# Player Skills Reference ## CoffeeMud 5.9
Prayers | Chants | Songs/Dances/Plays | Spells | Expertises | Skills
Skills Abandon Ship Abiding Aura Above The Law Accuse Ad Lib Alchemy Alertness All Defence Ambush Amputation Analyze Mark Animal Bonding Animal Frenzy Animal Husbandry Animal Taming Animal Trading Animal Training Apothecary Appraise Aquatic Pass Armor Specialization Armor Tweaking Armorsmithing Arrest Arresting Sap Arsonry Articles Assassinate Atemi Strike Attribute Training AutoBash AutoCaltrops AutoClimb AutoCrawl AutoDetect Traps AutoMark Traps AutoSneak AutoSwim AutoSwipe Avoid Currents Avoid Traps Await Ship Ax Kick Axe Familiarity Axe Proficiency Axe Specialization Back Hand Back Stab Baiting Baking Bandaging Banish Bard Honorary Degree Battle Cry Befriend Behead Belay Belly Rolling Berzerk Bind Bite Blacksmithing Blind Fighting Blood Brother Blunt Weapon Familiarity Blunt Weapon Proficiency Blunt Weapon Specialization Boatwrighting Body Flip Body Piercing Body Shield Body Toss Book Editing Book Loaning Book Naming Bow Specialization Branding Break A Leg Breakup Fight Bribe Buffoonery Bullrush Buried Treasure Butchering Cage Cage Building Call Mount Call Pirate Familiar Called Shot Called Strike Caltrops Camouflage Careful Step Cargo Loading Carpentry Cartwheel Cast Blocking Cataloging Catch Projectile Center of Attention Chantcraft Charge Chirurgy Circle Parry Circle Trip Clan Crafting Clan Ship Building Cleave Cleric Honorary Degree Climb Cobbling Collect Bounty Combat Log Combat Record Combat Repairs Command Horse Commoner Honorary Degree Composting Con Conceal Door Conceal Item Conceal Walkway Conduct Symphony Construction Contract Hit Control Undead Convert Cooking Costuming Counter-Attack Counter-Tracking Coup de Grace Cover Defence Craft Holy Avenger Critical Shot Critical Strike Crow`s Nest Curtain Call Cut Throat Dagger Defense Dagger Specialization Dampen Auras Dazzling Caltrops Dead Reckoning Death Trap Decipher Script Decorating Deep Breath Deep Cut Deflect Projectile Desert Tactics Desperate Moves Detect Traps Detection Dirt Disabling Caltrops Disarm Disease Immunity Disguise Dissertating Distilling Distract Diving Dodge Domesticating Draw Treasure Map Drilling Druid Honorary Degree Druidic Pass Dual Parry Dyeing Edged Weapon Familiarity Edged Weapon Proficiency Edged Weapon Specialization Embezzle Embroidering Encrypted Writing Endurance Engraving Enrolling Enslave Escape Bonds Espionage Evesdrop Excavation Exit Stage Left False Arrest Far Shot Farming Favored Enemy 1 Favored Enemy 2 Favored Enemy 3 Favored Enemy 4 Feint Fence Loot Fierce Companions Fifth Totem Fighter Honorary Degree Find Home Find Ship Find Water Fire Breathing Fire Building Fish Lore Fishing Flailing Weapon Specialization Flank Flay Fletching Floristry Fly Merchant Flag Flying Kick Food Prep Food Preserving Footlocks Foraging Forest Tactics Forgery Foul Weather Sailing Fourth Totem Fragmentation Frame Mark Freeze Gaol Food Gardening Gem Digging Glass Blowing Golem Form Gouge Graffiti Groin Guildmaster Haggle Half Attack Hammer Familiarity Hammer Proficiency Hammer Specialization HammerRing Hand to hand combat Handcuff Hard to Port Hard to Stern Healing Hands Herbalism Herbology Heroism Hide Hide In Plain Sight Hide Other Hide Ship Hideout High Marks Hills Tactics Hire Crewmember Hold Your Liquor Holy Strike Hunters Endurance Hunting Hush Identify Bombs Identify Poison Identify Traps Imitate Improved Boarding Improved Distraction Improved Hiding Improved Peek Improved Shield Defence Improved Steal Improved Swipe Improved Teaching Improved Throwing Infect Informant Injure Instrument Bash Instrument Making Intercept Ship Intimidation Invisibility to Mark Irrigation Jail Key Jewel Making Joke Juggle Jungle Tactics Kamikaze Ki Strike Kick Kill Log Knife Hand Know Plants Labeling Lacquering Landscaping Lay Minor Traps Lay Traps Leather Working Lecturing Leeching Legendary Weaponsmithing Letter of Marque Lightning Strike Linguistic Comprehension Listen Lobotomizing Locate Alcohol Locksmithing Lore Lure Mage Honorary Degree Make Bombs Make Maps Make Pub Contacts Make Sea Maps Mark Mark Disguise Mark OOC Mark Trapped Marker Spying Marketeering Masonry Mast Shot Master Armorsmithing Master Baking Master Butchering Master Cooking Master Costuming Master Distilling Master Drilling Master Dyeing Master Farming Master Fishing Master Floristry Master Food Prep Master Foraging Master Gardening Master Gem Digging Master Herbology Master Lacquering Master Leather Working Master Mining Master Shearing Master Tailoring Master Trawling Master Weaponsmithing Master Wood Chopping Matrix Possess MeatCuring Meditation Memorize Metacrafting Mimicry Mining Monkey Grip Monkey Punch Monologue Morse Code Mountain Tactics Mounted Charge Mounted Combat Mug Multiwatch My Plants Natural Weapon Proficiency Naval Tactics Nipple Twist Nondetection Observe Opponent Knowledge Organizing Pack Call Painting Paladin`s Aura Paladin`s Courage Paladin`s Goodness Paladin`s Mount Paladin`s Purity Paladin`s Resistance Palm Panhandling Paper Making Parry Pay Off Peek Pet Spy Pet Steal Pick Locks Pieces of Eight Pin Plains Tactics Planar Lore Plant Form Plant Item Plant Lore Play Instrument Plunder Point Blank Shot Poison Immunity Polearm Specialization Pottery Power Grab Prayercraft Pressure Points Prison Assignment Prisoner Transfer Publishing Puppeteer QuickChange Racial Lore Racketeer Rally Cry Ranged Weapon Familiarity Ranged Weapon Proficiency Ranged Weapon Specialization Rapid Shot Recall Recollecting Record Recover Voice Regional Awareness Remove Traps Rend Rescue Resistance Return Projectile Reveal Text Revoke Ride The Rigging Rig Ramming Speed Robbery Rodsmithing Roll With Blows Rope Swing Running Fight Safecracking Safehouse Salvaging Sap Satire Scalping Scrapping Scratch Scrimshawing Scroll Scribing Sculpting Scuttle Sea Charting Sea Legs Sea Lore Sea Maneuvers Sea Navigation Searching Second Attack Second Totem Secret Writing Sense Law Sense Snares and Pits Set Alarm Set Decoys Set Snare Shadow Shadowpass Shadowstrike Shame Shape Shift Shearing Shield Bash Shield Block Shield Familiarity Shield Specialization Ship Building Ship Lore Shrug Off Shuffle Shush Side Kick Siege Weapon Specialization Siegecraft Silent AutoGold Silent AutoLoot Silent Drop Silent Open Silent Running Skillcraft Slapstick Slave Trading Slip Item Slippery Mind Slow Fall Smelting Smoke Rings Smoke Signals Smugglers Hold Sneak Sneak Attack Snipe Song Write Songcraft Speculating Spellcraft Spring Attack Spying Squatting Stability Staff Familiarity Staff Making Staff Proficiency Staff Specialization Steal Stinkify Stone Body Stowaway Strategic Retreat Strike The Set Strip Item Struggle Studying Subdue Superstition Surrender Surveying Swamp Tactics Sweep Swim Swipe gold Sword Familiarity Sword Proficiency Sword Specialization Tag Turf Tailoring Tanning Tap Room Tar And Feather Tattooing Taxidermy Textiling Thief Honorary Degree Thiefcraft Third Attack Third Totem Tie Down Titling Torturesmithing Toughness Toughness II Toughness III Track Track Animal Transcribing Trap Immunity Trawling Trip Trophy Count True Shot Tumble Tune Instrument Turf War Turn Undead Two Dagger Fighting Two Weapon Fighting Unbinding Underground Connections Upstage Urban Tactics Use Poison Wainwrighting Walk The Plank Wand Making Wands War Cry Warning Shot Warrants Water Cover Water Tactics Weapon Break Weapon Catch Weapon Sharpening Weapon Snatch Weaponsmithing Weaving Welding Wenching Whomp Wilderness Lore Wilderness Sounds Wood Chopping Woodland Creep Woodland Hide Woodland Lore Woodland Sneak Wrath Write | Abandon Ship (Skill_AbandonShip)
    Skill    : Abandon Ship
    Domain   : Sea travel
    Available: Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Movement (100)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : ABANDONSHIP
    Usage    : ABANDONSHIP
    Example  : abandonship
    During ship combat, the sailor can summon all his or her skill and training
    into a panicked rush of life-and-property-saving action.  The sailor will
    gather up any life boats on the ship, load them with as much cargo as they will
    hold, load them up with enough crew as skill allows, jump into a boat, launch
    the boats, and order the floatilla on a break-neck paced retreat. If the ship
    has no life boats, then the sailor will simply throw some number of crew
    overboard and then jump themselves.  The sailor will have no movement remaining
    afterwards.
Abiding Aura (Paladin_AbidingAura)
    Skill    : Abiding Aura
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    This powerful paladin aura holds back the death of the paladin's nearby allies
    for a few seconds.  From the moment the aura prevents a death, that person has
    10 seconds to get above 10 percent of their health before the delayed death
    finally occurs. In the meantime, so long as he or she remains in the paladin's
    presence, death will not occur.
Above The Law (Skill_AboveTheLaw)
    Skill    : Above The Law
    Domain   : Legal
    Available: Oracle
    Allows   : Legal Lore I
    Invoked  : Automatic
    Example  :
    Some people, Oracles for instance, are so beloved and respected in their home
    cities that they are instantly forgiven any crimes they might commit.
Accuse (Archon_Accuse)
    Skill    : Accuse
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : ACCUSE
    Usage    : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
    Example  : accuse gunther making me mad
    Example  : accuse joe of being joe 7 !
    From anywhere on the map, the player with this skill can cause the target
    player to be accused of a crime in either the area they are currently in, their
    starting area, or the area the accuser is in, depending on what's available
    when the skill is used.  This will cause the law in that area to go after the
    target player.  The default sentence is prison time, but this can be lowered or
    raised by specifying a number from 0 (warning) to 10 (death) at the end.  An
    exclamation mark may be optionally also added to do a worldwide announcement.
Ad Lib (Skill_AdLib)
    Skill    : Ad Lib
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (36) Movement (36)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ADLIB
    Usage    : ADLIB [TARGET]
    Example  : adlib bob
    The bard begins watching the target carefully.  If the target uses a skill that
    is unknown to the bard within the short time of this effect, even if it is not
    one the bard is capable of learning, the bard will immediately attempt to
    ad-lib the skill towards the exact same target, and at the same proficiency.
    If either leaves the room, or the short time limit runs out, the effect just
    quietly ends.
Alchemy (Alchemy)
    Skill    : Alchemy
    Domain   : Crafting
    Available: Arcanist Shaman Numerous Classes
    Requires : A base intelligence of at least 12.  A base wisdom of at least 12.

    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Allows   : Wise Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BREW, ALCHEMY
    Usage    : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
    Example  : brew heal flask
    :        : brew list
    :        : brew list cure
    :        : brew list all
    This skill allows the player to brew a potion from one of the spells or prayers
    the player knows.  To do this, the player must have a glass drinking container
    to make the potion out of.  Many potions require ingredients, and all require
    water or some other liquid base to start from.  Also, the player must have
    mastered the spell or prayer before attempting to brew a potion from it.
    Lastly, the player will lose some experience for brewing the potion.
Alertness (Thief_Alertness)
    Skill    : Alertness
    Domain   : Alert
    Available: Pirate Thief
    Allows   : Vigilantly I
    Use Cost : Mana (70)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ALERTNESS
    Usage    : ALERTNESS
    Example  : alertness
    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.
All Defence (Paladin_Defend)
    Skill    : All Defence
    Domain   : Evasive
    Available: Minstrel Paladin
    Allows   : Evasively I
    Use Cost : Movement (61)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : DEFENCE
    Usage    : DEFENCE
    Example  : defence
    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.
Ambush (Thief_Ambush)
    Skill    : Ambush
    Domain   : Stealthy
    Available: Assassin Beastmaster Thief
    Allows   : Stealthy I
    Use Cost : Mana (36) Movement (36)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : AMBUSH
    Usage    : AMBUSH
    Example  : ambush
    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.
