=CONCEAL_WALKWAY CONCEAL_WALKWAY=<ABILITY>\ Usage : WALKWAYCONCEAL [EXIT NAME]\n\r\ Example : walkway east\n\r\ The thief is able to hide a walkway to or within a building. The level of the walkway he is \ able to hide is affected by level and stealth expertise. CONTROL=CONTROL_UNDEAD CONTROL_UNDEAD=<ABILITY>\ Usage : CONTROL [TARGET NAME] \n\r\ Example : control skeleton\n\r\ The evil or neutral priest attempts to frighten the heck out of an undead creature. \ Depending upon the level of the priest versus the level of the \ creature, the effect of the skill may be to either cause it to become \ submissive for a time, or come completely under the clerics control. CONDUCT=CONDUCT_SYMPHONY CONDUCTSYMPHONY=CONDUCT_SYMPHONY CONDUCT_SYMPHONY=<ABILITY>\ Usage : CONDUCT\n\r\ Example : conduct\n\r\ This powerful bard skill allows the bard to conduct their group as if it \ were a symphony. If the bards group all have instruments, and all are \ prepared to play them, then using this skill will grant them all the \ ability to play the magical "symphony" as per the bard song. CONVERT=<ABILITY>\ Usage : CONVERT [PLAYER NAME/DEITY NAME]\n\r\ Example : convert bob\n\r\ Example : convert odin\n\r\ This skill allows Clerics to convert themselves or others \ to the worship of specific deities. If a player is specified, \ the target player must not be worshiping another deity at the \ time, which means that to change deities, the player must first \ REBUKE their current deity. If an npc mob is specified, then \ a failed conversion will be followed by a 30 minute period of doubt where \ the npc may not be converted by anyone. That is then followed by another \ 30 minute period where the mob will be susceptable to conversion. A \ converted npc mob will remain so for a period of time, but any religious services\ in the area attended by the mob will extend the period.\n\r\ \n\r\ A deity may be also be specified \ as a parameter, allowing the cleric to convert themselves to the \ worship of a deity. Use the DEITIES command to list available deities. \ See also the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS for more information. CONTRACTHIT=CONTRACT_HIT CONTRACT_HIT=<ABILITY>\ Usage : CONTRACTHIT [TARGET NAME]\n\r\ Example : contracthit orc\n\r\ By spending an appropriate amount of money, the player can put \ a 'hit' out on the target. The target will, after some time, \ be assaulted by 3-6 assassins of appropriate level. The \ assassins will persist until their job is done, or are all \ killed. They will track the target if necessary. COUP=COUP_DE_GRACE COUPDEGRACE=COUP_DE_GRACE COUP_DE_GRACE=<ABILITY>\ Usage : COUP [TARGET NAME] \n\r\ Example : coup orc\n\r\ The fighter attempts to deliver a final fatal blow to the \ target which is very injured, below 25% of their hit points \ and completely prone (lying down). THIEF_COUNTERTRACKING=COUNTER-TRACKING COUNTERTRACKING=COUNTER-TRACKING COUNTER_TRACKING=COUNTER-TRACKING COUNTER-TRACKING=<ABILITY>\ Example : \n\r\ proficiency in this skills negates mundane tracking skill use \ against the target, such as the tracking done by rangers and \ assassins. COVER_DEFENCE=<ABILITY>\ Example : \n\r\ During combat, the fighter will keep an eye out for defensive \ cover positions to take against missile weapons. When the moment \ is right, the fighter may take cover behind these positions, \ negating the missile attack. CRAFT_HOLY_AVENGER=<ABILITY>\ Usage : CRAFTHOLY\n\r\ Example : \n\r\ Allows the Paladin with Weaponsmithing to craft a powerful \ +5 weapon. Attack and damage are based on the Paladin's level. CRITICAL_STRIKE=<ABILITY>\ Example : \n\r\ Gives the fighter a bonus to all damage during combat when \ using a weapon in melee combat. CRITICAL_SHOT=<ABILITY>\ Example : \n\r\ Gives the fighter a bonus to all damage during combat when \ firing or throwing a ranged weapon in combat. ALL_DEFENCE=PALADIN_DEFEND DEFENCE=PALADIN_DEFEND PALADIN_DEFEND=<ABILITY>\ Usage : DEFENCE\n\r\ Example : defence\n\r\ During combat, the Paladin can use this skill to stop attacking in favor of an all-out defensive \ posture. Should the Paladin go two full rounds without being hit, the battle will end peacefully. GRAFFITI=THIEF_GRAFFITI GRAFFITI=<ABILITY>\ Usage : GRAFFITI [MESSAGE]\n\r\ Example : graffiti kilroy was here\n\r\ This skill allows the thief to put graffiti on walls and on city streets. Others \ must READ the graffiti to see it, as it will not be obvious. DETRAP=REMOVE_TRAPS REMOVE_TRAPS=<ABILITY>\ Usage : DETRAP [ITEM, DIRECTION]\n\r\ Example : detrap east\n\r\ Example : detrap chest\n\r\ If an item is trapped, the thief can attempt to disable \ or safely trigger the trap, rendering it ineffective until \ it resets. AUTODETECTTRAPS=<ABILITY>\ Usage : AUTODETECTTRAPS\n\r\ Example : autodetecttraps\n\r\ The thief concentrates on scanning all exits and obvious items \ in a room for signs of traps whenever entering a room. AUTOMARKTRAPS=<ABILITY>\ Usage : AUTOMARKTRAPS\n\r\ Example : automarktraps\n\r\ The thief concentrates on scanning all exits and obvious items \ in a room for signs of traps whenever entering a room. When \ one is spotted, the thief places the mark upon it so others \ will know their peril. CHECK=DETECT_TRAPS DETECT_TRAPS=<ABILITY>\ Usage : CHECK\n\r\ Example : check east\n\r\ Example : check chest\n\r\ The thief can take a careful look at an item, container, \ or door to see if it is trapped. IDTRAP=IDENTIFY_TRAPS IDENTIFYTRAPS=IDENTIFY_TRAPS IDENTIFY_TRAPS=<ABILITY>\ Usage : IDENTIFYTRAPS\n\r\ Example : identifytraps east\n\r\ Example : identifytraps chest\n\r\ The thief can take a careful look at an item, container, \ or door to see if it is trapped, and then identify its \ type and quality level. DEATHTRAP=DEATH_TRAP DEATH_TRAP=<ABILITY>\ Usage : DEATHTRAP\n\r\ Example : deathtrap\n\r\ With 100 pounds of metal on the ground, the thief may construct \ a most horrible and astounding trap. Anyone entering the room \ with the trap will be killed most horribly. DIRT=<ABILITY>\ Usage : DIRT [TARGET NAME] \n\r\ Example : bash orc\n\r\ The fighter attempts to kick dirt into the eyes of the target, making them temporarily blind. DISARM=<ABILITY>\ Usage : DISARM [TARGET NAME] \n\r\ Example : disarm orc\n\r\ The fighter attempts use his or her weapon to disarm the target, hurling \ their weapon onto the floor and out of reach. DISEASE_IMMUNITY=<ABILITY>\ Example : \n\r\ As the Paladin's proficiency grows, he or she becomes more and more immune to diseases and \ disease like spell affects. MARKDISGUISE=MARK_DISGUISE MARK_DISGUISE=<ABILITY>\ Usage : MARKDISGUISE (!)\n\r\ Example : markdisguise\n\r\ Example : markdisguise !\n\r\ This powerful ability allows the bard to disguise him or herself to be \ identical to his or her mark. The bard must first mark a target using \ the Mark skill. After that, the bard must observe the mark from a hidden \ position for an amount of time. After sufficient time, the bard may use \ this skill to take on the apperance of the mark through disguise. Entering \ the command word again will remove the disguise. The optional ! parameter \ may be given for the bard to disguise him or herself as the same person they \ did before, regardless of whether they are presently marked. DISGUISE=<ABILITY>\ Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]\n\r\ Example : disguise race orc\n\r\ Example : disguise class thief\n\r\ Example : disguise height 1000\n\r\ This powerful ability allows the bard to disguise his or her \ appearance in numerous ways. The disguise command, without any \ arguments, will list the attributes which may be changed. Once \ a disguise has been put on, entering disguise again without any \ arguments will remove the disguise. DISTRACT=<ABILITY>\ Usage : DISTRACT [TARGET NAME] \n\r\ Example : distract orc\n\r\ The fighter forfeits his or her attacks in order to spend time \ distracting the target. While distracted, the targets attack and \ defence skills are greatly reduced. DODGE=<ABILITY>\ Example : dodge\n\r\ During combat, the character begins to dance around on their feet, \ making them harder to hit in combat. PASS=DRUIDIC_PASS DRUIDIC_PASS=<ABILITY>\ Usage : PASS [DIRECTION]\n\r\ Example : pass east\n\r\ This skill allows the druid to move silently and almost invisibly from place to place \ while traveling in the outdoors. Moreover, this skill allows the Druid to pass into \ locked dwellings, if those dwellings are located in the druids domain. PACKCALL=PACK_CALL DRUID_PACKCALL=PACK_CALL PACK_CALL=<ABILITY>\ Usage : PACKCALL\n\r\ Example : packcall\n\r\ This powerful skill allows the druid, while in their animal form, \ to call on the aid of like animals during combat. The combat aid \ will always arrive in the form of animals one-step below the druids \ current animal form, and always in numbers reflective of their level \ and skill, as well as reflective of the druids leadership abilities. \ These animals are able to rescue the druid from his or her enemies \ on command. To do this, the druid needs only to order them to 'rescue'. \ Like many druid abilities, the druid must be out in the wild for this \ skill to work. DUALPARRY=DUAL_PARRY DUAL_PARRY=<ABILITY>\ Example : \n\r\ For players wielding two weapons, this skill allows the fighter to have \ an extra parry attempt using the off-hand weapon during combat. A \ successful parry effectively cancels the attack. EMBEZZLE=<ABILITY>\ Usage : EMBEZZLE [BANKER NAME]\n\r\ Example : embezzle bob\n\r\ The thief attempts to embezzle at least 2% of the value of a random \ bank account into his own account with the same bank. If successful, \ the banker will notice that something has happened, and will watch \ their books closely for the coming month. ENDURANCE=<ABILITY>\ Example : \n\r\ Allows the fighter to recover hit points, mana, and movement \ more quickly when not in combat. ENSLAVE=<ABILITY>\ Usage : ENSLAVE [TARGET NAME]\n\r\ Example : enslave orc\n\r\ This skill allows the player to break down an intelligent mob and enslave them. \ Once enslaved, a mob can be sold to slave traders, brought to the players \ clan homes or personal homes to remain as permanent residents, ORDERed as \ vassals of the owner, and, of course, command them to perform tasks. Tasks \ for the slave to perform must be directed to the slave with the SAY command, \ and must begin with the words "I command you to" or "I order you to". The \ slave will then wander around as in a GEAS trying to perform the task. The \ slave can be released from the task by saying "cancel" to them. Slaves are \ different from pets in that they require food and drink to survive. If given \ the food and water, they will eat and drink as necessary from what they have \ been given. Slaves eventually lose loyalty as well. If they starve, or if \ they take damage for any reason, their loyalty will decrease, making them \ more and more likely to leave their masters homes, or attack their masters. SLAVE=A slave is an intelligent mob broken down and sold to a liege master. \ Once enslaved, a mob can be sold to slave traders with the Slave Trading skill, \ brought to the players \ clan homes or personal homes to remain as permanent residents, ORDERed as \ vassals of the owner, and, of course, command them to perform tasks. Tasks \ for the slave to perform must be directed to the slave with the SAY command, \ and must begin with the words "I command you to" or "I order you to". The \ slave will then wander around as in a GEAS trying to perform the task. The \ slave can be released from the task by saying "cancel" to them. Slaves are \ different from pets in that they require food and drink to survive. If given \ the food and water, they will eat and drink as necessary from what they have \ been given. Slaves eventually lose loyalty as well. If they starve, or if \ they take damage for any reason, their loyalty will decrease, making them \ more and more likely to leave their masters homes, or attack their masters. ESCAPE=ESCAPE_BONDS ESCAPEBONDS=ESCAPE_BONDS ESCAPE_BONDS=<ABILITY>\ Usage : ESCAPEBONDS\n\r\ Example : escapebonds\n\r\ The player wriggles and pulls to escape from bonds holding him or her. \ This skill can be used to more quickly become released from ropes, \ webs, nets, and other bindings. FALSEARREST=FALSE_ARREST FALSE_ARREST=<ABILITY>\ Usage : FALSEARREST [CRIMINAL NAME]\n\r\ Example : falsearrest joe\n\r\ This skill allows the player to act as a bounty hunter or arresting \ officer for any area which enforces law. The target must be a player wanted \ for some crime in some area. The arresting player or the target player need \ not be in that area to use this skill. However, unless both players are \ allowed by the mud rules to attack each other, certain aspects (such as \ hand-cuffing or subdueing) will fizzle out when the arresting player attempts \ them. FAVORED_ENEMY_1=FAVORED_ENEMY FAVORED_ENEMY_2=FAVORED_ENEMY FAVORED_ENEMY_3=FAVORED_ENEMY FAVORED_ENEMY_4=FAVORED_ENEMY RANGER_ENEMY1=FAVORED_ENEMY RANGER_ENEMY2=FAVORED_ENEMY RANGER_ENEMY3=FAVORED_ENEMY RANGER_ENEMY4=FAVORED_ENEMY RANGER_ENEMY5=FAVORED_ENEMY FAVORED_ENEMY=<ABILITY>\ Example : \n\r\ As the Ranger gains knowledge of the creatures of the realm, \ he or she will gain a specific hatred and thus, an attack \ and damage bonus advantage against those creatures. FINDWATER=FIND_WATER FIND_WATER=<ABILITY>\ Usage : FINDWATER\n\r\ Example : findwater\n\r\ The ranger attempts to find a trail leading from where \ he or she is at present, to the location of a water source \ (not necessarily the closest)! When walking around, \ the Ranger will become aware of which direction seems \ best. FEINT=<ABILITY>\ Usage : FEINT\n\r\ Example : feint\n\r\ During combat, the player feints a attack in order to put his or her \ opponent off balance. The next attack then will have a much better \ chance of hitting. The feinting skill of the player increases with \ level. FIREBREATHING=FIRE_BREATHING FIRE_BREATHING=<ABILITY>\ Usage : FIREBREATHE [TARGET NAME]\n\r\ Example : firebreathe orc\n\r\ If the player has a torch, or other burning object in his or her hands, \ they can use it to breathe fire at a target. FORGE=FORGERY FORGERY=<ABILITY>\ Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]\n\r\ Example : forge Midgaard#3001 parchment\n\r\ Example : forge "wish" scrollpaper\n\r\ Example : forge "an Archon's Note" parchment\n\r\ The thief gains the ability to forge title's to land, spells onto \ scrolls (or at least in seeming), or payment notes. While \ shopkeepers will not be fooled by these documents, other \ players may well be. FLANK=THIEF_FLANK THIEF_FLANK=<ABILITY>\ Usage : FLANK\n\r\ Example : flank\n\r\ This skill allows the thief to deliver a more accurate \ attack and extra damage when flanking his or her opponent \ in combat. The thief can only slip around into a \ flanking position if their opponent is targeting someone \ else. FLAY=THIEF_FLAY THIEF_FLAY=<ABILITY>\ Example : FLAY Orc\n\r\ The player with this skill is able to use a flailing leather weapon to so harm \ the target that it makes the wearing of equipment on the back or torso impossible \ for the duration. The target must not be wearing anything on the torso or back \ for the skill to work. They must also be bound or prone. FRAGMENTATION=<ABILITY>\ This awesome skill allows thrown items to be hurled with SUCH force, \ that they do TRIPLE their normal damage (depending upon proficiency). \ The downside is, however, that the weapon is destroyed on impact as the \ weapon fragments and splinters into the victim. DESERT_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in deserts. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. FOREST_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in forests. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. HILLS_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in hilly areas. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. JUNGLE_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in jungles. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. MOUNTAIN_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in the mountains. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. PLAINS_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting on the plains. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. SWAMP_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in swamps. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. FIELD_TACTICS=<ABILITY>\ This skill gives the fighter an edge in attack, defence, and damage \ when fighting in the proper area type for the skill. The fighter \ can also hide themselves simply by sitting down on the ground and \ staying still for a few mins. FRAME_MARK=<ABILITY>\ Usage : FRAME\n\r\ Example : frame\n\r\ This awesome skill allows the thief to effective place the \ blame for one crime he or she might have committed in the \ current area on their mark. It requires 1000 gold per level \ of the mark to accomplish this. HAGGLE=<ABILITY>\ Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])\n\r\ Example : haggle buy sword\n\r\ Example : haggle sell sword\n\r\ This skill allows the user to get better rates on buying and \ selling items by haggling with the shopkeeper over the price. HALF_ATTACK=<ABILITY>\ Example : \n\r\ Allows the affected character to deliver a second attack during \ every other combat round. HANDCUFF=SKILL_HANDCUFF CUFF=SKILL_HANDCUFF SKILL_HANDCUFF=\ Usage : HANDCUFF [TARGET NAME] \n\r\ Example : cuff orc\n\r\ Allows the player to bind another mob that is sitting or lying down, and force them \ to follow them around. This skill also makes the prisoner temporarily not-assist \ in combat. This skill can only be used if the target has a warrant out for their \ arrest. See Arresting Sap for more information. HANDS=HEALING_HANDS HEALING_HANDS=<ABILITY>\ Usage : HANDS [TARGET NAME]\n\r\ Example : hands orc\n\r\ The Paladin becomes a vessel for the healing power of his \ or her god. HEROISM=<ABILITY>\ Example : \n\r\ As the power and noteriety of the fighter grows, his or her \ ability to resist certain demeaning blows (such as Coup De \ Graces, kicks, whomps, bashes, dirt kicks, trips, etc..) \ grows. HIDE=<ABILITY>\ Usage : HIDE \n\r\ Example : hide\n\r\ The thief attempts to creep into some shadowy corner \ and remain perfectly still. Doing this makes them invisible \ to any other creatures in the room. Making any moves or sounds \ will negate the hidden advantage. \ The quality of the hide against other players depends in part on \ the thieves stealth expertise. \ The thief can use the VISIBLE command to make themself visible again. HIDE_IN_PLAIN_SIGHT=<ABILITY>\ Usage : HIDEINPLAINSIGHT\n\r\ Example : hips\n\r\ The thief has become so adept at quick small movements, that he can \ do almost anything without being directly noticed. Almost any quiet \ movement, such as getting or dropping items, wearing or removing items, \ or manipulating inventory, \ will be totally unnoticable by other players. Even normally noisy actions \ will be done so that people aren't really sure who did it. Direct speaking \ or giving is unaffected, however. OTHERHIDE=HIDE_OTHER HIDE_OTHER=<ABILITY>\ Usage : OTHERHIDE [TARGET] \n\r\ Example : otherhide bob\n\r\ The thief attempts to hide a group member in some shadowy corner \ and directs them to remain perfectly still. Doing this makes the target invisible \ to any other creatures in the room. If the target makes any moves or sounds, it \ will negate the hidden advantage. \ The quality of the hide will depend in part on the thieves stealth expertise. \ The VISIBLE command can be used to revoke this affect. MARKSPY=MARKER_SPYING MARKERSPYING=MARKER_SPYING MARKER_SPYING=<ABILITY>\ Usage : MARKER SPYING [TARGET] \n\r\ Example : markerspying\n\r\ The thief has become adept at rummaging through the papers of \ his marks. Until this skill is disengaged, he will remember \ those parts of the papers of those he Marks that the marks \ themselves read, regardless of where they are in the world. \n\r\ \n\r\ This skill is identical to SPYING, but does not require that \ the thief and the one spyed on be in the same room, and it \ only works on those the thief has MARKed. The skill \ automatically transfers from Mark to Mark indefinitely, or \ until disengaged. SPYING=<ABILITY>\ Usage : SPYING [TARGET] \n\r\ Example : spy bob\n\r\ The thief, by lip reading and discrete over-the-shoulder glaces, is able \ to read anything the target reads while they are both in the same room. \ The thief must remain unnoticed by the target. Otherwise, this skill \ lasts indefinitely once the thief has figured out how to spy on the target. \ The level of player the thief can spy on depends on part on stealth expertise. EVESDROP=<ABILITY>\ Usage : EVESDROP [TARGET] \n\r\ Example : evesdrop bob\n\r\ The thief atunes his hearing so well that he can hear TELL messages to the \ target, so long as he remains in the same room as the target and remains \ unnoticed by the target. The level of the player the thief can evesdrop on, \ and the duration of the evesdropping will depend on alertness expertise. ESPIONAGE=<ABILITY>\ Usage : ESPIONAGE [TARGET] \n\r\ Example : espionage bob\n\r\ The thief uses the target to spy on the targets clan communications. Any \ talk on the targets clan-only or clan-ally channels will also be heard by the thief, \ so long as the thief is in the same room, and remains unnoticed by the target. \ The level of the player that can be used by the thief for espionage will depend on \ the thiefs level and on stealth expertise. HIGH_MARKS=THIEF_HIGHMARKS THIEF_HIGHMARKS=<ABILITY>\ Example : \n\r\ proficiency in this skill allows the thief to Mark higher level \ persons and creatures. IDENTIFYPOISON=IDENTIFY_POISON IDPOISON=IDENTIFYPOISON IDENTIFY_POISON=<ABILITY>\ Usage : IDPOISON [ITEM NAME] \n\r\ Example : idpoison orc\n\r\ This skill allows the player to sniff and taste a potentially \ poisoned item (like a drink, or a sword) and tell what kind of \ poison (if any) is on the item. IMPROVED_HIDING=THIEF_IMPROVEDHIDING THIEF_IMPROVEDHIDING=<ABILITY>\ Example : \n\r\ The thief has become so adept at remaining hidden that he or she \ is able to speak and make other noises while remaining hidden. IMPROVED_DISTRACTION=THIEF_IMPROVEDDISTRACTION THIEF_IMPROVEDDISTRACTION=<ABILITY>\ Example : \n\r\ proficiency in this skill allows the thief to distract higher and \ higher level opponents. IMPROVED_PEEK=THIEF_IMPROVEDPEEK THIEF_IMPROVEDPEEK=<ABILITY>\ Example : \n\r\ proficiency in this skill allows the thief to peek into the inventories \ of higher level persons and creatures. FIGHTER_IMPROVEDSHIELDDEFENCE=IMPROVED_SHIELD_DEFENCE IMPROVEDSHIELDDEFENCE=IMPROVED_SHIELD_DEFENCE IMPROVED_SHIELD_DEFENCE=<ABILITY>\ Example : \n\r\ As the fighter gains proficiency with shield use, he becomes better able \ to use a shield to enhance his armor. FIGHTER_IMPROVEDTHROWING=IMPROVED_THROWING IMPROVEDTHROWING=IMPROVED_THROWING IMPROVED_THROWING=<ABILITY>\ As the fighter gains proficiency in this skill, he or she hits more accurately \ with thrown weapons, and does up to double damage. IMPROVED_SWIPE=THIEF_IMPROVEDSWIPE THIEF_IMPROVEDSWIPE=<ABILITY>\ Example : \n\r\ proficiency in this skill allows the thief to swipe the gold \ of higher level persons and creatures. IMPROVED_STEAL=THIEF_IMPROVEDSTEAL THIEF_IMPROVEDSTEAL=<ABILITY>\ Example : \n\r\ Proficiency in this skill allows the thief to steal from the inventories \ of higher level persons and creatures. See help on STEAL. IDENTIFY_BOMBS=THIEF_IDENTIFYBOMBS THIEF_IDENTIFYBOMBS=<ABILITY>\ Example : \n\r\ The thief can sense bombs just by looking at them, or looking at those who might \ be bearing them. IBASH=INSTRUMENT_BASH INSTRUMENTBASH=INSTRUMENT_BASH INSTRUMENT_BASH=<ABILITY>\ Usage : IBASH [TARGET NAME] \n\r\ Example : ibash orc\n\r\ The bard uses their instrument as a weapon, delivering an \ otherwise additional blow to the target in combat. INVISIBILITY_TO_MARK=THIEF_MARKINVISIBILITY THIEF_MARKINVISIBILITY=<ABILITY>\ Example : \n\r\ The thief is considered completely invisible whenever the mark \ is in the room, due to their extreme ability to go unnoticed when \ their energy is focused (as when the mark is present). See the \ MARK ability for more information. INTIMIDATION=FIGHTER_INTIMIDATE FIGHTER_INTIMIDATE=<ABILITY>\ Example : \n\r\ This skill makes the player naturally intimidating to lower \ level creatures, making them less likely to be able to initiate \ an attack. IMITATE=SKILL_IMITATION SKILL_IMITATION=<ABILITY>\ Usage : IMITATE [SPELL NAME] [TARGET NAME]\n\r\ Example : imitate Fireball Orc\n\r\ This strange pseudo-magical skill allows spells, prayers, songs, and \ chants learned through Spellcraft, Prayercraft, etc to be faked \ at a later time. The spell or skill will not yield any actual results \ (no damage or benefits from casting), but will enable the character \ to deceive others into believing that he can use that type of magic. JAILKEY=SKILL_JAILKEY SKILL_JAILKEY=<ABILITY>\ Usage : JAILKEY [DIRECTION] \n\r\ Example : jailkey north\n\r\ Allows the player to lock or unlock any door to a jail room in the area. JOKE=<ABILITY>\ Usage : JOKE [TARGET NAME]\n\r\ Example : joke orc\n\r\ This will cause the player to tell a random joke to the target. \ The joke has a 75% chance of giving the target the giggles, and \ a 25% chance of putting them under the spell of Laughter. JUGGLE=<ABILITY>\ Usage : JUGGLE [ITEM NAME]\n\r\ Example : juggle all\n\r\ Example : juggle dagger\n\r\ Example : juggle\n\r\ This will cause the player to begin juggling one or more items. The \ number of items the player may juggle is limited by level. Entering \ juggle without an item name will stop juggling. GETting an item \ being juggled will also remove that item from the juggle list. During \ combat, the juggler will be able to throw one item per 5 levels per \ combat round for a little extra damage. KILLLOG=KILL_LOG KILL_LOG=<ABILITY>\ Uage : KILLLOG\n\r\ Example : killlog\n\r\ The thief has the ability to keep track of their kill percentage \ on creatures which they have marked using the Mark still. The player \ may use the KILLLOG command to review the log of kills. Every new \ and unique creature added to the kill log will result in a small \ experience bonus. KICK=<ABILITY>\ Usage : KICK [TARGET NAME] \n\r\ Example : kick orc\n\r\ The fighter uses his or her feet to deliver an extra bit of pain \ in combat. DRUID_KNOWPLANTS=KNOW_PLANTS KNOWPLANTS=KNOW_PLANTS KNOWPLANT=KNOW_PLANTS KNOW_PLANTS=<ABILITY>\ Usage : KNOWPLANT [ITEM NAME] \n\r\ Example : knowplant flowers\n\r\ This skill allows a player to gain knowledge about a plant, or an item \ made from plant material. If the plant was summoned by a druid, it will \ give the name of the druid who summoned it as well. LEECHING=SKILL_LEECHING SKILL_LEECHING=<ABILITY>\ Usage : LEECHING [TARGET NAME]\n\r\ Example : leech org\n\r\ The player is able to apply leeches to the target. The target will be \ unable to heal, but will have any poisons removed for the duration of the \ leeches presence. LISTEN=<ABILITY>\ Usage : LISTEN [DIRECTION NAME]\n\r\ Example : listen north\n\r\ Example : listen\n\r\ The thief listens a particular direction for signs of movement (life). \ A very proficient thief may also tell the number of creatures, and may \ be able to listen in on private conversations and whispering that may \ be going on in the room. You may only listen to the room you are in, \ or to an adjacent indoor room. How well the thief can hear will depend \ on profficiency, how much higher in level than the thief those being \ listened to are, and alertness expertise. LORE=<ABILITY>\ Usage : LORE [ITEM NAME] \n\r\ Example : lore sword\n\r\ The bard carefully examines the item, using his extensive knowledge of magical lore to determine the \ items magical properties, if any. LURE=<ABILITY>\ Usage : LURE [ITEM NAME] \n\r\ Example : lure monster east\n\r\ The thief gains the ability to lure a creature in the direction they \ want, when not in combat. KAMIKAZE=<ABILITY>\ Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]\n\r\ Example : kamikaze orc east\n\r\ Example : kamikaze orc 2e 3n e e e n w d\n\r\ The thief pays the target a sufficient amount of money for them to follow \ the directions given, drop any bombs (see Make Bombs) being carried, and blow \ them all up. MARKTRAPPED=MARK_TRAPPED MARK_TRAPPED=<ABILITY>\ Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]\n\r\ Example : marktrapped north\n\r\ Example : marktrapped chest\n\r\ The thief places an easily recognizable marker upon the target which all will \ recognize as meaning that it is trapped. This can serve as a nice warning to \ team members that stumble that way, or a confusing countermeasure to force \ other thieves to be extra careful. BOMB=MAKE_BOMBS MAKE_BOMBS=<ABILITY>\ Usage : BOMB [ITEM] [BOMB NAME]\n\r\ Example : bomb list\n\r\ Example : bomb waterskin water bomb\n\r\ The thief attempts to make some sort of bomb from the \ item, or container specified. The bomb \ may be of any of the listed sort. The thief who \ makes the bomb may activate it by HOLDING the item. \ Once the item is held, the thief has but a few seconds \ to drop, throw, or do whatever they need to before the \ bomb goes off. The number of bombs available to the thief will go \ up as the thief advances in level, so bomb list may be used \ to see what new bombs are available as the thief advances. \ Not all bombs may be set on all items, however. MEDITATE=MEDITATION MEDITATION=<ABILITY>\ Usage : MEDITATE\n\r\ Example : meditate\n\r\ If the mage is in a quiet, sitting position, this skill will allow \ him or her to gain mana back at an accellerated rate. MOUNTED=MOUNTED_COMBAT MOUNTEDCOMBAT=MOUNTED_COMBAT MOUNTED_COMBAT=<ABILITY>\ Example : \n\r\ This skill helps negate the bad consequences of fighting from horseback or \ from a boat or other vehicle. MYPLANTS=MY_PLANTS MY_PLANTS=<ABILITY>\ Usage : MYPLANTS\n\r\ Example : myplants\n\r\ A druid can, at will, become attuned to the plants which he or she has created \ through druidic magic. This ability allows the druid to perceive all of his \ or her magical plants still alive, and where they are.