Amputation (Amputation)
    Skill    : Amputation
    Domain   : Anatomy
    Available: Gaoler
    Allows   : Anatomy I
    Use Cost : Mana (40) Movement (40)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : AMPUTATE
    Usage    : AMPUTATE [TARGET NAME] [PART]
    Example  : amputate orc arm
    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.
Analyze Mark (Thief_AnalyzeMark)
    Skill    : Analyze Mark
    Domain   : Combat lore
    Available: Assassin Charlatan Scholar
    Allows   : Combat Lore I
    Invoked  : Automatic
    Example  :
    The thief, after marking a target for death (see the MARK skill), and
    "observing" the mark for awhile (~ a minute), 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 Bonding (AnimalBonding)
    Skill    : Animal Bonding
    Domain   : Animal affinity
    Available: Beastmaster Mer Ranger
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ANIMALBOND, ANIMALBONDING
    Usage    : ANIMALBOND [MOB NAME]
    Example  : animalbond bear
    This skill allows the player to form a bond with the given animal follower,
    allowing the animal to understand ORDERs given to them.  It does not cause the
    animal to follow the player, but only improves communication between them.
Animal Frenzy (Ranger_AnimalFrenzy)
    Skill    : Animal Frenzy
    Domain   : Animal affinity
    Available: Ranger
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Example  :
    All animal followers of the ranger gain amazing attack feats, and up to
    quadruple damage bonuses.
Animal Husbandry (AnimalHusbandry)
    Skill    : Animal Husbandry
    Domain   : Animal affinity
    Available: Artisan
    Requires : 'Shearing' at 75%, 'Bandaging' at 75%, and 'Cage Building' at 75%
    Allows   : Animal Affinity I, Natural Weapon Proficiency, Quick Working I
    Allows   : Mounted Combat, Quick Worker I, Cage, Master Shearing
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HUSBAND, ANIMALHUSBANDRY
    Usage    : HUSBAND [MOB NAME] [MOB NAME]
    Example  : husband bull cow
    This skill allows the player to coax two animals on his or her own property to
    reproduce.  If successful, the female animal will be pregnant, and some time
    later, will give birth to a baby.  This skill can also be used to tell if an
    animal is pregnant -- just select the female mob twice; if the female is
    pregnant, then you will see an already pregnant error, and if not, an error for
    selecting the female twice.
Animal Taming (AnimalTaming)
    Skill    : Animal Taming
    Domain   : Animal affinity
    Available: Trapper
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TAME, TAMING, ANIMALTAMING
    Usage    : TAME [MOB NAME] ([CAGE NAME])
    Example  : tame bear cage
    This skill allows the player to remove any behaviors, such as aggressiveness or
    the tendency to roam around, or other behaviors from the target caged or bound
    mob.
Animal Trading (AnimalTrading)
    Skill    : Animal Trading
    Domain   : Animal affinity
    Available: Trapper
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
    Usage    : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
    Example  : asell bear cage shopkeeper
    Example  : asell bear
    Example  : asell bear shopkeeper
    This skill allows the player to sell bound or caged animals to shopkeepers who
    deal in them.  As can be seen from the parameters, the player may also sell
    mobs right out of cages, or animals in their group who are bound.
Animal Training (AnimalTraining)
    Skill    : Animal Training
    Domain   : Animal affinity
    Available: Beastmaster Trapper
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ANIMALTRAINING
    Usage    : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
    Example  : animaltrain bear cage kill
    Example  : animaltrain bear wander
    This skill allows the player to add behaviors, such as aggressiveness or the
    tendency to roam around, or other behaviors and skills to the bound or caged
    animal.
Apothecary (Apothecary)
    Skill    : Apothecary
    Domain   : Epicurean
    Available: Barbarian Numerous Classes
    Requires : A base wisdom of at least 12.
    Allows   : Quick Cooking I, Identify Poison, Quick Worker I
    Allows   : Advanced Cooking I, Poisoning I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : APOTHECARY, MIX
    Skill    : APOTHECARY
    Usage    : MIX LIST/[BREWING CONTAINER]
    Example  : mix pot
    :        : mix list
    :        : mix list slumber
    :        : mix list all
    This skill allows the player to create a deadly poison from basic ingredients.
    The player must be near a fire over which the poison can be brewed.  The
    ingredients must be placed in a fire-safe container, like a pot or pan.  A pot
    may be filled with water or other liquids, if water or the liquid is required
    for the recipe.
Appraise (Thief_Appraise)
    Skill    : Appraise
    Domain   : Street smarts
    Available: Artisan Bard Burglar Dancer
    Available: Scholar
    Requires : 'Jewel Making' at 75%
    Allows   : Haggle, Street Lore I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : APPRAISE
    Usage    : APPRAISE [ITEM NAME]
    Example  : appraise sword
    The thief carefully examines the item, determining (perhaps even successfully),
    the items material, weight, size (for armor), and base gold value.
Aquatic Pass (Druid_AquaticPass)
    Skill    : Aquatic Pass
    Domain   : Stealthy
    Available: Mer
    Allows   : Stealthy I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AQUAPASS, APASS
    Usage    : AQUAPASS [DIRECTION]
    Example  : aquapass east
    This skill allows the druid to move silently and almost invisibly from place to
    place while traveling in aquatic areas.  Moreover, this skill allows the Druid
    to pass into locked dwellings, if those dwellings are located in the watery
    domain.
Armor Specialization (Specialization_Armor)
    Skill    : Armor Specialization
    Domain   : Armor use
    Available: Several Classes
    Allows   : Weaponsmithing, Armor Optimizing I, Armor Focus I
    Invoked  : Automatic
    The player is an expert at getting the most from armor. This allows a small
    bonus per piece of armor worn, and with the use of focus expertise, can permit
    higher level armor to be worn.
Armor Tweaking (Fighter_ArmorTweaking)
    Skill    : Armor Tweaking
    Domain   : Armor use
    Available: Barbarian Fighter Monk Paladin
    Available: Ranger
    Allows   : Armor Optimizing I
    Use Cost : Mana (52)
    Quality  : Always Beneficial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : ARMORTWEAK, TWEAK
    Usage    : TWEAK [ARMOR PIECE]
    Example  : tweak leggings
    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.
Armorsmithing (Armorsmithing)
    Skill    : Armorsmithing
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : 'Blacksmithing' at 75%
    Requires : A base strength of at least 12.
    Allows   : Light Metalworking I, Durable Metalworking I, Quality Crafting I
    Allows   : Quick Worker I, Durable Crafting I, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Scrapping
    Allows   : Quality Metalworking I, Master Armorsmithing
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ARMORSMITH, ARMORSMITHING
    Usage    : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]
    Example  : armorsmith platemail shirt
    :        : armorsmith list
    :        : armorsmith list vest
    :        : armorsmith list left wrist
    :        : armorsmith list all
    :        : armorsmith info vest
    :        : armorsmith mend vest
    :        : armorsmith refit sleeves
    :        : armorsmith scan
    :        : armorsmith scan bob
    :        : armorsmith learn vest
    This skill allows a player to craft armor pieces from metal.  This skill
    requires Blacksmithing in order to learn it.  The extent of the items which can
    be crafted expands as the player goes up in level.  To begin smithing, the
    player must be in a room with an open fire burning, and must have placed the
    metal he or she wishes to make the item from on the ground.  This command may
    also be used to mend damaged metal armors, get info on a list item, refit metal
    armors which are the wrong size, or learn to how to smith a found item,
    provided a blank recipe page, or recipe book with blank pages is in his or her
    inventory.  The player may also scan the room or other players for equipment
    that may be mended by this skill, using the scan parameter. The raw metal for
    armorsmithing can be obtained using the Mining skill, and better metals through
    the Smelting skill. Using better metals will increase both the strength and the
    required level of the crafted item, and some metals require less material to
    make the same items.

    This skill also allows the player to learn how to smith an item he or she has
    found.  To do this, the player needs to have a blank Recipe page, or a Recipe
    book with blank pages in his or her inventory.
Arrest (Skill_Arrest)
    Skill    : Arrest
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Movement (69)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ARREST
    Usage    : ARREST [TARGET NAME]
    Example  : arrest orc
    This powerful skill allows the player to automagically knock out the target,
    and instantly handcuff them for travel to the local judge for trial.  The
    Collect Bounty skill is required to turn the prisoner over to the judge.
    Otherwise, your other recourse is to turn the prisoner over to a cityguard.
Arresting Sap (Skill_ArrestingSap)
    Skill    : Arresting Sap
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Movement (62)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ASAP
    Usage    : ASAP [TARGET NAME]
    Example  : asap orc
    If the target has warrants out in the area, this skill will knock them out so
    that they can be cuffed for transport to the judge for trial.  The Handcuff or
    Bind skill is required to cuff them, and the Collect Bounty skill is required
    to turn the prisoner over to the judge.  Otherwise, your other recourse is to
    turn the prisoner over to a cityguard.
Arsonry (Thief_Arsonry)
    Skill    : Arsonry
    Domain   : Criminal
    Available: Thief
    Allows   : Criminal Deviousness I
    Use Cost : Mana (63)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : ARSON, ARSONRY
    Usage    : ARSONRY [TARGET ITEM]/[DIRECTION]
    Example  : arsonry pile of wood
    Example  : arsonry east
    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.
Articles (Thief_Articles)
    Skill    : Articles
    Domain   : Influential
    Available: Pirate
    Allows   : Influencing I
    Use Cost : Mana (71)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ARTICLES
    Usage    : ARTICLES [TARGET NAME]
    Example  : articles bob
    This skill allows the player on their ship to offer the articles of piracy to
    the target bound or grouped npc.  If they are accepted, the target will be tied
    to the ship for the rest of their life, and will perform one of three jobs for
    the ship:

    Siege Weapon Operator: This type of crew will remain passive until the ship
    enters combat.  At that point they will seek out the nearest siege weapon and
    attempt to load and aim it. They pick up and use any suitable ammunition
    sitting around.

    Defender: This type of crew will remain passive until the ship enters combat.
    At that point, they will begin wandering the ship looking for fights to get
    into against anyone who boards.

    Boarder: This type of crew will remain passive until the ship enters combat.
    At that point, they will begin wandering the ship looking for a way to get to
    the enemy ship.  If any grapples are sitting around, they will grab them and
    use them.

    The total amount of crew that can sign the articles of piracy is limited by the
    size of the ship deck, the number of rooms in the ship total, and the expertise
    of the pirate.
Assassinate (Thief_Assassinate)
    Skill    : Assassinate
    Domain   : Dirty fighting
    Available: Assassin
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Mana (32) Movement (32)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ASSASSINATE
    Usage    : ASSASSINATE ([TARGET NAME])
    Example  :
    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.
Atemi Strike (Fighter_AtemiStrike)
    Skill    : Atemi Strike
    Domain   : Punching
    Available: Monk
    Allows   : Iron Punching I, Combat Fluidity I
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ATEMI
    Usage    : ATEMI [TARGET NAME]
    Example  : atemi orc
    The Monk delivers a lethal, deadly, and powerful strike to the target. Some
    time later, the target WILL die.
Attribute Training (AttributeTraining)
    Skill    : Attribute Training
    Domain   : Education lore
    Available: Scholar
    Allows   : Quick Working I, Educating I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN
    Usage    : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]
    Example  : attribtrain bob strength
    Example  : attribtrain bob dexterity
    This skill allows the player to train a particular attribute with a follower.
    The attribute requires the trainee to have the a sufficient number of Training
    Points, which, for NPCs, can be more than required by players.
AutoBash (Fighter_AutoBash)
    Skill    : AutoBash
    Domain   : Shield use
    Available: Fighter
    Requires : 'Shield Bash'
    Allows   : Shield Using I
    Use Cost : Movement (70)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOBASH
    Usage    : AUTOBASH
    Example  : autobash
    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.
AutoCaltrops (Thief_Autocaltrops)
    Skill    : AutoCaltrops
    Domain   : Trapping
    Available: Trapper
    Requires : 'Caltrops'
    Allows   : Trapping I
    Component: 10 pounds of metal, or 10 pounds of mithril
    Use Cost : Mana (62)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOCALTROPS
    Usage    : AUTOCALTROPS
    Example  :
    The thief quickly prepares a handful of caltrops and drops them into every room
    he or she enters automatically.  These traps are permanent on owned property,
    but won't affect those who live there.
AutoClimb (Skill_Autoclimb)
    Skill    : AutoClimb
    Domain   : Fitness
    Available: Artisan Numerous Classes
    Requires : 'Climb'
    Requires : A base strength of at least 12.
    Allows   : Strategic Retreat, Fitness I
    Use Cost : Movement (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOCLIMB
    Usage    : AUTOCLIMB
    Example  :
    The player begins climbing around whenever they move. By turning this on, the
    player uses half their normal movement cost for climbing.  Enter AUTOCLIMB
    again to turn it off.