\n\r\ \n\r\ This skill is most useful for Plant Pass and for creating a druidic connection \ to an area. A druid in a rural area has placed one of his or her plants in \ at least 50% of the rooms in an area will create a druidic connection to the area. \ See also Druidic Connection for more information on this phenomenon.\n\r\ \n\r\ Druids also gain experience for placing their plants inside areas classified as \ cities. A certain number of plants per city per mud-month can be summoned for experience \ in this way. MARK=<ABILITY>\ Usage : MARK [TARGET NAME]\n\r\ Example : mark orc\n\r\ The player marks the target for death. Once done, the player will \ remember who they have marked until the death of the mark is witnessed, or \ the mark is changed. The ability of the player to kill the mark will go \ up the longer the player has to "observe" the mark. The mark is observed \ whenever the player is in the same room as the mark and can see him, but \ the mark cannot see the player. Marking for death is also useful for \ certain higher level assassin skills. MIMICRY=<ABILITY>\ Usage : MIMICRY [TARGET NAME]\n\r\ Example : mimcry orc\n\r\ The player begins to mimic the actions of the target, thus annoying them. MUG=<ABILITY>\ Usage : MUG [ITEM NAME]\n\r\ Example : mug bag\n\r\ The thief will attempt to pilfer some item from the \ inventory of the person he or she is fighting. This \ skill can only be used in combat. NONDETECTION=<ABILITY>\ Example : \n\r\ The thief has so perfected his or her ability to hide that, when doing so, \ they are completely undetectable by any magical or other means. OBSERVATION=OBSERVE OBSERVE=<ABILITY>\ Usage : OBSERVE \n\r\ Example : observe\n\r\ The thief opens his or her eyes and takes careful notice \ of his or her surroundings, allowing them to spot anyone \ that may try to sneak into the room. SIZEUP=OPPONENT_KNOWLEDGE TARGET=OPPONENT_KNOWLEDGE OPPONENT_KNOWLEDGE=<ABILITY>\ Usage : SIZEUP [TARGET NAME] \n\r\ Example : sizeup orc\n\r\ The fighter's experience is used to determine a more accurate \ survey of an targets health, combat prowess, and defensive \ capability. PALADIN\'S_AURA=PALADIN`S_AURA PALADINS_AURA=PALADIN`S_AURA PALADIN`S_AURA=<ABILITY>\ Example : \n\r\ When the Paladin\'s Aura begins to exude, it will act as the cleric spell Protection From Evil for \ the paladin's group. Evil and Undead spells and affects will be repelled by the aura. Any evil \ players or creatures in the paladin\'s group will be hurt by the aura. PALADINS_COURAGE=PALADIN`S_COURAGE PALADIN\'S_COURAGE=PALADIN`S_COURAGE PALADIN`S_COURAGE=<ABILITY>\ Example : \n\r\ When the Paladin\'s aura of Courage begins to exude, the paladin and other non-evil group members \ become immune to the Fear spells "Spook", "Nightmare", and "Fear". PALADIN\'S_GOODNESS=PALADIN`S_GOODNESS PALADINS_GOODNESS=PALADIN`S_GOODNESS PALADIN`S_GOODNESS=<ABILITY>\ Example : \n\r\ When the Paladin\'s aura of Goodness begins to exude, it becomes almost impossible for evil to approach \ the paladin. Any evil group members or creatures within melee range will take severe damage from the \ aura of goodness, which grows more powerful as the Paladin gains levels. PALADINS_RESISTANCE=PALADIN`S_RESISTANCE PALADIN\'S_RESISTANCE=PALADIN`S_RESISTANCE PALADIN`S_RESISTANCE=<ABILITY>\ Example : \n\r\ As the Paladin gains in levels, he or she becomes more and more resistant to magical, poisonous, \ disease, and other magical and non-magical attacks against him. PANHANDLE=PANHANDLING PANHANDLING=<ABILITY>\ Example : \n\r\ Using this skill, a thief can sit down along a city street and beg passer-bys for \ change. Some may even hand it over. PARRY=<ABILITY>\ Example : \n\r\ Parrying is the ability to cancel an armed attack by an opponent using \ your own weapon. The character with this skill will parry the attacks of \ his or her armed opponents whenever possible. PEEK=<ABILITY>\ Usage : PEEK [TARGET NAME]\n\r\ Example : peek orc\n\r\ The thief will attempt to sneak a look at the inventory \ of the target. LOCK_PICK=PICK_LOCKS PICK_LOCK=PICK_LOCKS PICK=PICK_LOCKS PICK_LOCKS=<ABILITY>\ Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]\n\r\ Example : pick e\n\r\ The thief attempts to pick the lock on a door, or container lid. \ Success depends on the level of the thief and the level of the \ door or item as well as the thief`s proficiency. This skill \ can be used to lock as well as unlock. PLANTFORM=PLANT_FORM PLANT_FORM=<ABILITY>\ Usage : PLANTFORM [LIST/FORM NAME]\n\r\ Example : plantform\n\r\ Example : plantform list\n\r\ Example : plantform flower\n\r\ The druid gains the ability, through this skill, to take on the form of a \ plant. The plant form progresses as the druid gains in level. GOLEMFORM=GOLEM_FORM GOLEM_FORM=<ABILITY>\ Usage : GOLEMFORM [LIST/FORM NAME]\n\r\ Example : golemform\n\r\ Example : golemform list\n\r\ Example : golemform massive stone golem\n\r\ The druid gains the ability, through this skill, to take on the form of a \ stone golem. The form progresses as the druid gains in level, he will gain \ access to more powerful forms, each more devastating than the last, though \ each also a bit slower on the move. Golems are also unable to speak or chant. DEPRECATED_POISON=THIEF_POISON DOPOISON=THIEF_POISON THIEF_POISON=<ABILITY>\ Usage : DOPOISON [TARGET NAME] \n\r\ Example : dopoison orc\n\r\ The thief attempts to inflict a poisonous wound the target, making them suffer and wither to death. POISON_IMMUNITY=<ABILITY>\ Example : \n\r\ As the Paladin's proficiency grows, he or she becomes more and more immune to poison and \ poisonous affects. PRAY=\ Skill : PRAY\n\r\ Usage : PRAY [PRAYER NAME] [TARGET NAME]\n\r\ Example : pray cure light orc\n\r\ Short(s) : PR\n\r\ Clerics, and at later levels, Paladins \ can invoke their magical abilities using the pray \ command. Some prayers require that you direct the \ energy at a target, while others only apply to the \ cleric. For help on a particular prayer, enter help \ and then the name of the prayer. PALM=<ABILITY>\ Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])\n\r\ Example : palm all dagger backpack\n\r\ Example : palm all body\n\r\ Example : palm pie\n\r\ Example : palm all\n\r\ Example : palm pie.2\n\r\ Example : palm all.pie container.3\n\r\ Short(s): \n\r\ This skill works exactly like GET except for two important advantages. \ One is that PALM is so quick that no other players in the room will \ see it happen. The other is that PALM can be done as a free action/skill \ during combat. PLANTITEM=PLANT_ITEM PLANT_ITEM=<ABILITY>\ Usage : PLANTITEM [ITEM NAME] [TARGET NAME]\n\r\ Example : plantitem bomb orc\n\r\ Plant item is the ability to slip an item to another creature \ unaware. If successful, the item will be hidden in the targets \ inventory. PUPPETEER=<ABILITY>\ Usage : PUPPETEER [ITEM NAME]\n\r\ Example : puppeteer [item name]\n\r\ This skill allows the player to animate one or more puppets. While \ animated, the puppets will fight for the player. However, \ the player is unable to attack or perform many other actions while \ animating the puppets. Puppets may be created with the carpentry \ skill. To stop animating a puppet, the player need only pick it \ up. RAPIDSHOT=RAPID_SHOT RAPID_SHOT=<ABILITY>\ Example : \n\r\ Rapid shot is the ability to make extra attacks per round whenever using \ a ranged weapon that requires ammunition, such as a bow or crossbow. \ The number of extra attacks will go up as the players level does. RECALL=<ABILITY>\ Usage : RECALL\n\r\ Example : recall\n\r\ The player calls upon the power of the gods to return \ to his or her place of origin, along with any npc group \ members present with him or her. Normal fleeing penalties \ apply during combat. REGIONAL_AWARENESS=<ABILITY>\ Usage : REGIONAL\n\r\ Example : regional\n\r\ The player scans the horizon, getting a rough estimate of the lay of the \ wilderness around him or her. The depth of the map expands as the player \ gains levels. The key to the map is as follows:\n\r\ ~ water\n\r\ T forest\n\r\ : rocks/badlands\n\r\ J jungle\n\r\ = city/street\n\r\ M mountains\n\r\ _ plains\n\r\ . desert\n\r\ * here\n\r\ x swamp\n\r\ h hills RESCUE=<ABILITY>\ Usage : RESCUE [GROUP MEMBER]\n\r\ Example : rescue bob\n\r\ Allows the fighter to step forward and take all damage from \ an opponent, when fighting in a group. The person taking \ the opponents damage during combat is commonly called the \ "tank". REVOKE=<ABILITY>\ Usage : REVOKE [TARGET NAME]\n\r\ Example : revoke bob\n\r\ Mages, Clerics, and at later levels, Rangers and Paladins \ can revoke their magical abilities using the revoke \ command. Only one spell or prayer is revoked using \ this skill, usually the most