AutoCrawl (Skill_Autocrawl)
    Skill    : AutoCrawl
    Domain   : Fitness
    Available: Artisan Numerous Classes
    Allows   : Strategic Retreat, Fitness I
    Use Cost : Movement (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOCRAWL
    Usage    : AUTOCRAWL
    Example  :
    The player begins crawling around whenever they move. By turning this on, the
    player uses half their normal movement cost for crawling.  Enter AUTOCRAWL
    again to turn it off.
AutoDetect Traps (Thief_AutoDetectTraps)
    Skill    : AutoDetect Traps
    Domain   : Alert
    Available: Trapper
    Requires : 'Detect Traps'
    Allows   : Vigilantly I
    Use Cost : Mana (60)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTODETECTTRAPS
    Usage    : AUTODETECTTRAPS
    Example  : autodetecttraps
    The thief concentrates on scanning all exits and obvious items in a room for
    signs of traps whenever entering a room.
AutoMark Traps (Thief_AutoMarkTraps)
    Skill    : AutoMark Traps
    Domain   : Alert
    Available: Trapper
    Requires : 'Mark Trapped', and 'Detect Traps'
    Allows   : Vigilantly I
    Use Cost : Mana (60)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOMARKTRAPS
    Usage    : AUTOMARKTRAPS
    Example  : automarktraps
    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.
AutoSneak (Thief_Autosneak)
    Skill    : AutoSneak
    Domain   : Stealthy
    Available: Thief
    Requires : (One of: 'Woodland Sneak', or 'Sneak')
    Allows   : Stealthy I
    Use Cost : Mana (54)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOSNEAK
    Usage    : AUTOSNEAK
    Example  :
    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.
AutoSwim (Skill_Autoswim)
    Skill    : AutoSwim
    Domain   : Fitness
    Available: Artisan Numerous Classes
    Requires : 'Swim'
    Requires : A base constitution of at least 8.
    Allows   : Strategic Retreat, Fitness I
    Use Cost : Movement (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOSWIM
    Usage    : AUTOSWIM
    Example  :
    The player begins instinctively using their swimming skill whenever they move.
    By turning this on, the player uses half their normal movement cost for
    swimming.  Enter AUTOSWIM again to turn it off.
AutoSwipe (Thief_AutoSwipe)
    Skill    : AutoSwipe
    Domain   : Stealing
    Available: Burglar
    Requires : 'Swipe gold'
    Allows   : Theft Mastery I
    Use Cost : Mana (72)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : AUTOSWIPE
    Usage    : AUTOSWIPE (PCT %)
    Example  : autoswipe
    Example  : autoswipe 98%
    The player begins instinctively using their ability to swipe gold from people
    when moving through crowds.  When the player enters a room, if at least two
    eligible victims are available, the thief will attempt to swipe from one of
    them at random. To use the skill, it must be turned on by entering AUTOSWIPE.
    It is turned off by entering AUTOSWIPE again.  Normally, the thief will only go
    after a victim if the chance of going undiscovered is at least 90%.  However,
    this can be raised or lowered by entering a new percentage along with the
    command when turning it on.
Avoid Currents (Skill_AvoidCurrents)
    Skill    : Avoid Currents
    Domain   : Sea travel
    Available: Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    This skill allows the sailor to guide their sailing ship around the tug of
    currents, putting the captain back in charge of the course.
Avoid Traps (Thief_AvoidTraps)
    Skill    : Avoid Traps
    Domain   : Find/remove traps
    Available: Jester Trapper
    Allows   : Trap Disabling I
    Invoked  : Automatic
    Example  :
    The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
    survive traps which he may trigger or be fixing to trigger.
Await Ship (Skill_AwaitShip)
    Skill    : Await Ship
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (75)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : AWAITSHIP
    Usage    : AWAITSHIP
    Example  : awaitship
    While standing on a shore, this skill will cause the sailors nearest big
    sailing ship to be sailed to where the sailor is.
Ax Kick (Fighter_AxKick)
    Skill    : Ax Kick
    Domain   : Kicking
    Available: Monk
    Requires : 'Kick'
    Allows   : Flying Kick, Iron Kicking I, Combat Fluidity I
    Use Cost : Movement (58)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : AXKICK
    Usage    : AXKICK [TARGET NAME]
    Example  : axkick orc
    The Monk delivers swift and powerful kick to the target.
Axe Familiarity (Familiarity_Axe)
    Skill    : Axe Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Axe Proficiency' at 75%
    Invoked  : Automatic
    The player is familiar with axes they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
Axe Proficiency (Proficiency_Axe)
    Skill    : Axe Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Wood Chopping' at 75%
    Allows   : Axe Familiarity
    Invoked  : Automatic
    The player is proficient with an axe, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Axe Specialization (Specialization_Axe)
    Skill    : Axe Specialization
    Domain   : Weapon use
    Available: Assassin Templar Several Classes
    Allows   : Axe Slicing I, Axe Focus I, Weaponsmithing, Axe Piercing I
    Allows   : Axe Striking I
    Invoked  : Automatic
    The player is an axe master, gaining bonuses to attack when using an axe in
    combat.  Can also allow the use of higher level axes if the focus expertise is
    taken.
Back Hand (Fighter_BackHand)
    Skill    : Back Hand
    Domain   : Punching
    Available: Monk
    Allows   : Iron Punching I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Back Stab (Thief_BackStab)
    Skill    : Back Stab
    Domain   : Dirty fighting
    Available: Trapper Several Classes
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (60)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BACKSTAB, BS
    Usage    : BACKSTAB [TARGET NAME]
    Example  : backstab orc
    Shorts   : BS
    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.
Baiting (Baiting)
    Skill    : Baiting
    Domain   : Gathering
    Available: Artisan Sailor
    Requires : 'Fish Lore' at 75%
    Allows   : Master Fishing, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BAIT, BAITING
    Usage    : BAIT LIST/[FISH TYPE]
    Example  : bait salmon
    Example  : bait list
    This skill allows the player to use a bit of raw meat to bait the water in
    hopes of attracting fish of a particular kind.  Bits of meat are best obtained
    through the Butchering, Fishing, or Trawling skills.  Bait list can be used to
    list the types of fish that can be baited for.
Baking (Baking)
    Skill    : Baking
    Domain   : Epicurean
    Available: Artisan Gaoler Numerous Classes
    Requires : 'Cooking'
    Allows   : Quick Cooking I, Master Baking, Fortified Baking I
    Allows   : Quick Worker I, Home Cooking I, Advanced Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BAKING, BAKE
    Usage    : BAKE LIST/[BAKING CONTAINER]
    Example  : bake list
    Example  : bake list oven
    Example  : bake list all
    Example  : bake oven
    This skill allows the player to create a more nutritious meal from basic edible
    ingredients.  The player must be near a fire over which the meal can be cooked.
     The ingredients must be placed in a fire-safe container, that is closeable,
    and is closed.  The container may be filled with water, if water is required
    for the recipe.  The ingredients for cooking are best obtained through the
    Butchering skill and the Foraging skill.
Bandaging (Bandaging)
    Skill    : Bandaging
    Domain   : Anatomy
    Available: Numerous Classes
    Allows   : Anatomy I, Animal Husbandry, Branding
    Component: 1 pound of cloth, or 5 pounds of dust held
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BANDAGE, BANDAGING
    Usage    : BANDAGE [MOB NAME]
    Example  : bandage bob
    This skill allows the player to use a small bit of raw cloth to bandage up any
    serious wounds.  This skill will stop bleeding, and protect extreme injuries,
    allowing the body to heal normally.  This skill also allows broken bones to be
    properly set, so that they will begin healing on their own. The skill allows a
    small amount of hit points to be restored during the process.
Banish (Archon_Banish)
    Skill    : Banish
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BANISH
    Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
    Example  : banish gunther
    Example  : banish gunther Midgaard#3001
    Example  : banish gunther 3 hours
    Example  : banish gunther 14 years
    From anywhere on the map, the player with this skill can send the target
    mob/player to a prison from which they can not escape magically.  Use this
    skill again on the same player to release them.  The Archon can optionally
    specify a room on the map which this skill will copy and use as the jail.  The
    Archon can also optionally end the command with the number of seconds, ticks,
    minutes, hours, days, weeks, or years in which to keep the player imprisoned.
    It is up to the Archon to make sure there are no mundane ways out of the
    prison; Banish will take care of the magical ways of escape.
Bard Honorary Degree (Skill_HonoraryDegreeBard)
    Skill    : Bard Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When
    the scholar has Studied at least 4 skills qualified for by at least one of the
    qualifying classes, including those skills specified by the class, then the
    scholar will receive access to an honorary degree Title.  The scholar can then
    use the TITLE command to select and use the honorary degree title.  When one of
    these titles is in use, the scholar is permitted to enter areas normally only
    allowed to those of the qualifying class, and also gains the ability to pick up
    and equip items which would normally fly away from the scholars hands if
    normally attempted.
Battle Cry (Fighter_Battlecry)
    Skill    : Battle Cry
    Domain   : Singing
    Available: Barbarian
    Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
    Use Cost : Movement (56)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BATTLECRY
    Usage    : BATTLECRY
    Example  : battlecry
    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.
Befriend (Skill_Befriend)
    Skill    : Befriend
    Domain   : Influential
    Available: Several Classes
    Allows   : Influencing I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BEFRIEND
    Usage    : BEFRIEND [TARGET NAME]
    Example  : befriend vagabond
    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.
Behead (Fighter_Behead)
    Skill    : Behead
    Domain   : Anatomy
    Available: Gaoler
    Allows   : Anatomy I
    Use Cost : Movement (70)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BEHEAD
    Usage    : BEHEAD [TARGET NAME]
    Example  : behead orc
    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.
Belay (Thief_Belay)
    Skill    : Belay
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (26) Movement (26)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : BELAY
    Usage    : BELAY [ITEM]
    Example  : belay box
    This ability secures an item to the deck of a sailing ship, so that it cannot
    be washed overboard.
Belly Rolling (Skill_BellyRolling)
    Skill    : Belly Rolling
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Invoked  : Automatic
    During combat, the fighter gains the ability to dodge attacks while sitting or
    on the floor.
Berzerk (Fighter_Berzerk)
    Skill    : Berzerk
    Domain   : Martial lore
    Available: Barbarian Beastmaster Fighter
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (58)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : BERZERK
    Usage    : BERZERK
    Example  : berzerk
    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.
Bind (Thief_Bind)
    Skill    : Bind
    Domain   : Binding
    Available: Jester Trapper Several Classes
    Allows   : Rope Use I
    Use Cost : Movement (61)
    Quality  : Malicious
    Targets  : Creatures Rooms
    Range    : Touch, or not applicable
    Commands : BIND
    Usage    : BIND [TARGET NAME]
    Example  : bind orc
    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.
Bite (Druid_Bite)
    Skill    : Bite
    Domain   : Weapon use
    Available: Beastmaster
    Allows   : Unarmed Striking I, Unarmed Piercing I
    Use Cost : Movement (57)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BITE
    Usage    : BITE [TARGET NAME]
    Example  : bite orc
    While in his or her animal form (see ShapeShift), the Druid gains the ability
    to deliver an especially powerful and piercing bite of damage.
Blacksmithing (Blacksmithing)
    Skill    : Blacksmithing
    Domain   : Crafting
    Available: Artisan Gaoler Numerous Classes
    Requires : A base strength of at least 10.
    Allows   : Construction, Shield Familiarity, Light Metalworking I
    Allows   : Torturesmithing, Jewel Making, Quick Worker I, Weaponsmithing
    Allows   : Light Crafting I, Quality Metalworking I, Locksmithing
    Allows   : Engraving, Quality Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I, Hammer Proficiency, Armorsmithing
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BLACKSMITH, BLACKSMITHING
    Usage    : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : blacksmith pot
    :        : blacksmith bundle 100 iron
    :        : blacksmith list
    :        : blacksmith list pot
    :        : blacksmith list all
    :        : blacksmith learn pot
    This skill allows a player to craft metal items, such as pots and pans.  The
    extent of the items which can be crafted expands as the player goes up in
    level.  To begin smithing, the player must be in a room with an open fire
    burning, and must have placed the metal he or she wishes to make the item from
    on the ground. The player may also learn how to smith an item he or she has
    found, so long as he or she has a blank recipe page or a recipe book with blank
    pages in his or her inventory. The raw metal for blacksmithing can be obtained
    using the Mining skill, and better metals through the Smelting skill.
Blind Fighting (Fighter_BlindFighting)
    Skill    : Blind Fighting
    Domain   : Martial lore
    Available: Beastmaster Burglar Fighter Jester
    Available: Monk Paladin Dancer
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    Negates the affects of not being able to see your opponent during combat.
Blood Brother (Fighter_BloodBrother)
    Skill    : Blood Brother
    Domain   : Influential
    Available: Barbarian
    Allows   : Influencing I
    Use Cost : Movement (58)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BLOODBROTHER, BROTHER
    Usage    : BLOODBROTHER [TARGET NAME]
    Example  : bloodbrother bob
    The fighter becomes blood brother to the target, sealing a bond of lifetime
    friendship.  Other than making the two family for the purposes of clan
    requirements, this skill has no other effect.
Blunt Weapon Familiarity (Familiarity_BluntWeapon)
    Skill    : Blunt Weapon Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Blunt Weapon Proficiency' at 75%
    Invoked  : Automatic
    The player is familiar with blunt weapons they have crafted themselves, gaining
    an attack bonus from wielding the product of their own hands.
Blunt Weapon Proficiency (Proficiency_BluntWeapon)
    Skill    : Blunt Weapon Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Sculpting' at 75%
    Allows   : Blunt Weapon Familiarity
    Invoked  : Automatic
    The player is proficient with blunt weapons, gaining the ability to use them
    even if their current class training would not make it feasible normally.
Blunt Weapon Specialization (Specialization_BluntWeapon)
    Skill    : Blunt Weapon Specialization
    Domain   : Weapon use
    Available: Assassin Gaian Numerous Classes
    Allows   : Blunt Focus I, Weaponsmithing, Blunt Striking I, Blunt Bashing I
    Allows   : Blunt Piercing I
    Invoked  : Automatic
    The player is a master of blunt weapons, gaining bonuses to attack when using a
    blunt weapon in combat.  Can also allow the use of higher level weapons if the
    focus expertise is taken.
Boatwrighting (Boatwright)
    Skill    : Boatwrighting
    Domain   : Crafting
    Available: Artisan Sailor Numerous Classes
    Requires : 'Carpentry'
    Requires : A base wisdom of at least 12.
    Allows   : Master Wood Chopping, Quick Worker I, Ingenious Engineering I
    Allows   : Advanced Crafting I, Quick Crafting I, Ship Building
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BOATWRIGHTING
    Usage    : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
    Example  : boatwright canoe
    :        : boatwright list
    :        : boatwright list canoe
    :        : boatwright list all
    :        : boatwright mend canoe
    :        : boatwright scan
    :        : boatwright scan bob
    :        : boatwright learn boat
    This skill allows a player to craft wooden boats.  The extent of the items
    which can be crafted expands as the player goes up in level.  This command also
    allows the player to repair any damaged small wooden boats.  To begin carving a
    new item, the player must have placed the wood he or she wishes to make the
    item from on the ground. Items crafted with balsa can be done with half the
    required wood listed, while items crafted with ironwood will require twice the
    required wood listed. The raw wood for building is found using the Chopping
    skill.
Body Flip (Fighter_BodyFlip)
    Skill    : Body Flip
    Domain   : Grappling
    Available: Monk Dancer
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Movement (60)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BODYFLIP
    Usage    : BODYFLIP [TARGET NAME]
    Example  : bodyflip orc
    The Monk slips in and turns the target head over heels, dropping them to the
    ground stunned for a few moments.
Body Piercing (BodyPiercing)
    Skill    : Body Piercing
    Domain   : Artistic
    Available: Gaoler
    Allows   : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BODYPIERCE, BODYPIERCING
    Usage    : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
    Example  : bodypiercing bob ears
    Example  : bodypiercing remove bob ears
    This skill allows a player to pierce (and heal the piercings) of the body parts
    of a target.  The target must hold still for it, of course.  What results can
    only be seen when the proper wear location is not covered by clothing.  Parts
    available for piercing include the lip, nose, ears, eyebrows, nipples, and
    belly button.
Body Shield (Fighter_BodyShield)
    Skill    : Body Shield
    Domain   : Grappling
    Available: Monk
    Allows   : Vice-Gripping I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to use an opponent pinned using the PIN skill as a
    shield against weapon attacks.
Body Toss (Fighter_BodyToss)
    Skill    : Body Toss
    Domain   : Grappling
    Available: Monk
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Movement (59)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BODYTOSS
    Usage    : BODYTOSS [TARGET NAME]
    Example  : bodytoss orc
    The fighter picks up the target and tosses them away from himself, doing a bit
    of damage and putting them out of range.
Book Editing (BookEditing)
    Skill    : Book Editing
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BOOKEDITING, BOOKEDIT, BEDIT
    Usage    : BOOKEDIT [BOOK NAME] ([PAGE NUM])
    Example  : bookedit "a book" 2
    : bookedit "a book"
    The writer uses this skill to edit an existing paper, or an existing chapter in
    a book.  Once published, however, a book can not longer be edited.
Book Loaning (BookLoaning)
    Skill    : Book Loaning
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures Exits Rooms
    Range    : Touch, or not applicable
    Commands : BOOKLOAN
    Usage    : BOOKLOAN ([LIST/REMOVE]) [BOOK NAME] ([VALUE])
    Example  : bookloan list
    :        : bookloan ode to shoes 500
    :        : bookloan all.book 500
    :        : bookloan remove book
    This skill allows a player to behave like a librarian, allowing other players
    to LIST, BORROW, and DEPOSIT items which the player has made available.

    The player may add any book in their inventory to their library, and set a
    value for the item.  Players may borrow books for a number of mud days before
    they become due.  Once overdue, charges up to the value of the item will accrue
    until a waiting limit is reached, at which point the item reappears. on the
    shelf, and the borrower may not borrow again until charges are paid.

    The remove command may be used to take items of that name off the shelf, if it
    is not already loaned out.

    Players may receive loaned books through the postal service also.
Book Naming (BookNaming)
    Skill    : Book Naming
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BOOKNAMING, BOOKNAME, BNAME
    Usage    : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]
    Example  : bookname "a book" 2 "Magic Bob"
    : bookname list
    The writer uses this skill to put the finishing touches on a crafted written
    and readable work, giving it a full name.  The name is built according to one
    of the Name Formats, which you can list with BOOKNAME LIST. The given NAME
    WORDS, and possibly the author name, are then inserted into the chosen format
    to create the new book name.
Bow Specialization (Specialization_Bow)
    Skill    : Bow Specialization
    Domain   : Weapon use
    Available: Ranger
    Allows   : Weaponsmithing
    Invoked  : Automatic
    The player is a master with bows, gaining bonuses to attack when using a bow in
    combat.  Can also allow the use of higher level bows if the focus expertise is
    taken. This specialization stacks its bonuses on top of the more general ranged
    weapon specialization.
Branding (Branding)
    Skill    : Branding
    Domain   : Animal affinity
    Available: Artisan Numerous Classes
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (20)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BRANDING, BRAND
    Usage    : BRAND [MOB NAME]
    Example  : brand cow
    This skill allows the player to put their mark upon an animal that is on their
    own private property, or property they control.  This will make that room the
    animals starting room for as long as the animal lasts. The animal will lose the
    brand when sold to a shopkeeper.  A branded animal will also automatically
    follow a property owner to a new home room whenever the owner attempts to push
    or pull the animal.
Break A Leg (Skill_BreakALeg)
    Skill    : Break A Leg
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (29) Movement (29)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BREAKALEG
    Usage    : BREAKALEG
    Example  : breakaleg
    The bard begins wishing everyone good luck (but especially his or her enemies),
    saying 'Break A Leg!'.  This will create a 5% chance per tick that everyone who
    heard him or her will actually break their leg.
Breakup Fight (Paladin_Breakup)
    Skill    : Breakup Fight
    Domain   : Legal
    Available: Paladin
    Allows   : Legal Lore I
    Use Cost : Movement (65)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BREAKUP
    Usage    : BREAKUP [TARGET NAME]
    Example  : breakup bob
    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 (Thief_Bribe)
    Skill    : Bribe
    Domain   : Influential
    Available: Burglar Thief
    Allows   : Influencing I
    Use Cost : Mana (64)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BRIBE
    Usage    : BRIBE [TARGET NAME] [COMMAND]
    Example  : bribe orc sleep
    The thief will attempt to use money to get a target to do something for him or
    her.
Buffoonery (Skill_Buffoonery)
    Skill    : Buffoonery
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Movement (80)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BUFFOONERY
    Usage    : BUFFOONERY [TARGET NAME] [ITEM NAME]
    Example  : buffoonery orc banana
    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 (Fighter_BullRush)
    Skill    : Bullrush
    Domain   : Acrobatic
    Available: Barbarian
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (73)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BULLRUSH
    Usage    : BULLRUSH [TARGET NAME] [DIRECTION]
    Example  : bullrush orc east
    The fighter takes a strong charge at the target, and runs them into the next
    room or area in one mighty heroic move.
Buried Treasure (Thief_BuriedTreasure)
    Skill    : Buried Treasure
    Domain   : Deceptive
    Available: Pirate
    Allows   : Deceptive I, Pieces of Eight
    Invoked  : Automatic
    Whenever items are placed in a hole dug using the DIG command, those proficient
    with this skill will see that they have buried treasure.  Treasure so buried
    will be more difficult to dig up by anyone other than the original bury-er.
    The difficulty approaches impossible with higher skill level and expertise.
Butchering (Butchering)
    Skill    : Butchering
    Domain   : Gathering
    Available: Artisan Numerous Classes
    Requires : A base intelligence of at least 9.
    Allows   : Master Butchering, Quick Working I, Quick Worker I
    Allows   : Tanning, MeatCuring, Chirurgy, Scrimshawing
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BUTCHER, BUTCHERING, SKIN
    Usage    : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
    Example  : butcher body
    Example  : butcher bundle 10 bones
    With this common skill, a dead body can be cut up and its useful parts
    separated. You can also bundle multiple resources together using this skill.
    The GET command can be used to unbundle such resources.
Cage (Skill_Cage)
    Skill    : Cage
    Domain   : Animal affinity
    Available: Artisan Trapper
    Requires : 'Animal Husbandry' at 75%
    Allows   : Animal Affinity I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CAGE
    Usage    : CAGE [TARGET NAME] [CAGE ITEM]
    Example  : cage rabbit wagon
    The thief will attempt to get a sleeping or otherwise bound or subdued animal
    into a cage for safe keeping.  The cage door must be closed afterwards.  If the
    door to a cage is left open, the creatures inside may escape within a few
    minutes!
Cage Building (CageBuilding)
    Skill    : Cage Building
    Domain   : Crafting
    Available: Artisan Trapper
    Requires : 'Carpentry' at 75%, and 'Hunting' at 75%
    Allows   : Quality Fabricating I, Quick Worker I, Animal Husbandry
    Allows   : Advanced Crafting I, Quick Crafting I, Light Fabricating I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : BUILDCAGE, CAGEBUILDING
    Usage    : CAGEBUILD (LIST/LEARN) [ITEM TYPE]
    Example  : cagebuild cage
    :        : cagebuild list
    :        : cagebuild list cage
    :        : cagebuild list all
    :        : cagebuild learn cage
    This skill allows a player to craft cages and wagon cages.  The extent of the
    items which can be crafted expands as the player goes up in level.  The player
    may also learn how to craft cages he or she finds, provided a blank recipe
    page, or a recipe book with blank pages is in his or her inventory. To begin
    carving a new item, the player must have placed the wood he or she wishes to
    make the item from on the ground.
Call Mount (Paladin_SummonMount)
    Skill    : Call Mount
    Domain   : Animal affinity
    Available: Paladin
    Allows   : Animal Affinity I
    Use Cost : Mana (55)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CALLMOUNT
    Usage    : CALLMOUNT
    Example  : callmount
    Allows the Paladin to call upon a white steed which can bear him from place to
    place.
Call Pirate Familiar (Thief_PirateFamiliar)
    Skill    : Call Pirate Familiar
    Domain   : Animal affinity
    Available: Pirate
    Allows   : Animal Affinity I, Pet Spy, Pet Steal
    Use Cost : Mana (all)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
    Usage    : CALLFAMILIAR
    Example  : callfamiliar
    This skill will call forth a "pet" for the rogue with specific powers.  The
    skill requires all mana to use.  The pet which results from the call exists
    only as long as the pet is able to follow the pirate. The pet will, in addition
    to typical follower duties, grant stat and other bonuses specific to the race
    of the pet.  The type of pet, which is random, may be: a parrot, a rat, a
    spidermonkey, a boa constrictor, an iguana, or a sea turtle.  The pet may also
    be trained in other skills, and will know how to sneak.
Called Shot (Fighter_CalledShot)
    Skill    : Called Shot
    Domain   : Martial lore
    Available: Ranger
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (75)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CALLEDSHOT
    Usage    : CALLEDSHOT ([TARGET NAME]) [BODY PART]
    Example  : calledshot left arm
    Example  : calledshot orc left arm
    The player calls out a body part on the target to destroy.  If the player
    manages to take more than 10% of the target`s hit points on the next hit, the
    body part will be removed.  Requires the use of a ranged or thrown weapon.
Called Strike (Fighter_CalledStrike)
    Skill    : Called Strike
    Domain   : Martial lore
    Available: Fighter
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (74)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CALLEDSTRIKE
    Usage    : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
    Example  : calledstrike left arm
    Example  : calledstrike orc left arm
    The player calls out a body part on the target to destroy.  If the player
    manages to take more than 10% of the target`s hit points on the next hit, the
    body part will be removed.  Requires the use of a slashing melee weapon.