recent spell. DRUID_RECOVERVOICE=RECOVER_VOICE RECOVERVOICE=RECOVER_VOICE RECOVER_VOICE=<ABILITY>\ Usage : RECOVERVOICE\n\r\ Example : recovervoice\n\r\ Short(s) : vrecover\n\r\ This skill allows the druid to "shake off" any magical or other \ affects which may be preventing him or her from \ speaking and thus chanting. RACKETEER=<ABILITY>\ Usage : RACKETEER [BANKER NAME]\n\r\ Example : racketeer bob\n\r\ The thief, though intimidation and bluffing, attempts to convince \ a shopkeeper to pay him or her "protection" money. The shopkeeper will \ then be safe from more payments for the coming month from any thief. ROBBERY=<ABILITY>\ Usage : ROBBERY [ITEM NAME] [SHOPKEEPER]\n\r\ Example : robbery bob\n\r\ The thief may use this skill to steal items from the inventory \ of shopkeepers. Regardless of whether the thief is actually \ caught, the shopkeeper will be much less willing to deal with \ the thief for a period after the robbery. SAFECRACKING=<ABILITY>\ Example : \n\r\ This skill allows a thief the ability to pick the locks on doors \ which are normally reserved for a thief of a much higher level. \ It also allows the thief to mundanely circumvent a Wizard Lock \ under certain circumstances. SAP=<ABILITY>\ Usage : SAP [TARGET NAME] \n\r\ Example : sap orc\n\r\ The thief delivers a strong well placed blow to the target, \ knocking them unconscious for a short amount of time. Like a \ back-stab, the thief must not be visible to the target for this \ to work. SKILL_SCROLLCOPY=SCROLL_COPY MEMORIZE=SCROLL_COPY SCROLL_COPY=<ABILITY>\ Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]\n\r\ Example : memorize magic missile scroll\n\r\ By spending the necessary practice points or trains, a Mage may use this command \ to gain the ability to learn some spell that is written \ on a scroll. If the memorization is successful, the spell may \ be practiced and cast as normal, and the mage will gain \ experience based on the level of himself and the spell learned. DETECTION=<ABILITY>\ Usage : detect\n\r\ Example : \n\r\ The thief takes a careful and meticulous look around, \ allowing him or her to spot any hidden things in the \ area. The longer the thief looks around, the more he \ will see. SPECIALIZATION_AXE=AXE_SPECIALIZATION AXE_SPECIALIZATION=<ABILITY>\ The player is an axe master, gaining bonuses to attack when \ using an axe in combat. SPECIALIZATION_STAFF=STAFF_SPECIALIZATION STAFF_SPECIALIZATION=<ABILITY>\ The player is proficient with staffs, gaining bonuses to attack when \ using a staff in combat. SPECIALIZATION_SWORD=SWORD_SPECIALIZATION SWORD_SPECIALIZATION=<ABILITY>\ The player is a sword master, gaining bonuses to attack when \ using a sword in combat. SPECIALIZATION_BLUNTWEAPON=BLUNT_WEAPON_SPECIALIZATION BLUNT_WEAPON_SPECIALIZATION=<ABILITY>\ The player is a master of blunt weapons, gaining bonuses to attack when \ using a blunt weapon in combat. SPECIALIZATION_EDGEDWEAPON=EDGED_WEAPON_SPECIALIZATION EDGED_WEAPON_SPECIALIZATION=<ABILITY>\ The player is a master of sharp edges, gaining bonuses to attack when \ using an edged weapon in combat. SPECIALIZATION_FLAILEDWEAPON=FLAILED_WEAPON_SPECIALIZATION FLAILED_WEAPON_SPECIALIZATION=<ABILITY>\ The player is a master of flails, gaining bonuses to attack when \ using a flailed weapon in combat. SPECIALIZATION_HAMMER=HAMMER_SPECIALIZATION HAMMER_SPECIALIZATION=<ABILITY>\ The player is a master of hammers, gaining bonuses to attack when \ using a hammer in combat. SPECIALIZATION_POLEARM=POLEARM_SPECIALIZATION POLEARM_SPECIALIZATION=<ABILITY>\ The player is a polearm master, gaining bonuses to attack when \ using a polearm in combat. SPECIALIZATION_WEAPON=WEAPON_SPECIALIZATION WEAPON_SPECIALIZATION=<ABILITY>\ The player is a weapon master, gaining bonuses to attack when \ armed. SPECIALIZATION_NATURAL=HAND_TO_HAND_SPECIALIZATION HAND_TO_HAND_SPECIALIZATION=<ABILITY>\ The player becomes so specialized at hand to hand combat that \ they gain bonuses to attack when fighting unarmed. SPECIALIZATION_RANGED=RANGED_WEAPON_SPECIALIZATION RANGED_WEAPON_SPECIALIZATION=<ABILITY>\ The player becomes so specialized at thrown and ranged combat that \ they gain bonuses to attack when fighting from afar. SECOND_ATTACK=<ABILITY>\ Example : \n\r\ Allows the affected character to deliver a second attack during \ their round. SENSE_LAW=<ABILITY>\ Example : \n\r\ The thief gains an uncanny ability to sense law enforcement \ officials in the same room or any adjacent room, even if they \ are invisible or unseen. SETALARM=SET_ALARM SET_ALARM=<ABILITY>\ Usage : SETALARM [DIRECTIONNAME] \n\r\ Example : setalarm east\n\r\ This skill allows a trap to be set on a door. Should the \ door be opened, an alarm will be set off which can be heard from \ many rooms away. All mobile creatures in the area will come \ running to the rooms, curious about the noise. Once the alarm \ has run out, they will disperse. THIEF_FOOTLOCKS=FOOTLOCKS FOOTLOCKS=<ABILITY>\ Usage : FOOTLOCKS [TARGET NAME]\n\r\ Example : footlocks orc\n\r\ Using a simple piece of cloth pulled taught like a rope, and \ a couple of chunks of wood, the thief quickly constructs and \ deploys an ingenious device called the footlock. The ropes and \ blocks wrap loosely around the targets feet. They don't prevent \ movement, but will cause the target to stumble, preventing sudden \ movements such as advancing or retreating in combat, or fleeing. \ The footlocks don't stay in place long, but improves with expertise. THIEF_SHADOW=SHADOW SHADOW=<ABILITY>\ Usage : shadow [TARGET NAME] \n\r\ Example : shadow orc\n\r\ If the thief is hidden, or otherwise invisible to the target, \ this skill will allow the thief to follow \ them perfectly while remaining hidden. Entering 'shadow' \ again will stop the shadowing. SHAPE=SHAPE_SHIFT SHAPESHIFT=SHAPE_SHIFT SHAPE_SHIFT=<ABILITY>\ Usage : SHAPESHIFT\n\r\ Example : shapeshift\n\r\ Throughout his or her life, a Druid will have a particular creature which \ he or she may change to and from at will. By entering into this chant in \ any shape, the druid may change to their special animal form. The animal \ form will progress as the Druid gains in levels. THIRD_TOTEM=SECOND_TOTEM FOURTH_TOTEM=SECOND_TOTEM FIFTH_TOTEM=SECOND_TOTEM DRUID_SHAPESHIFT2=SECOND_TOTEM DRUID_SHAPESHIFT3=SECOND_TOTEM DRUID_SHAPESHIFT4=SECOND_TOTEM DRUID_SHAPESHIFT5=SECOND_TOTEM SECOND_TOTEM=<ABILITY>\ Usage : SHAPESHIFT [TOTEM NUMBER]\n\r\ Example : shapeshift 2\n\r\ Example : shapeshift lion\n\r\ Example : shapeshift 3\n\r\ Example : shapeshift 4\n\r\ As certain Druids gain in experience and skill, they may acquire new totems \ or animal forms which they may take on. By specifying the totem number or \ the name of the animal form, the druid may take on the new form. Just like \ the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress \ in power as the druid gains levels. SHADOW_STRIKE=SHADOWSTRIKE SHADOWSTRIKE=THIEF_SHADOWSTRIKE THIEF_SHADOWSTRIKE=<ABILITY>\ Usage : SHADOWSTRIKE [TARGET NAME]\n\r\ Example : shadowstrike orc\n\r\ If the thief is unseen (hidden especially) by the target, then \ a sneaky melee strike can be made. Following the strike, the thief will \ instantly try to recover their hidden position. The target will be \ totally unaware of where the attack came from. ESCAPE_BONDS=<ABILITY>\ Usage : ESCAPEBONDS\n\r\ Example : escape\n\r\ This skill allows the thief to apply both his or her dexterity and strength \ to escaping from common binds, such as handcuffs, ropes, or webbing. SILENT_DROP=<ABILITY>\ Usage : SILENTDROP [TARGET ITEM]\n\r\ Example : silentdrop gold\n\r\ This command is similar to the drop command, except that the thief is able to drop the \ item without anyone else knowing about it. SILENTGOLD=SILENT_AUTOGOLD SILENT_AUTOGOLD=<ABILITY>\ Usage : SILENTGOLD\n\r\ Example : silentgold\n\r\ This command is similar to the AUTOGOLD command, which allows a player to automatically take gold \ from the corpse of a defeated monster. If the player is in a group when AUTOGOLD is used, the gold \ is evenly distributed among the players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on \ the thief will automatically, and without anyone knowing, take 10% of a defeated monsters gold. \ This will work regardless of whether the thief played any part in the defeat of the monster, or is \ even a member of the group which defeated the monster. Also, the gold taken is "off the top" of any \ gold which may be obtained while the thief is part of a group. SILENTLOOT=SILENT_AUTOLOOT SILENT_AUTOLOOT=<ABILITY>\ Usage : SILENTLOOT\n\r\ Example : silentloot\n\r\ This command is similar to the AUTOLOOT command, which allows a player to automatically take items \ from the corpse of a defeated monster. SILENTLOOT, like AUTOLOOT, is toggled on and off. When on \ the thief will automatically, and without anyone knowing, take one of a defeated monsters items. \ This will work regardless of whether the thief played any part in the defeat of the monster, or is \ even a member of the group which defeated the monster. SLOWFALL=SLOW_FALL SLOW_FALL=<ABILITY>\ If the proficiency check is made, this player does not fall from high places, \ but floats instead. SING=\ Skill : SING\n\r\ Usage : SING [SONG NAME]\n\r\ Example : sing lullaby\n\r\ Short(s) : SI\n\r\ Bards \ can invoke their magical abilities using the sing \ command. Some songs require that you direct the \ energy at a target, while others only apply to the \ bard. For help on a particular song, enter help \ and then the name of the song. DANCE=\ Skill : DANCE\n\r\ Usage : DANCE [SONG NAME]\n\r\ Example : dance foxtrot\n\r\ Short(s) : DA\n\r\ Bards \ can invoke their magical dances using the dance \ command. Some songs require that you direct the \ energy at a