Caltrops (Thief_Caltrops)
    Skill    : Caltrops
    Domain   : Trapping
    Available: Trapper
    Allows   : AutoCaltrops, Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : CALTROPS
    Usage    : CALTROPS
    Example  : caltrops
    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. This trap is
    permanent on owned property, but won't affect those who live there.
Camouflage (Ranger_Camouflage)
    Skill    : Camouflage
    Domain   : Nature lore
    Available: Ranger
    Requires : 'Woodland Hide'
    Allows   : Nature Lore I
    Use Cost : Mana (35) Movement (35)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CAMOUFLAGE
    Usage    : CAMOUFLAGE [TARGET]
    Example  : camouflage bob
    Example  : camouflage table
    The ranger covers the target so that they resemble the surrounding country,
    making them more difficult to see.
Careful Step (Thief_CarefulStep)
    Skill    : Careful Step
    Domain   : Acrobatic
    Available: Thief
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (67)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CARESTEP, CAREFULSTEP
    Usage    : CARESTEP [DIRECTION]
    Example  : carestep east
    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.
Cargo Loading (CargoLoading)
    Skill    : Cargo Loading
    Domain   : Binding
    Available: Sailor
    Allows   : Quick Working I, Quick Worker I, Rope Use I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CARGO
    Usage    : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME]
    Example  : cargo load bundle ss minnow
    :        : cargo unload bundle ss minnow
    This skill allows the player to load or unload large heavy cargo to or from a
    ship from the shore using a series of ropes and pullies.  The maximum weight of
    the cargo loaded per skill use goes up with expertise in rope use. The cargo
    loader must be allowed to load or unload cargo from the ship, and there must be
    a clear path of unlocked exits from the cargo room to the loader.  Cargo will
    always be loaded below decks.
Carpentry (Carpentry)
    Skill    : Carpentry
    Domain   : Crafting
    Available: Artisan Gaoler Sailor Trapper
    Available: Numerous Classes
    Requires : A base constitution of at least 10.
    Allows   : Construction, Shield Familiarity, Torturesmithing
    Allows   : Quick Worker I, Wainwrighting, Light Crafting I, Light Shaping I
    Allows   : Fletching, Siegecraft, Quality Shaping I, Boatwrighting
    Allows   : Paper Making, Counterbalance Crafting I, Quality Crafting I
    Allows   : Cage Building, Durable Crafting I, Durable Shaping I
    Allows   : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
    Allows   : Instrument Making, Ship Building
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CARVE, CARPENTRY
    Usage    : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : carve small table
    :        : carve bundle 100 maple
    :        : carve list
    :        : carve list table
    :        : carve list all
    :        : carve mend club
    :        : carve refit club
    :        : carve scan
    :        : carve scan bob
    :        : carve learn club
    This skill allows a player to craft wooden items, such as chairs and wooden
    shields.  The extent of the items which can be crafted expands as the player
    goes up in level.  This command also allows the player to repair any damaged
    wooden weapons or armor, get info on a list item, refit any armor which may be
    the wrong size, or learn to how to carve a found item, provided a blank recipe
    page, or recipe book with blank pages is in his or her inventory. To begin
    carving a new item, the player must have placed the wood he or she wishes to
    make the item from on the ground.  The player may also scan the room or other
    players for equipment that may be mended by this skill, using the scan
    parameter. Items crafted with balsa can be done with half the required wood
    listed, while items crafted with ironwood will require twice the required wood
    listed. The raw wood for carpentry can be obtained using the Chopping skill.
    Using better materials may increase both the strength and the required level of
    the crafted item, and some material types require smaller amounts to make the
    same items.
Cartwheel (Fighter_Cartwheel)
    Skill    : Cartwheel
    Domain   : Acrobatic
    Available: Jester Monk Dancer
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (65)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CARTWHEEL
    Usage    : CARTWHEEL
    Example  : cartwheel
    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.
Cast Blocking (Skill_CastBlocking)
    Skill    : Cast Blocking
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CASTBLOCKING
    Usage    : CASTBLOCKING
    Example  : castblocking
    The bard carefully re-arranges all the people in the room who are in combat,
    possibly changing who they are fighting, and at what range.
Cataloging (Cataloging)
    Skill    : Cataloging
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CATAWRITE, CWRITE
    Usage    : CWRITE [ITEM] ([CATALOG ITEM])
    Example  : cwrite flag
    :        : cwrite "that sword" "my catalog book"
    This skill allows a player carefully study an item and write down useful
    information about it onto a piece of paper or into a book. If the player has
    sufficient skill in Lore, then that information will also be added.  If the
    player is a skilled at Appraisal, then an estimation of value is also added. If
    the player has used Tagging to tag an item, then the tag number will also be
    included.
    Specifying the catalog book name is not necessary if the Titling skill was used
    to designate one of your books as a catalog of the proper type as the item
    being cataloged.
Catch Projectile (Fighter_CatchProjectile)
    Skill    : Catch Projectile
    Domain   : Evasive
    Available: Monk
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    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.
Center of Attention (Skill_CenterOfAttention)
    Usage    : CENTEROFATTENTION
    Example  : centerofattention
    The bard begins performing loudly, flailing about dramatically.  The
    performance then causes all enemies in the room to stop fighting and freeze in
    place, watching the bard attentively.  This skill can only be used
    approximately twice every mud hour.
Chantcraft (Skill_Chantcraft)
    Skill    : Chantcraft
    Domain   : Arcane lore
    Available: Charlatan Scholar
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    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.
Charge (Fighter_Charge)
    Skill    : Charge
    Domain   : Acrobatic
    Available: Barbarian
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (51)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 2
    Commands : CHARGE
    Usage    : CHARGE [TARGET NAME]
    Example  : charge orc
    The Barbarian runs at top speed at an target, delivering a deadly attack, but
    sacrificing armor.
Chirurgy (Skill_Chirgury)
    Skill    : Chirurgy
    Domain   : Anatomy
    Available: Gaoler
    Requires : 'Butchering'
    Allows   : Anatomy I
    Use Cost : Mana (75)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CHIRURGY
    Usage    : CHIRURGY [BODY PART] [TARGET NAME]
    Example  : chururgy heart corpse
    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.
Circle Parry (Fighter_CircleParry)
    Skill    : Circle Parry
    Domain   : Evasive
    Available: Monk
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    The Monk gains the skill to block and parry melee attacks while unarmed.
Circle Trip (Fighter_CircleTrip)
    Skill    : Circle Trip
    Domain   : Dirty fighting
    Available: Monk Dancer
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (72)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CIRCLETRIP, CTRIP
    Usage    : CIRCLETRIP
    Example  : circletrip
    Short(s) : ctrip
    The Monk becomes capable of swinging his foot along the floor, tripping all
    opponents in range.
Clan Crafting (ClanCrafting)
    Skill    : Clan Crafting
    Domain   : Crafting
    Available: Several Classes
    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Allows   : Wise Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CLANCRAFT
    Usage    : CLANCRAFT (LIST) [ITEM TYPE]
    Available: Enchanter Clan Members
    Example  : clancraft flag
    :        : clancraft list
    :        : clancraft list flag
    :        : clancraft list all
    This skill allows a player to craft clan items.  The clan items from this skill
    require that the clan have a certain amount of experience in order to make the
    item.  For this reason, only clan members who have the rank of Enchanter (or
    the equivalent privileges), may use this skill even if they have the skill.
    The majority of items crafted using this skill serve the CONQUEST system, and
    only work on mobs in conquered areas.  See the help on CONQUEST for more
    information on how to use the items. The extent of the items which can be
    crafted expands as the player goes up in level.  To begin crafting, the player
    must have placed the materials he or she wishes to make the item from on the
    ground.   Using better materials will increase both the strength and the
    required level of the crafted item, and some material types require smaller
    amounts to make the same items.
Clan Ship Building (ClanShipwrighting)
    Skill    : Clan Ship Building
    Domain   : Crafting
    Available: Artisan
    Requires : 'Ship Building' at 75%
    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CLANSHIPBUILD, CLANSHIPBUILDING, CLANSHIPWRIGHT, CSHIPBUILD,
    CSHIPBUILDING, CSHIPWRIGHT
    Usage    : CLANSHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
    Example  : clanshipwright cruiser
    :        : clanshipwright list
    :        : clanshipwright list cruiser
    :        : clanshipwright list all
    :        : clanshipwright mend cruiser
    :        : clanshipwright scan
    :        : clanshipwright scan bob
    :        : clanshipwright help bob
    :        : clanshipwright title The Cargo Deck
    :        : clanshipwright desc This is a beautiful cargo deck!
    :        : clanshipwright door east
    :        : clanshipwright demolish east
    This skill allows a player to craft large sailing ships for clans, and alter
    great ships their clans own.  The extent of the items which can be crafted
    expands as the player goes up in level.  This command also allows the player to
    repair any combat damage on great clan ships.  To begin building a new item,
    the player must have placed the wood he or she wishes to make the item from on
    the ground. The parameters also allow more than one person to assist in a
    project. Items crafted with balsa can be done with half the required wood
    listed, while items crafted with ironwood will require twice the required wood
    listed. The raw wood for building is found using the Chopping skill.
Cleave (Fighter_Cleave)
    Skill    : Cleave
    Domain   : Martial lore
    Available: Assassin Barbarian Beastmaster Fighter
    Available: Paladin Ranger
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Cleric Honorary Degree (Skill_HonoraryDegreeCleric)
    Skill    : Cleric Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,
    Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4
    skills qualified for by at least one of the qualifying classes, including those
    prayers specified by the class, then the scholar will receive access to an
    honorary degree Title.  The scholar can then use the TITLE command to select
    and use the honorary degree title.  When one of these titles is in use, the
    scholar is permitted to enter areas normally only allowed to those of the
    qualifying class, and also gains the ability to pick up and equip items which
    would normally fly away from the scholars hands if normally attempted.
Climb (Skill_Climb)
    Skill    : Climb
    Domain   : Fitness
    Available: Monk Numerous Classes Several Classes Numerous Classes
    Requires : 'Wood Chopping' at 75%
    Allows   : Improved Boarding, Fitness I, AutoClimb, Crow`s Nest
    Use Cost : Movement (51)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CLIMB
    Usage    : CLIMB [DIRECTION]
    Example  : climb up
    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.
Cobbling (Cobbling)
    Skill    : Cobbling
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : 'Leather Working'
    Requires : A base constitution of at least 12.
    Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I
    Allows   : Quick Worker I, Durable Crafting I, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COBBLE, COBBLING
    Usage    : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : cobble shoes
    :        : cobble bundle 100 oak
    :        : cobble list
    :        : cobble list shoe
    :        : cobble list all
    :        : cobble mend shoe
    :        : cobble refit boots
    :        : cobble scan
    :        : cobble scan bob
    :        : cobble learn boots
    This skill allows a player to craft shoes and footware.  The extent of the
    items which can be crafted expands as the player goes up in level.  This
    command also allows the player to mend any damaged footware, get info on a
    recipe, refit any footware which may be the wrong size, or learn to how to
    cobble a found item, provided a blank recipe page, or recipe book with blank
    pages is in his or her inventory. To begin crafting a new item, the player must
    have placed the material he or she wishes to make the item from on the ground.
    Using better materials will increase both the strength and the required level
    of the crafted item, and some material types require smaller amounts to make
    the same items. The player may also scan the room or other players for
    equipment that may be mended by this skill, using the scan parameter. or a
    recipe book with blank pages in his or her inventory.
Collect Bounty (Skill_CollectBounty)
    Skill    : Collect Bounty
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Mana (68)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : COLLECTBOUNTY, BOUNTY
    Usage    : COLLECTBOUNTY [TARGET NAME]
    Example  : collectbounty orc
    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.
Combat Log (Skill_CombatLog)
    Skill    : Combat Log
    Domain   : Combat lore
    Available: Scholar
    Allows   : Combat Lore I
    Use Cost : Mana (53)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch - Range 20
    Commands : COMBATLOG
    Usage    : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))
    Usage    : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])
    Example  : combatlog rabbit
    Example  : combatlog stop
    Example  : combatlog report
    Example  : combatlog write paper
    This ability allows the player to assess key statistics about another character
    or creatures performance in a fight.  The player studiously notes all combat
    details and can report out the details at any time, so long as they are still
    observing.  The player is able to observe things like the resources they
    consume, and the challenges they overcome. The more lore Expertise the player
    has, the greater the number of insights and details they will be able to note
    using this skill. The player can then report on these details or even write
    them onto paper or into a book.  Stopping will clear the statistics, allowing
    the player to study a new target.
Combat Record (Archon_CRecord)
    Usage    : CRECORD LIST/START [MINS]/STOP/MINLEVEL [LEVEL]/...
    Usage    : .../ADD [PLAYER]/DEL [PLAYER]
    Example  : crecord start 15
    This tool automatically creates a combat log for a player when they gain a
    level, if they are above a minimum level, and if they gained the current level
    within a minimum number of minutes. It will continue to log until the next
    level is gained.  To activate the tool, enter CRECORD START [number of
    minutes]. Players will then start being recorded automatically.  Combat
    recording can also be managed manually using ADD/DEL.  The default minimum
    level is 10, but can be modified with the MINLEVEL command.  Logs are kept in
    the dbfs directory '::/resources/clogs/'.
Combat Repairs (Skill_CombatRepairs)
    Skill    : Combat Repairs
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (34) Movement (34)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : COMBATREPAIR, COMBATREPAIRS
    Usage    : COMBATREPAIR
    Example  : combatrepair
    The sailor quickly runs around patching up holes and other ship damage with any
    materials on hand.  This may only be done while the ship is in combat and
    provides an amount of repair which depends on the sailors dexterity and
    expertise.  The repairs wear off once the ship leaves combat, but never falls
    below the damage level when repairs were made.
Command Horse (Paladin_CommandHorse)
    Skill    : Command Horse
    Domain   : Animal affinity
    Available: Paladin
    Allows   : Animal Affinity I
    Use Cost : Mana (72)
    Quality  : Circumstantial
    Targets  : Items Creatures Exits Rooms
    Range    : Touch, or not applicable
    Commands : COMMANDHORSE
    Usage    : COMMANDHORSE [TARGET] [COMMAND]
    Example  : commandhorse horse smile
    The Paladin`s affinity with horses has grown such that they have the natural
    ability to command equines of all sorts to do just about anything he wants.
Commoner Honorary Degree (Skill_HonoraryDegreeCommoner)
    Skill    : Commoner Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.
    When the scholar has Studied at least 4 skills qualified for by at least one of
    the qualifying classes, including those common skills specified by the class,
    then the scholar will receive access to an honorary degree Title.  The scholar
    can then use the TITLE command to select and use the honorary degree title.
    When one of these titles is in use, the scholar is permitted to enter areas
    normally only allowed to those of the qualifying class, and also gains the
    ability to pick up and equip items which would normally fly away from the
    scholars hands if normally attempted.
Composting (Composting)
    Skill    : Composting
    Domain   : Gathering
    Available: Artisan Numerous Classes
    Requires : 'Farming'
    Requires : A base wisdom of at least 12.
    Allows   : Irrigation, Quick Working I, Landscaping, Quick Worker I
    Allows   : Gardening
    Use Cost : Movement (15)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COMPOST, COMPOSTING
    Usage    : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]
    Example  : compost carrots
    :        : compost 20 carrots
    :        : compost bundle 100 compost
    This skills allows the player to quickly convert any vegetation resources, such
    as those from the forage or butcher skills, into compost items. These compost
    items can then be used to greatly increase the yield of the Farming skill.
Con (Thief_Con)
    Skill    : Con
    Domain   : Deceptive
    Available: Burglar Charlatan
    Allows   : Deceptive I
    Use Cost : Mana (73)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CON
    Usage    : CON [TARGET NAME] [COMMAND]
    Example  : con orc sleep
    The thief will attempt to use trickery, and flattery to get a character to do
    something for him or her.  The conned character will do almost anything, but
    some things even the gullible won't do, such as follow or sleep (among others).
Conceal Door (Thief_ConcealDoor)
    Skill    : Conceal Door
    Domain   : Stealthy
    Available: Thief
    Allows   : Stealthy I
    Use Cost : Mana (35) Movement (35)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR
    Usage    : DOORCONCEAL [EXIT NAME]
    Example  : doorconceal east
    The thief is able to hide a door or gate.  The level of the door he is able to
    hide is affected by level and stealth expertise.  The door remains hidden from
    non-players for a long time, or permanently if owned.
Conceal Item (Thief_ConcealItem)
    Skill    : Conceal Item
    Domain   : Stealthy
    Available: Pirate Thief
    Allows   : Stealthy I
    Use Cost : Mana (32) Movement (32)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM
    Usage    : ITEMCONCEAL [TARGET NAME]
    Example  : itemconceal chest
    The thief is able to hide an item of moderate size.  The size of the item he is
    able to hide is affected by level and stealth expertise.  The item remains
    hidden for a long time, or permanently if owned.
Conceal Walkway (Thief_ConcealWalkway)
    Skill    : Conceal Walkway
    Domain   : Stealthy
    Available: Thief
    Allows   : Stealthy I
    Use Cost : Mana (37) Movement (37)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY
    Usage    : WALKWAYCONCEAL [EXIT NAME]
    Example  : walkway east
    The thief is able to hide a walkway to or within a building.  The level of the
    walkway he is able to hide is affected by level and stealth expertise. The
    walkway remains hidden from non-players for a long time, or permanently if
    owned.
Conduct Symphony (Skill_Conduct)
    Skill    : Conduct Symphony
    Domain   : Playing
    Available: Minstrel
    Allows   : Rhythmic Playing I, Resounding Playing I, Bold Playing I
    Use Cost : Mana (80)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch - Range 2
    Commands : CONDUCT
    Usage    : CONDUCT
    Example  : conduct
    This powerful bard skill allows the bard to conduct their group as if it were a
    symphony.  If the bard`s 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.
Construction (Construction)
    Skill    : Construction
    Domain   : Building
    Available: Artisan Numerous Classes
    Requires : 'Carpentry'
    Requires : A base constitution of at least 12.
    Allows   : Quick Building I, Decorating, Quick Worker I, Ingenious Engineering
    I
    Allows   : Find Home
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CONSTRUCT
    Usage    : CONSTRUCT [LIST/INFO/"[PROJECT NAME]"] [DIRECTION]
    Example  : construct wall north
    :        : construct list
    :        : construct info wall
    :        : construct roof
    :        : construct door east
    :        : construct title A messy room.
    :        : construct desc east This is my favorite Door.
    :        : construct desc room This is a messy room.
    :        : construct stairs
    :        : construct help Bob
    :        : construct demolish west
    :        : construct demolish room
    This skill allows a player to construct a building or other structures on a
    property the player owns. Walls, stairs, and doors may be built following the
    construction of roof and framework.  Fences and gates may be built outdoors.
    This skill also allows the demolition of unwanted walls and structures,
    upstairs rooms, and the giving of a title and description to a room. The
    parameters also allow more than one person to assist in a construction project.
    All of the structures made with this skill are made of wood.    Items crafted
    with balsa can be done with half the required wood listed, while items crafted
    with ironwood will require twice the required wood listed. The raw wood for
    construction can be obtained using the Chopping skill.
Contract Hit (Thief_ContractHit)
    Skill    : Contract Hit
    Domain   : Criminal
    Available: Burglar
    Allows   : Criminal Deviousness I
    Use Cost : Mana (80)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CONTRACTHIT
    Usage    : CONTRACTHIT [TARGET NAME]
    Example  : contracthit orc
    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.
Control Undead (Skill_ControlUndead)
    Skill    : Control Undead
    Domain   : Death lore
    Available: Cleric Necromancer
    Allows   : Death Lore I
    Use Cost : Mana (51)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CONTROL
    Usage    : CONTROL [TARGET NAME]
    Example  : control skeleton
    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.
Convert (Skill_Convert)
    Skill    : Convert
    Domain   : Evangelism
    Available: Numerous Classes
    Allows   : Evangelising I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CONVERT
    Usage    : CONVERT [PLAYER NAME/DEITY NAME]
    Example  : convert bob
    Example  : convert odin
    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.

    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.
Cooking (Cooking)
    Skill    : Cooking
    Domain   : Epicurean
    Available: Artisan Gaoler Numerous Classes
    Allows   : Distilling, Quick Cooking I, Master Cooking, Quick Worker I
    Allows   : Home Cooking I, Advanced Cooking I, Food Prep, Baking
    Allows   : Vigorous Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COOK, COOKING
    Usage    : COOK LIST/[COOKING CONTAINER]
    Example  : cook list
    Example  : cook list stew
    Example  : cook list all
    Example  : cook pot
    This skill allows the player to create a more nutritious meal from basic edible
    ingredients.  The player must be near a fire over which the meal can be cooked.
     The ingredients must be placed in a fire-safe container, like a pot or pan.  A
    pot may be filled with water, if water is required for the recipe.  The
    ingredients for cooking are best obtained through the Butchering skill and the
    Foraging skill, and some Food Prep may be necessary for some dishes.
Costuming (Costuming)
    Skill    : Costuming
    Domain   : Crafting
    Available: Artisan Charlatan Numerous Classes
    Requires : 'Tailoring'
    Requires : A base intelligence of at least 12.
    Allows   : Light Sewing I, Quality Crafting I, Quick Worker I
    Allows   : Durable Crafting I, Light Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I, Quality Sewing I, Master Costuming
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : COSTUME, COSTUMING
    Usage    : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
    Example  : costume habit
    :        : costume list
    :        : costume list habit
    :        : costume list all
    :        : costume mend habit
    :        : costume refit habit
    :        : costume scan
    :        : costume scan bob
    :        : costume learn shirt
    This skill allows a player to fabricate paper clothing that can be worn over
    most other clothing so as to produce a different display, but not interfere
    with the function of the underlying clothing and armor.  In order to use this
    skill, the costumer must first acquire the desired item they wish to base the
    pattern off of, and then deconstruct that item into a costuming recipe with the
    COSTUME LEARN command provided a blank recipe page, or recipe book with blank
    pages is in his or her inventory.  This command also allows the player to mend
    any damaged paper clothing, get info on a list item, or refit any paper clothes
    which are the wrong size. To begin costuming a new item, the player must have
    placed the bolt of paper he or she wishes to make the clothing from on the
    ground.  The player may also scan the room or other players for equipment that
    may be mended by this skill, using the scan parameter. The raw materials for
    costuming are created using the Papermake skill.
Counter-Attack (Fighter_CounterAttack)
    Skill    : Counter-Attack
    Domain   : Martial lore
    Available: Fighter
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to position themselves for an extra attack
    following a successful Parry.
Counter-Tracking (Thief_Countertracking)
    Skill    : Counter-Tracking
    Domain   : Stealthy
    Available: Thief
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    proficiency in this skills negates mundane tracking skill use against the
    target, such as the tracking done by rangers and assassins.
Coup de Grace (Fighter_CoupDeGrace)
    Skill    : Coup de Grace
    Domain   : Dirty fighting
    Available: Fighter
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (150)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : COUP, COUPDEGRACE
    Usage    : COUP [TARGET NAME]
    Example  : coup orc
    The fighter attempts to deliver a final fatal blow to the target which is very
    injured, below 25% of their hit points and completely prone (lying down).  This
    is a difficult skill to use properly, so practice often!  The typical fighter
    must quickly whomp their target to the ground and coup-de-grace them before
    they come back to their senses.
Cover Defence (Fighter_CoverDefence)
    Skill    : Cover Defence
    Domain   : Evasive
    Available: Artisan Fighter
    Requires : 'Ranged Weapon Proficiency' at 75%
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    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 (Paladin_CraftHolyAvenger)
    Skill    : Craft Holy Avenger
    Domain   : Crafting
    Available: Paladin
    Requires : 'Sword Specialization', and 'Weaponsmithing'
    Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
    Usage    : CRAFTHOLY
    Example  :
    Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
    and damage are based on the Paladin's level.
Critical Shot (Fighter_CriticalShot)
    Skill    : Critical Shot
    Domain   : Martial lore
    Available: Assassin Fighter Jester Ranger
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    Gives the fighter a bonus to all damage during combat when firing or throwing a
    ranged weapon in combat.
Critical Strike (Fighter_CritStrike)
    Skill    : Critical Strike
    Domain   : Martial lore
    Available: Assassin Fighter Jester
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    Gives the fighter a bonus to all damage during combat when using a weapon in
    melee combat.
Crow`s Nest (Skill_CrowsNest)
    Skill    : Crow`s Nest
    Domain   : Sea travel
    Available: Sailor
    Requires : 'Climb' at 74%
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : CROWSNEST
    Usage    : crowsnest
    Example  : crowsnest
    Allows the sailor to attempt to climb up into the crows nest from the deck of
    their large sailing ship. From this small perch, the sailor can look around and
    see approaching people or objects or land from a greater distance, and take
    note of the direction. They can then yell down instructions to those on the
    deck below.  Looking in particular directions will allow them to make out some
    minor details in that direction.
Curtain Call (Skill_CurtainCall)
    Skill    : Curtain Call
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (34) Movement (34)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CURTAINCALL
    Usage    : CURTAINCALL
    Example  : curtaincall
    The bard calls the curtain, making everyone in his or her group begin taking a
    bow until their health and mana is restored, at the cost of movement.
Cut Throat (Thief_CutThroat)
    Skill    : Cut Throat
    Domain   : Dirty fighting
    Available: Assassin
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (66)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CUTTHROAT, CT
    Usage    : CUTTHROAT [TARGET NAME]
    Example  : cutthroat orc
    Shorts   : CT
    If the thief is hidden, or otherwise invisible to the target, and is wielding a
    dagger, this ability will allow him or her to cut the target`s throat, dealing
    a big burst of damage, and starting the bleeding effect.