target, while others only apply to the \ bard. Dances can be stopped using the DANCE STOP \ command, or by simply moving to a new room. \ For help on a particular song, enter help \ and then the name of the song. PLAY=\ Skill : PLAY\n\r\ Usage : PLAY [SONG NAME]\n\r\ Example : play accompaniment\n\r\ Short(s) : PL\n\r\ Bards \ can invoke their magical instruments using the play \ command. Some songs require that you direct the \ energy at a target, while others only apply to the \ bard. For help on a particular song, enter help \ and then the name of the song. SAFEHOUSE=<ABILITY>\ Usage : SAFEHOUSE\n\r\ Example : safehouse\n\r\ The thief uses his knowledge of the city to hide out from the law. \ If the thief is in an indoor room just off the street, then \ using this skill will make him realize that he is \ probably already in a safehouse, and can remain safely until he leaves it. \ If the current room is not a safehouse, the thief will remember where \ one is nearby, so that he can go there and hide out SNATCH= WEAPON_SNATCH WEAPON_SNATCH=<ABILITY>\ Usage : SNATCH [TARGET NAME] \n\r\ Example : snatch orc\n\r\ The thief attempts to disarm the target, flinging their weapon \ into the air so that it can be caught by the thieves other hand. SNEAK=<ABILITY>\ Usage : SNEAK [DIRECTION]\n\r\ Example : sneak e\n\r\ The thief attempts to sneak in the indicated direction. \ If successful, he or she will not be seen when entering \ the room. Also, a sneak attempt automatically invokes \ a hide attempt. The success of a sneak attempt can \ depend on the level of the mobs in the room the thief \ is trying to sneak into, and on the thiefs stealth \ expertise. SNEAK_ATTACK=THIEF_SNEAKATTACK THIEF_SNEAKATTACK=<ABILITY>\ Example : \n\r\ This skill allows the thief to deliver a more accurate \ attack and extra damage when attacking from a hidden \ position. SNIPE=THIEF_SNIPE THIEF_SNIPE=<ABILITY>\ Usage : SNIPE [TARGET NAME]\n\r\ Example : snipe orc\n\r\ If the thief is unseen (hidden especially) by the target, then \ a sneaky ranged strike can be made. Following the shot, the thief will \ instantly try to recover their hidden position. The target will be \ totally unaware of where the attack came from. SONGWRITE=<ABILITY>\ Usage : SONGWRITE [SPELL NAME] [TARGET NAME] \n\r\ Example : songwrite "rage" scroll\n\r\ This skill allows the bard to place any song he or she knows onto a scroll. \ Once placed on the scroll, the song may be sung off it. Song Writing is very \ draining on the bard however. The bard will lose some experience points for \ using this skill. Song Writing also requires that the caster be at full \ mana. SPEAK=\ Skill : SPEAK\n\r\ Usage : SPEAK [LANGUAGE]\n\r\ Available: All\n\r\ Example : speak orcish\n\r\ Example : speak common\n\r\ Use the speak command to select a new default language. Whenever \ say or channel messages are written, they will be translated into \ the selected language automatically. Those who know the language \ will receive the translation back to common automatically. STABILITY=<ABILITY>\ This skill allows the player to remain on his or her feet despite \ certain magical or physical attempts to get them on the ground. STEAL=<ABILITY>\ Usage : STEAL [ITEM NAME] [TARGET NAME]\n\r\ Example : steal paper orc\n\r\ The thief will attempt to pilfer some item from the \ inventory of the target. This skill can not be \ used in combat, and works best when the target can not \ see the thief. This skill is almost always successful \ if the target is incapacitated (asleep, knocked out, \ bound, etc). SLAPSTICK=<ABILITY>\ Usage : SLAPSTICK [TARGET NAME]\n\r\ Example : slapstick orc\n\r\ This will cause the player to perform some random slapstick \ comedy to or for the target. The result will be a loss of \ mana, which the target will not even feel. SLIP_ITEM=<ABILITY>\ Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME]\n\r\ Example : slipitem hat orc\n\r\ The thief will attempt to remove some item the target \ is wearing. If successful, the item will appear in the \ target's inventory. This skill is very sly, and may not \ be used in combat, lest the target notice what the thief \ is doing. SLIPPERYMIND=SLIPPERY_MIND SLIPPERY_MIND=<ABILITY>\ Usage : SLIPPERYMIND\n\r\ Example : slipperymind\n\r\ The thief manages to convince himself and others that he is utterly \ neutral with regard to all factions (right in the middle of the range \ of each of his factions). DAMPENAURAS=DAMPEN_AURAS DAMPEN_AURAS=<ABILITY>\ Usage : DAMPENAURAS\n\r\ Example : dampenauras\n\r\ This skill eliminates any eminations and auras on the thief and his or \ her inventory items. This includes eminations and auras which others \ might be using skills to detect (such as magic, goodness, metalicness, \ etc). FIGHTER_SMOKESIGNALS=SMOKE_SIGNALS SMOKE_SIGNALS=<ABILITY>\ Usage : "SMOKESIGNALS" [MESSAGE]\n\r\ Example : smokesignals I'm here at the temple!\n\r\ This skill requires a fire to be built in the area, and it must be \ performed outdoors. This skill sends a smoke signal viewable \ throughout the entire area by those outside. Those with the smoke \ signal skill will be able to read the message in the signal. STRIP_ITEM=<ABILITY>\ Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME]\n\r\ Example : stripitem hat orc\n\r\ The thief will attempt to remove some item the target \ is wearing. If successful, the item will appear in the \ target's inventory. This skill is blatant, and may be \ used during combat. SURRENDER=<ABILITY>\ Usage : SURRENDER\n\r\ Example : surrender\n\r\ A unique thief skills which allows him or her to toss shiny coins at his \ opponents for allowing the thief to leave combat without losing experience. SWEEP=<ABILITY>\ Usage : SWEEP\n\r\ Example : \n\r\ Allows the fighter wielding a slashing weapon to rear back and take a free whack at all opponents \ within range. Attack ability on such an attack is one half less and damage is one third normal. SWIPE=SWIPE_GOLD SWIPE_GOLD=<ABILITY>\ Usage : SWIPE [TARGET NAME]\n\r\ Example : swipe orc\n\r\ The thief will attempt to pocket some of a targets gold. This skill can not be \ used in combat, and works best when the target can not see the thief. \ This skill is almost always successful \ if the target is incapacitated (asleep, knocked out, \ bound, etc). THIRD=THIRD_ATTACK THIRD_ATTACK=<ABILITY>\ Example : \n\r\ Allows the character to deliver a third attack during \ their round. TRACK=<ABILITY>\ Usage : TRACK [TARGET NAME] \n\r\ Example : track orc\n\r\ The ranger attempts to find a trail leading from where \ he or she is at present, to the location of the indicated \ target (not necessarily the closest)! When walking around, \ the Ranger will become aware of which direction seems \ best. TRACKANIMAL=TRACK_ANIMAL TRACK_ANIMAL=<ABILITY>\ Usage : TRACK ANIMAL\n\r\ Example : trackanimal\n\r\ The ranger, being a skilled hunter, may use this skill to \ track down the nearest unintelligent animal in the area. TRIP=<ABILITY>\ Usage : TRIP [TARGET NAME] \n\r\ Example : trip orc\n\r\ The fighter attempts to trip the target, putting \ them on the floor for a short time. During that time, \ the tripped target is much easier to hit. TRAP_IMMUNITY=<ABILITY>\ Example : \n\r\ As the Thief's proficiency grows, he or she becomes more and more immune to traps and \ bombs. TRUE_SHOT=<ABILITY>\ Example : \n\r\ Gives the fighter an enormous boost to attack rating when using a \ ranged or thrown reapon in ranged combat. TWO_WEAPON_COMBAT=TWO_WEAPON_FIGHTING DUAL_WIELDING=TWO_WEAPON_FIGHTING DUALWIELD=TWO_WEAPON_FIGHTING DUAL_WIELD=TWO_WEAPON_FIGHTING SECOND_WEAPON=TWO_WEAPON_FIGHTING TWO_WEAPON=TWO_WEAPON_FIGHTING TWO_WEAPONS=TWO_WEAPON_FIGHTING TWO_WEAPON_FIGHTING=<ABILITY>\ Example : \n\r\ While in combat, this skill allows the fighter to attack with a second weapon \ in the hold position, assuming the figher is in range for the second weapon. \ The fighter suffers a 20% attack and 5% damage penalty for using 2 weapons. MTRAP=LAY_MINOR_TRAPS MINORTRAP=LAY_MINOR_TRAPS THIEF_MINORTRAP=LAY_MINOR_TRAPS LAY_MINOR_TRAPS=<ABILITY>\ Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]\n\r\ Example : mtrap list\n\r\ Example : mtrap east noise\n\r\ Example : mtrap chest needle\n\r\ The thief attempts to lay some sort of trap upon the \ item, door, room, entryway, or container specified. The trap \ may be gaseous, needles, blades, or pits, and may be \ triggered by unlocking, opening, getting, or moving \ through in the case of entryways, or entering in the case \ of rooms. The thief who sets the trap may not trigger the \ trap. The number of traps available to the thief will go \ up as the thief advances in level, so trap list may be used \ to see what new traps are available as the thief advances. \ Not all traps may be set on all items, however. Lay Minor \ traps only allows a small subset of the traps avaiailable from \ the full Lay Traps skill. LAY_TRAP=LAY_TRAPS TRAP=LAY_TRAPS LAY_TRAPS=<ABILITY>\ Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]\n\r\ Example : trap list\n\r\ Example : trap east noise\n\r\ Example : trap chest needle\n\r\ The thief attempts to lay some sort of trap upon the \ item, door, room, entryway, or container specified. The trap \ may be gaseous, needles, blades, or pits, and may be \ triggered by unlocking, opening, getting, or moving \ through in the case of entryways, or entering in the case \ of rooms. The thief who sets the trap may not trigger the \ trap. The number of traps available to the thief will go \ up as the thief advances in level, so trap list may be used \ to see what new traps are available as the thief advances. \ Not all traps may be set on all items, however. TURN=TURN_UNDEAD TURN_UNDEAD=<ABILITY>\ Usage : TURN [TARGET