Dagger Defense (Thief_DaggerDefense)
    Skill    : Dagger Defense
    Domain   : Evasive
    Available: Assassin
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    This skill grants an extra attempt to parry when wielding a dagger. Parrying is
    the ability to cancel an armed attack by an opponent using your own weapon.
    The character with this skill will parry the attacks of his or her armed
    opponents whenever possible.
Dagger Specialization (Specialization_Dagger)
    Skill    : Dagger Specialization
    Domain   : Weapon use
    Available: Assassin
    Allows   : Weaponsmithing
    Invoked  : Automatic
    The player is a master with daggers, gaining bonuses to attack when using a
    dagger in combat.  Can also allow the use of higher level daggers if the focus
    expertise is taken. This specialization stacks its bonuses on top of the more
    general edged weapon specialization.
Dampen Auras (Thief_DampenAuras)
    Skill    : Dampen Auras
    Domain   : Deceptive
    Available: Arcanist
    Allows   : Deceptive I
    Use Cost : Mana (72)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DAMPENAURAS
    Usage    : DAMPENAURAS
    Example  : dampenauras
    This skill eliminates any emanations and auras on the thief and his or her
    inventory items.  This includes emanations and auras which others might be
    using skills to detect (such as magic, goodness, metalicness, etc).
Dazzling Caltrops (Thief_DazzlingCaltrops)
    Skill    : Dazzling Caltrops
    Domain   : Trapping
    Available: Trapper
    Allows   : Trapping I, Mana Sapping I
    Use Cost : Mana (33) Movement (33)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : DAZZLINGCALTROPS
    Usage    : DAZZLING CALTROPS
    Example  : dazzlingcaltrops
    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.  This trap
    is permanent on owned property, but won't affect those who live there.
Dead Reckoning (Skill_DeadReckoning)
    Skill    : Dead Reckoning
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (30) Movement (30)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : DEADRECKON, DEADRECKONING
    Usage    : DEADRECKON
    Example  : deadreckon
    From the deck of a boat or ship, the sailor can use their intuition and
    superior guesswork to determine which direction lies the path to the closest
    land.
Death Trap (Thief_DeathTrap)
    Skill    : Death Trap
    Domain   : Trapping
    Available: Trapper
    Allows   : Trapping I
    Use Cost : Mana (40) Movement (40)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : DEATHTRAP
    Usage    : DEATHTRAP
    Example  : deathtrap
    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.  This trap is permanent on owned property, and won't affect
    those who live there.
Decipher Script (Skill_DecipherScript)
    Skill    : Decipher Script
    Domain   : Street smarts
    Available: Several Classes
    Allows   : Street Lore I
    Use Cost : Mana (8)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : DECIPHER
    Usage    : DECIPHER [TARGET NAME] ([PAGE NUMBER])
    Example  : decipher paper
    Example  : decipher book 3
    The player decodes any encryption on a book or document or other writing.  It
    can be used similar to the READ command to select different pages of a book as
    well.
Decorating (Decorating)
    Skill    : Decorating
    Domain   : Artistic
    Available: Artisan
    Requires : 'Painting' at 75%, and 'Construction' at 75%
    Allows   : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DECORATE, DECORATING
    Usage    : DECORATE MOUNT/HANG/STICK [ITEM NAME]
    Example  : decorate mount picture
    This skill allows the player to hang or mount an item on the wall of a room.
    The item will blend with the room description, and while it is still GETtable,
    it is protected from mass commands like GET ALL.  Items mounted or hung will
    have their display text altered, whereas items put up using STICK will not.
Deep Breath (Skill_DeepBreath)
    Skill    : Deep Breath
    Domain   : Fitness
    Available: Sailor
    Allows   : Fitness I
    Invoked  : Automatic
    This skill grants the ability to hold ones breathe for a period, allowing one
    to forego damage when under water or otherwise unable to breathe.
Deep Cut (Thief_DeepCut)
    Skill    : Deep Cut
    Domain   : Martial lore
    Available: Assassin
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (75)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DEEPCUT
    Usage    : DEEPCUT ([TARGET NAME]) [BODY PART]
    Example  : deepcut left arm
    Example  : deepcut orc left arm
    The player lunges for a body part on the target to deeply injure.  If the
    player manages to take more than 8% of the target`s hit points on the next hit,
    the body part will be directly cut into.  Requires the use of a slashing or
    piercing melee weapon.
Deflect Projectile (Fighter_DeflectProjectile)
    Skill    : Deflect Projectile
    Domain   : Evasive
    Available: Monk
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    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.
Desert Tactics (Fighter_DesertTactics)
    Skill    : Desert Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Desperate Moves (Fighter_DesperateMoves)
    Skill    : Desperate Moves
    Domain   : Evasive
    Available: Fighter
    Allows   : Evasively I
    Invoked  : Automatic
    When near death, the fighters desperation brings out their best evasive moves,
    cutting all damage in half when below 10% hit points.
Detect Traps (Thief_DetectTraps)
    Skill    : Detect Traps
    Domain   : Alert
    Available: Bard Jester Trapper Several Classes
    Allows   : Identify Traps, AutoDetect Traps, AutoMark Traps
    Allows   : Vigilantly I
    Use Cost : Mana (54)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : CHECK

    Spell    : Detect Traps
    Domain   : Divination
    Available: Diviner
    Allows   : Extended Divining I, Power Divining I, Reduced Divining I
    Allows   : Ranged Divining I
    Use Cost : Mana (60)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CHECK
    Example  : check east
    Example  : check chest
    The thief can take a careful look at an item, container, or door to see if it
    is trapped.
Detection (Thief_Detection)
    Skill    : Detection
    Domain   : Alert
    Available: Arcanist Burglar Charlatan Monk
    Available: Thief Trapper
    Allows   : Vigilantly I
    Use Cost : Mana (63)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DETECT, DETECTION
    Usage    : detect
    Example  :
    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.
Dirt (Skill_Dirt)
    Skill    : Dirt
    Domain   : Dirty fighting
    Available: Assassin Barbarian Fighter Minstrel
    Available: Monk SkyWatcher Thief
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (52)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : DIRT
    Usage    : DIRT [TARGET NAME]
    Example  : dirt orc
    The fighter attempts to kick dirt into the eyes of the target, making them
    temporarily blind.
Disabling Caltrops (Thief_DisablingCaltrops)
    Skill    : Disabling Caltrops
    Domain   : Trapping
    Available: Trapper
    Allows   : Trapping I, Fatiguing I
    Use Cost : Mana (37) Movement (37)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : DISABLINGCALTROPS
    Usage    : DISABLING CALTROPS
    Example  : disablingcaltrops
    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.  This trap is permanent on owned property, but won't affect
    those who live there.
Disarm (Skill_Disarm)
    Skill    : Disarm
    Domain   : Martial lore
    Available: Barbarian Beastmaster Fighter Monk
    Available: Dancer Numerous Classes
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (56)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DISARM
    Usage    : DISARM [TARGET NAME]
    Example  : disarm orc
    The fighter attempts use his or her weapon to disarm the target, hurling their
    weapon onto the floor and out of reach.  To succeed, the player must be armed,
    make their proficiency check, "hit" their opponent, and not be too underpowered
    compared to their opponent.
Disease Immunity (Paladin_DiseaseImmunity)
    Skill    : Disease Immunity
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    As the Paladin's proficiency grows, he or she becomes more and more immune to
    diseases and disease like spell affects.
Disguise (Skill_Disguise)
    Skill    : Disguise
    Domain   : Deceptive
    Available: Charlatan
    Allows   : Deceptive I
    Use Cost : Mana (53)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : DISGUISE
    Usage    : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
    Example  : disguise race orc
    Example  : disguise class thief
    Example  : disguise height 1000
    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.
Dissertating (Dissertating)
    Skill    : Dissertating
    Domain   : Crafting
    Available: Scholar
    Allows   : Advanced Crafting I, Quick Crafting I, Wise Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DISSERTATE, DISSERTATING
    Usage    : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]
    Usage    : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]
    Example  : dissertate iron grip scroll
    :        : dissertate iron grip from "scroll of iron grip" "a dissertation"
    This skill allows the player to write a lengthy dissertation on how to learn
    one of the skills or spells the player knows, or to transcribe any skill from
    one scroll or dissertation to another. To do this, the player must have a piece
    of paper with sufficient blank space on it to make the dissertation out of.
    Writing a dissertation requires a small amount of experience cost based on the
    level of the skill. Once written, the dissertation may be read in order to
    learn the skill.
Distilling (Distilling)
    Skill    : Distilling
    Domain   : Epicurean
    Available: Artisan Numerous Classes
    Requires : 'Cooking'
    Allows   : Warrants, Master Distilling, Quick Cooking I, Quick Worker I
    Allows   : Master Foraging, Home Cooking I, Imbued Distilling I
    Allows   : Advanced Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DISTILLING
    Usage    : DISTILL LIST/[BREWING CONTAINER]
    Example  : distill pot
    :        : distill list
    :        : distill list whiskey
    :        : distill list all
    This skill allows the player to create a beer and other liquors from basic
    ingredients.  The player must be near a fire over which the alcohol can be
    brewed.  The ingredients must be placed in a fire-safe container, like a pot or
    pan.  A pot must be filled with water or other liquids required by the recipe.
    The ingredients for cooking are best obtained through the Foraging skill.
Distract (Thief_Distract)
    Skill    : Distract
    Domain   : Deceptive
    Available: Pirate Dancer Thief Several Classes
    Allows   : Improved Distraction, Deceptive I
    Use Cost : Movement (57)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DISTRACT
    Usage    : DISTRACT [TARGET NAME]
    Example  : distract orc
    The fighter forfeits his or her attacks in order to spend time distracting the
    target.  While distracted, the target`s attack and defence skills are greatly
    reduced.
Diving (Skill_Diving)
    Skill    : Diving
    Domain   : Fitness
    Available: Sailor
    Allows   : Fitness I
    Invoked  : Automatic
    This skill automatically turns falls into water from a great height into a
    graceful dive, which mitigates damage taken when the player hits water.
Dodge (Skill_Dodge)
    Skill    : Dodge
    Domain   : Evasive
    Available: Artisan Beastmaster Charlatan Minstrel
    Available: Monk Dancer Numerous Classes Numerous Classes
    Requires : 'Natural Weapon Proficiency' at 75%
    Allows   : Evasively I
    Invoked  : Automatic
    Example  : dodge
    During combat, the character begins to dance around on their feet, making them
    harder to hit in combat.
Domesticating (Domesticating)
    Skill    : Domesticating
    Domain   : Animal affinity
    Available: Trapper
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DOMESTICATE, DOMESTICATING
    Usage    : DOMESTICATE [MOB NAME]
    Usage    : DOMESTICATE NAME [MOB] [NEW NAME]
    Example  : domesticate rabbit
    Example  : domesticate name rabbit bob
    This skill allows the player to make an animal into a follower, and then to
    re-name the animal if he chooses.  The animal remains renamed only as long as
    it is a follower.
Draw Treasure Map (Thief_TreasureMap)
    Skill    : Draw Treasure Map
    Domain   : Calligraphy
    Available: Pirate
    Allows   : Fine Calligraphy I
    Use Cost : Mana (7)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : DRAWTREASUREMAP, TREASUREMAP
    Usage    : DRAWTREASUREMAP [PAPER NAME]
    Example  : drawtreasuremap paper
    This skill allows the pirate to draw a map from his or her current room, to the
    location of a Buried Treasure in the same area which the pirate does not
    presently have a map to. Obviously this requires that the Buried Treasure skill
    be used in the same area first.
Drilling (Drilling)
    Skill    : Drilling
    Domain   : Gathering
    Available: Numerous Classes
    Requires : A base intelligence of at least 9.
    Allows   : Distilling, Irrigation, Quick Working I, Quick Worker I
    Allows   : Speculating, Master Drilling, Edged Weapon Familiarity
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DRILL, DRILLING
    Usage    : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
    Example  : drill pot
    Example  : drill bundle 10 "lamp oil"
    With this common skill, a player carefully pokes around, in the ground or
    trees, for useful liquids.  The liquids are then placed into the liquid
    container given by the parameters.  Drilling is best done in forests and
    deserts. You can also bundle multiple resources together using this skill.  The
    GET command can be used to unbundle such resources.
Druid Honorary Degree (Skill_HonoraryDegreeDruid)
    Skill    : Druid Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and
    Beastmaster. When the scholar has Studied at least 4 skills qualified for by at
    least one of the qualifying classes, including those skills specified by the
    class, then the scholar will receive access to an honorary degree Title.  The
    scholar can then use the TITLE command to select and use the honorary degree
    title.  When one of these titles is in use, the scholar is permitted to enter
    areas normally only allowed to those of the qualifying class, and also gains
    the ability to pick up and equip items which would normally fly away from the
    scholars hands if normally attempted.