NAME] \n\r\ Example : turn skeleton\n\r\ The good or neutral priest attempts to frighten the heck out of an undead creature. \ Depending upon the level of the priest versus the level of the \ creature, the effect of the skill may be to either frighten the creature \ away or cause it to be completely destroyed UNDEAD_INVISIBILITY=<ABILITY>\ Example : \n\r\ Allows the priest or paladin to walk among the undead without being \ assaulted. UNDEAD_COLDTOUCH=\ Ability : Undead_ColdTouch\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ An attack which, if successful, gives the target a strength and constitution of 3. UNDEAD_ENERGYDRAIN=\ Ability : Undead_EnergyDrain\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ An attack which, if successful, drains the target of temporary levels. UNDEAD_LIFEDRAIN=\ Ability : Undead_LifeDrain\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ An attack that is almost identical to the mage Drain spell, without the magical \ nature. It causes the target to lose mana. UNDEAD_WEAKENERGYDRAIN=\ Ability : Undead_WeakEnergyDrain\n\r\ Parameters : \n\r\ Example : \n\r\ Description: \n\r\ An attack which, if successful, drains the target of temporary levels for a \ short time. WHOMP=<ABILITY>\ Usage : WHOMP [TARGET NAME] \n\r\ Example : whomp orc\n\r\ The fighter attempts to deliver a massive blow to the \ target, causing them to instantly to fall unconscious for \ a time. WHIDE=WOODLAND_HIDE WOODLAND_HIDE=<ABILITY>\ Usage : WHIDE\n\r\ Example : whide\n\r\ The ranger attempts to creep behind a rock, or into a bush \ and remain perfectly still. Doing this makes them invisible \ to any other creatures in the room. Making any moves or sounds \ will negate the hidden advantage. The ranger must be in the \ wild for this skill to work. You can use the VISIBLE command \ to make yourself visible again. WCREEP=WOODLAND_CREEP WOODLAND_CREEP=<ABILITY>\ Usage : WCREEP\n\r\ Example : wcreep\n\r\ The ranger creep slowly from bush to tree, remaining especially hard \ to spot. Doing this makes them invisible \ to any other creatures in the area. The ranger must be in the \ wild for this skill to work. You can use the VISIBLE command \ to make yourself visible again. WOODLAND_LORE=<ABILITY>\ Usage : automatic\n\r\ Example : \n\r\ So long as the Ranger is in the wild, he or she will have gain \ a advantage in attack, damage, and armor adjustements. WSNEAK=WOODLAND_SNEAK WOODLAND_SNEAK=<ABILITY>\ Usage : WSNEAK [DIRECTION]\n\r\ Example : wsneak e\n\r\ So long as the Ranger is in the wild, he or she can use \ this skill to attempt to sneak in the indicated direction. \ If successful, he or she will not be seen when entering \ the room. Also, a sneak attempt automatically invokes \ a woodland hide attempt. The success of a sneak attempt can \ depend on the level of the mobs in the room the ranger \ is trying to sneak into, and on the rangers stealth \ expertise. WRITE=\ Skill : WRITE\n\r\ Usage : WRITE [ITEM] ([TEXT TO WRITE])\n\r\ Available: ALL\n\r\ Example : write parchment From recall, go nseeseenwesee\n\r\ This skill allows one to write ordinary messages onto ordinary paper, \ parchments, and similar writing material. The language the player \ will write in will depend on which language the player is currently \ SPEAKing.\n\r\ \n\r\ When writing on a journal, you need not specify any parameters \ when using this command. WAND_USE=WANDS WANDS=\ Skill : Wands\n\r\ Available: Almost All\n\r\ Example : \n\r\ A wand is an holdable item that can be used to create magical affects.\n\r\ \n\r\ This skill allows one to effectively use a magical wand or staff. To \ invoke a wand or staff, it must first be held. Then the magic word \ is spoken to the target. For instance, if the magic word is \ `zuy`, you would enter the following to invoke your wand: sayto orc zuy. \n\r\ \n\r\ Wands generally require a small amount of mana to use, and less if the wand \ user is capable of learning the spell cast by the wand. SWIM=\ Skill : SWIM\n\r\ Usage : SWIM [DIRECTION]\n\r\ Available: ALL\n\r\ Example : swim e\n\r\ This skill allows the character to travel on a water surface. The amount \ of weight being carried can affect this skill. TUMBLE=<ABILITY>\ Usage : TUMBLE\n\r\ Example : tumble\n\r\ Allows the fighter to avoid a couple of potentially painful hits \ in combat by tumbling around. This comes at the cost of some attack \ and damage capability, however. ATEMI=ATEMI_STRIKE ATEMI_STRIKE=<ABILITY>\ Usage : ATEMI [TARGET NAME]\n\r\ Example : atemi orc\n\r\ The Monk delivers a lethal, deadly, and powerful strike to the target. \ Some time later, the target WILL die. AXKICK=AX_KICK AX_KICK=<ABILITY>\ Usage : AXKICK [TARGET NAME]\n\r\ Example : axkick orc\n\r\ The Monk delivers swift and powerful kick to the target. BATTLECRY=BATTLE_CRY BATTLE_CRY=<ABILITY>\ Usage : BATTLECRY\n\r\ Example : battlecry\n\r\ The Barbarian lets out a primal scream of battle, inspiring all group \ members to his or her banner. Those under the affect of the cry will \ hit more frequently. The affect wears off when battle is concluded, \ or if battle is not joined swiftly enough after the cry is made. BODYFLIP=BODY_FLIP BODY_FLIP=<ABILITY>\ Usage : BODYFLIP [TARGET NAME]\n\r\ Example : bodyflip orc\n\r\ The Monk slips in and turns the target head over heals, dropping them \ to the ground stunned for a few moments. CARTWHEEL=<ABILITY>\ Usage : CARTWHEEL\n\r\ Example : cartwheel\n\r\ The Monk jumps into a hands-over-heels cartwheel away from his or her \ opponent. This can put the Monk as far as range 2 from enemies. CATCHPROJECTILE=CATCH_PROJECTILE CATCH_PROJECTILE=<ABILITY>\ Example : \n\r\ The Monk gains the uncanny ability to catch arrows, spears, and other \ projectiles in mid flight. The Monk requires a free hand to perform this \ skill. SKILL_MAP=MAKE_MAPS MAP=MAKE_MAPS MAKE_MAPS=<ABILITY>\ Usage : MAP [PAPER NAME]\n\r\ Example : map parchment\n\r\ Allows you to begin mapping on the targeted piece of paper. As you walk around \ the parchment will be filled with a pictoral map of the rooms you walk through. CHARGE=<ABILITY>\ Usage : CHARGE [TARGET NAME]\n\r\ Example : charge orc\n\r\ The Barbarian runs at top speed at an target, delivering a deadly \ attack, but sacrificing armor. CIRCLEPARRY=CIRCLE_PARRY CIRCLE_PARRY=<ABILITY>\ Example : \n\r\ The Monk gains the skill to block and parry melee attacks while \ unarmed. CIRCLETRIP=CIRCLE_TRIP CTRIP=CIRCLE_TRIP CIRCLE_TRIP=<ABILITY>\ Usage : CIRCLETRIP\n\r\ Example : circletrip\n\r\ Short(s) : ctrip\n\r\ The Monk becomes capable of swinging his foot along the floor, \ tripping all opponents in range. DEFLECTPROJECTILE=DEFLECT_PROJECTILE DEFLECT_PROJECTILE=<ABILITY>\ Example : \n\r\ The Monk gains the uncanny ability to block and deflect arrows, \ spears, and other projectiles in mid flight. The Monk requires \ a free hand to perform this skill. FLYINGKICK=FLYING_KICK FLYING_KICK=<ABILITY>\ Usage : FLYING KICK [TARGET NAME]\n\r\ Example : flying kick orc\n\r\ From a range of 1 or greater, the Monk uses this skill to leap \ high into the air and land a terrific kick on the target! MOUNTEDCHARGE=MOUNTED_CHARGE MOUNTED_CHARGE=<ABILITY>\ Usage : MCHARGE [TARGET NAME]\n\r\ Example : mcharge orc\n\r\ The Paladin, from the back of a mount, rides at top speed at an target, \ delivering a deadly attack, but sacrificing armor. KISTRIKE=KI_STRIKE KI_STRIKE=<ABILITY>\ Usage : KISTRIKE\n\r\ Example : kistrike\n\r\ Short(s) : ki\n\r\ The Monk summons up his or her inner power and focuses it into \ a single, terrifying attack. This skill will allow the next \ blow that lands to have that little, extra, well, KI. KNIFEHAND=KNIFE_HAND KNIFE_HAND=<ABILITY>\ Example : \n\r\ So long as the Monk is unarmed, he or she has this ability to \ deliver an extra attack per round using a pointed, swift strike. LIGHTNINGSTRIKE=LIGHTNING_STRIKE LIGHTNING_STRIKE=<ABILITY>\ Usage : LIGHTNINGSTRIKE [TARGET NAME]\n\r\ Example : lightningstrike orc\n\r\ Short(s) : lstrike\n\r\ This most powerful of Monk abilities allows him or her to deliver \ as many unarmed blows in a single round as he or she has Monk \ levels. After this exhausting exchange, the Monk will collapse \ for many rounds of needed rest. POINTBLANK=POINT_BLANK_SHOT POINT_BLANK_SHOT=<ABILITY>\ Example :\n\r\ This skill allows a fighter to use a ranged weapon, such as a bow and \ arrow, at very close range. FIGHTER_COUNTERATTACK=COUNTER-ATTACK COUNTER_ATTACK=COUNTER-ATTACK COUNTER-ATTACK=<ABILITY>\ Example :\n\r\ This skill allows a fighter to position themselves for an extra attack \ following a successful Parry. FARSHOT=FAR_SHOT FAR_SHOT=<ABILITY>\ Example :\n\r\ This skill allows a fighter to use a ranged weapon, such as a bow and \ arrow, at extremely far ranges. BODYSHIELD=BODY_SHIELD BODY_SHIELD=<ABILITY>\ Example :\n\r\ This skill allows a fighter to use an opponent pinned using the PIN skill \ as a shield against weapon attacks. MONKEYPUNCH=MONKEY_PUNCH MONKEY_PUNCH=<ABILITY>\ Example : \n\r\ So long as the Monk is unarmed, he or she has this ability to \ deliver an extra attack per round using a swift, closed fist. SHADOWPASS=<ABILITY>\ Usage : SHADOWPASS [DIRECTION LIST...] \n\r\ Example : shadowpass 4n 3e 3s e s w\n\r\ This ability allows the thief to pass from one dark room to another, avoiding \ traps, and slipping through doors and entryways. The starting room, and the \ room represented by the end of the trail must both be in utter darkness, regardless \ of the rooms in between, or the shadowpass will fail. The thief is unable to take \ any followers or mounts on his journey. WEAPONCATCH=WEAPON_CATCH WEAPON_CATCH=<ABILITY>\ This skill allows the fighter to thwart disarm attempts by catching \ his as it flies out of his hand. AUTOBASH=<ABILITY>\ Usage : AUTOBASH\n\r\ Example : autobash\n\r\ Using this command will toggle Auto Shield Bashing on and off. If the Fighter \ turns this feature on, and knows Shield Bashing, he will attempt a free shield \ bash attempt every combat round in which his autobash proficiency check is made. PIN=<ABILITY>\ Usage : PIN [TARGET NAME]\n\r\ Example : pin orc\n\r\ The fighter grabs the target and wrestles them to the \ ground in a strong, solid pin maneuver. For a short, period, \ both the fighter and the target are locked in struggle and too \ occupied to fight. GOUGE=<ABILITY>\ Usage : GOUGE [TARGET NAME]\n\r\ Example : gouge orc\n\r\ The Fighter gouges at the eyes of the target, blinding them for a short time, \ and possibly taking out an eye in the process. RALLYCRY=RALLY_CRY RALLY_CRY=<ABILITY>\ Usage : RALLYCRY\n\r\ Example : rallycry\n\r\ The Barbarian lets out a primal call to rally, inspiring all group \ members to draw from their inner strength. Those under the affect \ of the cry will be able to take more hits. The affect wears off \ when battle is concluded, or if battle is not joined swiftly enough \ after the cry is made. DRUID_REND=REND REND=<ABILITY>\ Usage : REND [TARGET NAME] \n\r\ Example : rend orc\n\r\ While in his or her animal form (see ShapeShift), the Druid gains the \ ability to kick their way out of a pin, or rip open an target prone \ on the ground with his or her legs. RETURNPROJECTILE=RETURN_PROJECTILE RETURN_PROJECTILE=<ABILITY>\ Example : \n\r\ The Monk gains the amazing ability to catch arrows, spears, and other \ projectile attacks in mid flight, and then return them right back to \ his or her opponent. The Monk requires a free hand to perform this \ skill. RUNNING_FIGHT=<ABILITY>\ Example : \n\r\ The Thief is able to maneuver his or her fighting opponent into another \ room by simply heading that way. The opponent must be in one-on-one \ combat with the thief for it to work. BRACE=SHRUG_OFF SHRUG_OFF=<ABILITY>\ Usage : BRACE\n\r\ Example : shrugoff\n\r\ The Barbarian braces him or herself for the next blow, allowing that \ blow to be shrugged off without any damage. SONGWRITE=SONG_WRITE SONG_WRITE=\ Usage : SONGWRITE [SONG NAME] [TARGET NAME] \n\r\ Example : songwrite "valor" scroll\n\r\ This skill allows the bard to place any song he or she knows onto a scroll. \ Once placed on the scroll, the song may be sung off it. Song writing is very \ draining on the caster however. The caster will lose some experience points for \ using this skill. Song writing also requires that the caster be at full \ mana. SPRING=SPRING_ATTACK SPRINGATTACK=SPRING_ATTACK SPRING_ATTACK=<ABILITY>\ Usage : SPRINGATTACK [TARGET NAME]\n\r\ Example : sattack orc\n\r\ Short(s) : spring, sattack\n\r\ The Barbarian delivers a quick damaging blow, then leaps backwards \ to a further position of range 1 or 2. TUNE=TUNE_INSTRUMENT TUNEINSTRUMENT=TUNE_INSTRUMENT TUNE_INSTRUMENT=<ABILITY>\ Usage : TUNE\n\r\ Example : \n\r\ The Bard tunes their instrument, which can provide bonuses to many songs \ which are played with it. TAG_TURF=<ABILITY>\ Usage : TAGTURF (UNTAG)\n\r\ Example : tagturf\n\r\ Example : tagturf untag\n\r\ The thief tags this place as their "turf" or, if they are a part of a clan, \ their clan's "turf". Other thieves will not be able to use their skills \ here. The tag can only be seen by the tagging thief, and those who can see \ hidden things. UNDERGROUNDCONNECTIONS=UNDERGROUND_CONNECTIONS UNDERGROUND_CONNECTIONS=<ABILITY>\ Usage : UNDERGROUNDCONNECTIONS\n\r\ Example : undergroundconnections\n\r\ The thief contacts his or her underground connections within the city. The \ connections arrange quick (though seldom comfortable) transportation outside \ the current area into an adjoining one. The thief and group members will make \ the trip in an environment free from the restrictions of law, geas, or spells, \ and without being harassed by the local law or any other aggressive monsters. SIDEKICK=SIDE_KICK SIDE_KICK=<ABILITY>\ Example : \n\r\ So long as the Monk is unarmed, he or she has this ability to \ deliver an extra attack per round using a swift side kick. \ This attack is only delivered to a combatant which the monk \ is not currently targeting, but with whom the monk is in melee \ combat all the same. SHIELDBLOCK=SHIELD_BLOCK SHIELD_BLOCK=<ABILITY>\ Example : \n\r\ So long as the Fighter is holding a shield, he has a chance to totally block \ weapon attacks coming at him or her. SHUFFLE=<ABILITY>\ Example : \n\r\ This strange but very useful skill allows the player to rearrange \ the order of the people in the room by running around and bumping \ into them. PRAYERCRAFT=<ABILITY>\ Example : \n\r\ The player is so knowledgable about divine magic that he or she can \ identify prayers cast in his or her presence by name. The players \ ability to identify more powerful magic will go up in level as \ he or she does. CHANTCRAFT=<ABILITY>\ Example : \n\r\ The player is so knowledgable about druidic magic that he or she can \ identify chants cast in his or her presence by name. The players \ ability to identify more powerful magic will go up in level as \ he or she does. SONGCRAFT=<ABILITY>\ Example : \n\r\ The player is so knowledgable about bardic magic that he or she can \ identify magical songs sung in his or her presence by name. The players \ ability to identify more powerful magic will go up in level as \ he or she does. SPELLCRAFT=<ABILITY>\ Example : \n\r\ The player is so knowledgable about arcane magic that he or she can \ identify spells cast in his or her presence by name. The players \ ability to identify more powerful magic will go up in level as \ he or she does. SQUATTING=THIEF_SQUATTING SQUAT=THIEF_SQUATTING THIEF_SQUATTING=<ABILITY>\ Usage : SQUATTING\n\r\ Example : squat\n\r\ To use this skill, the player must be sitting on a piece of property \ that is, or was once for sale. After a mud month of continuous sitting, \ the property will change ownership. Property belonging to another player \ will go back on the market. Property on the market will belong to the \ squatter. WARRANTS=<ABILITY>\ Example : \n\r\ The player, using nothing more than local contacts and charismatic \ persuasion, gathers information about all warrants and wanted criminals. IMITATION=<ABILITY>\ Example : IMITATE Fireball\n\r\ Example : IMITATE LIST\n\r\ The player with this skill gains the ability to remember the gestures and \ audio/visual aspects of the magical skills recognized with Spellcraft, \ Songcraft, Prayercraft, or Chantcraft. By then using this skill, the \ player imitates those magical abilities thus learned, with no real \ affect. TAPROOM=<ABILITY>\ Example : taproom\n\r\ The thief is able to use two glass drinking cups and some sort of raw cloth \ to stretch a long tapline between the room he wishes to tap, and some destination \ room. The distance the line can be stretched depends upon the thieves level \ and alertness expertise. If, while stretching the line, the thief runs out of \ either cloth or distance allowance, the second cup must be put down. At the \ destination, the thief will hear, through the second cup, all that is said in the \ room where the skill was involved, where the first cup was hidden. TARANDFEATHER=TAR_AND_FEATHER TAR_AND_FEATHER=<ABILITY>\ Example : TAR Orc\n\r\ The player with this skill is able to cover the target with tar and feathers, \ making the wearing of equipment impossible for the duration. The target must \ not be wearing clothes for the skill to work. They must also be bound or prone. STONEBODY=STONE_BODY STONE_BODY=<ABILITY>\ Example : \n\r\ The Barbarian has become so hardened to battle that he or she ignores \ 2 points from every damage roll taken. STRATEGICRETREAT=STRATEGIC_RETREAT FREEFLEE=STRATEGIC_RETREAT STRATEGIC_RETREAT=<ABILITY>\ Usage : FREEFLEE ([DIRECTION])\n\r\ Example : freeflee\n\r\ While in combat, your character may need to quickly disengage and flee \ the room. A direction may be specified, but if one is not specified, \ a direction will be chosen for you. Unlike FLEE, this command may be \ used without experience loss, provided the proficiency check is passed. TROPHYCOUNT=TROPHY_COUNT TROPHY_COUNT=<ABILITY>\ Uage : TROPHYCOUNT\n\r\ Example : trophycount\n\r\ The thief has the ability to keep track of their racial kills. \ The player may use the TROPHYCOUNT command to review the log of kills. USE_POISON=THIEF_USEPOISON THIEF_USEPOISON=<ABILITY>\ Usage : POISON [ITEM NAME] [POISON SOURCE]\n\r\ Example : poison sword beesting\n\r\ Example : poison waterskin beesting\n\r\ This allows the player to poison a weapon, food, or drink with a \ pre-prepared poison source. The Apothecary skill must be used to \ create the poison. After that, the poison may be applied, where \ it will persist for a short time on weapons, and forever on food \ and drink. WARCRY=WAR_CRY WAR_CRY=<ABILITY>\ Usage : WARCRY\n\r\ Example : warcry\n\r\ The Barbarian lets out a primal call to war, inspiring all group \ members to follow his or her banner. Those under the affect \ of the cry will deliver more damaging blows. The affect wears off \ when battle is concluded, or if battle is not joined swiftly enough \ after the cry is made. DRAGONBREATH=\ Ability : Dragonbreath\n\r\ Parameters : acid, fire, cold, lightning, or gas\n\r\ Example : acid\n\r\ Usage : DRAGONBREATH\n\r\ Description: \n\r\ Gives the creature the ability to use his or her breath weapon. WILDERNESS_LORE=<ABILITY>\ Usage : WLORE\n\r\ Example : wlore\n\r\ Tells you what type of terrain you are presently in or on. WINGED_FLIGHT=WINGFLYING WINGFLYING=\ Ability : WingFlying\n\r\ Parameters : \n\r\ Example : \n\r\ Usage : FLAP\n\r\ Description: \n\r\ The ability to control winged flight.