Druidic Pass (Druid_DruidicPass)
    Skill    : Druidic Pass
    Domain   : Stealthy
    Available: Several Classes
    Allows   : Stealthy I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PASS
    Usage    : PASS [DIRECTION]
    Example  : pass east
    This skill allows the druid to move silently and almost invisibly from place to
    place while traveling in the wild.  Moreover, this skill allows the Druid to
    pass into locked dwellings, if those dwellings are located in the wild
    outdoorsy domain.
Dual Parry (Fighter_DualParry)
    Skill    : Dual Parry
    Domain   : Martial lore
    Available: Assassin Fighter
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Dyeing (Dyeing)
    Skill    : Dyeing
    Domain   : Artistic
    Available: Artisan Numerous Classes
    Requires : A base charisma of at least 8.
    Allows   : Master Dyeing, Quick Working I, Quick Worker I, Artsy I
    Allows   : Painting
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : DYE, DYEING
    Usage    : DYE LIST/[ITEM NAME] [COLOR]/REMOVE
    Example  : dye LIST
    Example  : dye shirt blue
    Example  : dye shirt remove
    This skill allows the player to dye a qualifying cloth item a different color,
    or to remove an existing color.  More options become available at higher
    levels, and higher artistic expertise.
Edged Weapon Familiarity (Familiarity_EdgedWeapon)
    Skill    : Edged Weapon Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Edged Weapon Proficiency' at 75%, and 'Drilling' at 75%
    Invoked  : Automatic
    The player is familiar with edged weapons they have crafted themselves, gaining
    an attack bonus from wielding the product of their own hands.
Edged Weapon Proficiency (Proficiency_EdgedWeapon)
    Skill    : Edged Weapon Proficiency
    Domain   : Weapon use
    Available: Artisan
    Allows   : Edged Weapon Familiarity
    Invoked  : Automatic
    The player is proficient with sharp edged weapons, gaining the ability to use
    them even if their current class training would not make it feasible normally.
Edged Weapon Specialization (Specialization_EdgedWeapon)
    Skill    : Edged Weapon Specialization
    Domain   : Weapon use
    Available: Templar Numerous Classes
    Allows   : Edged Focus I, Edged Slashing I, Edged Piercing I
    Allows   : Weaponsmithing, Edged Striking I
    Invoked  : Automatic
    The player is a master of sharp edges, gaining bonuses to attack when using an
    edged weapon in combat.  Can also allow the use of higher level weapons if the
    focus expertise is taken.
Embezzle (Thief_Embezzle)
    Skill    : Embezzle
    Domain   : Criminal
    Available: Burglar
    Allows   : Criminal Deviousness I
    Use Cost : Mana (75)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : EMBEZZLE
    Usage    : EMBEZZLE [BANKER NAME]
    Example  : embezzle bob
    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.
Embroidering (Embroidering)
    Skill    : Embroidering
    Domain   : Calligraphy
    Available: Artisan Numerous Classes
    Requires : 'Write'
    Requires : A base charisma of at least 10.
    Allows   : Fine Calligraphy I, Marketeering, Quick Working I
    Allows   : Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : EMBROIDER, EMBROIDERING
    Usage    : EMBROIDER [ITEM NAME] [MESSAGE]
    Example  : embroider shirt my favorite shirt
    This skill allows the player to embroider a unique message onto a qualifying
    cloth or leather item.  To read the message, one need only LOOK at the item.
Encrypted Writing (Skill_EncryptedWriting)
    Skill    : ENCRYPTED WRITING
    Usage    : EWRITE [ITEM] ([TEXT TO WRITE])
    Available: ALL
    Example  : ewrite parchment From recall, go nseeseenwesee
    This skill allows one to write encrypted messages in common language onto
    ordinary paper, parchments, and similar writing material.  This will fail if
    the document is already written in a language other than common.

    When writing on a journal, you need not specify any parameters when using this
    command.
Endurance (Fighter_Endurance)
    Skill    : Endurance
    Domain   : Fitness
    Available: Barbarian Fighter Monk Dancer
    Allows   : Fitness I
    Invoked  : Automatic
    Example  :
    Allows the fighter to recover hit points, mana, and movement more quickly when
    not in combat.
Engraving (Engraving)
    Skill    : Engraving
    Domain   : Calligraphy
    Available: Artisan Numerous Classes
    Requires : 'Write'
    Requires : A base charisma of at least 10.
    Allows   : Fine Calligraphy I, Marketeering, Quick Working I
    Allows   : Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ENGRAVE, ENGRAVING
    Usage    : ENGRAVE [ITEM NAME] [MESSAGE]
    Example  : engrave sword the deathmaster
    This skill allows the player to engrave a unique message onto a qualifying
    metal, stone, or wooden item.  To read the message, one need only LOOK at the
    item.  Engraving requires proficiency in both this skill and in the WRITEing
    skill.
Enrolling (Enrolling)
    Skill    : Enrolling
    Domain   : Education lore
    Available: Scholar
    Allows   : Quick Working I, Educating I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ENROLLING, ENROLL
    Usage    : ENROLL [MOB NAME] [CLASS NAME]
    Example  : enroll bob fighter
    This skill allows the player to introduce a grouped but untrained npc to a new
    career. The class name is any of the available classes or subclasses.  Such as
    Fighter, Assassin, Illusionist, etc.  Once enrolled, the mob will begin earning
    new levels in that class, and either gain or qualify for new skills as would a
    player. The scholar using this skill must either already be a member of the
    class to enroll into, or be expressing an honorary degree in that class, such
    as with a Title.

    An npc/mob with a class can gain and learn new skills like a player, and will
    not forget them.  A mob will not necessarily use their skills in combat.  Some
    might, others might not.  A mob group member can always be ordered to use a
    skill, however.
Enslave (Skill_Enslave)
    Skill    : Enslave
    Domain   : Criminal
    Available: Gaoler
    Allows   : Criminal Deviousness I
    Use Cost : Mana (73)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ENSLAVE
    Usage    : ENSLAVE [TARGET NAME]
    Example  : enslave orc
    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.
Escape Bonds (Thief_EscapeBonds)
    Skill    : Escape Bonds
    Domain   : Binding
    Available: Thief
    Allows   : Rope Use I
    Use Cost : Mana (74)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESCAPEBONDS, ESCAPE
    Usage    : ESCAPEBONDS
    Example  : escapebonds
    The player uses his or her special skills to be released from ropes, webs,
    nets, and other bindings.
Espionage (Thief_Espionage)
    Skill    : Espionage
    Domain   : Stealthy
    Available: Assassin
    Allows   : Stealthy I
    Use Cost : Mana (37) Movement (37)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ESPIONAGE
    Usage    : ESPIONAGE [TARGET]
    Example  : espionage bob
    The thief uses the target to spy on the target`s clan communications.  Any talk
    on the target`s clan-only or clan-ally channels will also be heard by the
    thief, so long as the thief is in the same room, and remains unnoticed by the
    target. The level of the player that can be used by the thief for espionage
    will depend on the thiefs level and on stealth expertise.
Evesdrop (Thief_Evesdrop)
    Skill    : Evesdrop
    Domain   : Alert
    Available: Assassin
    Allows   : Vigilantly I
    Use Cost : Mana (37) Movement (37)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : EVESDROP
    Usage    : EVESDROP [TARGET]
    Example  : evesdrop bob
    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.
Excavation (Excavation)
    Skill    : Excavation
    Domain   : Building
    Available: Artisan Numerous Classes
    Requires : 'Sculpting'
    Requires : A base constitution of at least 15.
    Allows   : Quick Building I, Quick Worker I, Master Mining, Ingenious
    Engineering I
    Allows   : Master Gem Digging
    Use Cost : Movement (15)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : EXCAVATE, EXCAVATION
    Usage    : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
    Example  : excavate wall north
    :        : excavate list
    :        : excavate info wall
    :        : excavate room east
    :        : excavate title A messy room.
    :        : excavate desc east This is my favorite Door.
    :        : excavate desc room This is a messy room.
    :        : excavate help Bob
    :        : excavate demolish west
    :        : excavate demolish room
    This skill allows a player to excavate a building or other structures on an
    underground property the player owns. This skill also allows the demolition of
    unwanted walls and rooms, and the giving of a title and description to a room.
    The parameters also allow more than one person to assist in a excavation
    project. All of the structures made with this skill are made by digging into
    dirt and stone, though a few require adding additional stone.  The raw stone
    for excavation is found using the Digging or Mining skills.
Exit Stage Left (Skill_ExitStageLeft)
    Skill    : Exit Stage Left
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (33) Movement (33)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : EXITSTAGELEFT
    Usage    : EXITSTAGELEFT
    Example  : exitstageleft
    The bard calls the curtain and motions for his or her enemies to exit, stage
    left (West). The enemies will then flee or wander west for awhile, until they
    run out of west directions, or the effect wears off.  At that point, they will
    return quickly to their homes.
False Arrest (Skill_FalseArrest)
    Skill    : False Arrest
    Domain   : Deceptive
    Available: Charlatan
    Allows   : Deceptive I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FALSEARREST
    Usage    : FALSEARREST [CRIMINAL NAME]
    Example  : falsearrest joe
    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.
Far Shot (Fighter_FarShot)
    Skill    : Far Shot
    Domain   : Martial lore
    Available: Ranger
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
    extremely far ranges.
Farming (Farming)
    Skill    : Farming
    Domain   : Gathering
    Available: Artisan Gaian Numerous Classes
    Allows   : Composting, Quick Working I, Landscaping, Quick Worker I
    Allows   : Master Farming
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PLANT, FARM, FARMING
    Usage    : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
    Example  : plant berries
    Example  : plant bundle 10 berries
    This skill allows the player to plant a resource into the ground.  The player
    must place a sample of the resource on the ground first to use as seed.  After
    planting is completed, the resource will be ready to harvest some time later,
    after the plants have grown. There will be no need to forage them, as the new
    crop will simply appear in the fields.  Most foods with seeds can be grown from
    the food source, but others may require seeds, such as cotton or hemp, etc. You
    can also bundle multiple resources together using this skill.  The GET command
    can be used to unbundle such resources.  See also the Composting skill.
Favored Enemy 1 (Ranger_Enemy1)
    Example  :
    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.
Favored Enemy 2 (Ranger_Enemy2)
    Example  :
    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.
Favored Enemy 3 (Ranger_Enemy3)
    Example  :
    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.
Favored Enemy 4 (Ranger_Enemy4)
    Example  :
    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.
Feint (Skill_Feint)
    Skill    : Feint
    Domain   : Evasive
    Available: Jester Minstrel
    Allows   : Evasively I
    Use Cost : Movement (70)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FEINT
    Usage    : FEINT
    Example  : feint
    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.
Fence Loot (Thief_FenceLoot)
    Skill    : Fence Loot
    Domain   : Influential
    Available: Burglar Pirate
    Allows   : Influencing I
    Use Cost : Mana (56)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FENCE, FENCELOOT
    Usage    : FENCE [ITEM NAME] ([SHOPKEEPER NAME])
    Example  : fence sword
    This skill allows the player to sell stolen items to a shopkeeper that will
    otherwise not accept them.  Stolen items are those taken from someone elses
    private property.
Fierce Companions (Ranger_FierceCompanions)
    Skill    : Fierce Companions
    Domain   : Animal affinity
    Available: Ranger
    Allows   : Animal Affinity I
    Invoked  : Automatic
    The ranger becomes an expert at fighting with animal companions. Whenever the
    ranger is in combat alongside an animal, the ranger gains attack and damage
    bonuses.
Fifth Totem (Druid_ShapeShift5)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster Mer
    Allows   : Shapeshifting I
    Use Cost : Mana (56)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM)
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift cub
    Example  : shapeshift 3
    Example  : shapeshift 4
    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.
Fighter Honorary Degree (Skill_HonoraryDegreeFighter)
    Skill    : Fighter Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When
    the scholar has Studied at least 4 skills qualified for by at least one of the
    qualifying classes, including those skills specified by the class, then the
    scholar will receive access to an honorary degree Title.  The scholar can then
    use the TITLE command to select and use the honorary degree title.  When one of
    these titles is in use, the scholar is permitted to enter areas normally only
    allowed to those of the qualifying class, and also gains the ability to pick up
    and equip items which would normally fly away from the scholars hands if
    normally attempted.
Find Home (Skill_FindHome)
    Skill    : Find Home
    Domain   : Nature lore
    Available: Artisan Numerous Classes
    Requires : A base wisdom of at least 8.
    Allows   : Nature Lore I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : FINDHOME
    Usage    : FINDHOME
    Example  : findhome
    The player uses their innate sense of direction to find a trail leading from
    where he or she is at present, to their nearest owned private property!  When
    walking around, the player will become aware of which direction seems best.
Find Ship (Skill_FindShip)
    Skill    : Find Ship
    Domain   : Nature lore
    Available: Artisan Pirate Sailor Numerous Classes
    Requires : A base wisdom of at least 8.
    Allows   : Nature Lore I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : FINDSHIP
    Usage    : FINDSHIP
    Example  : findship
    The player uses their innate sense of direction to find a trail leading from
    where he or she is at present, to their nearest personally owned sailing ship!
    When walking around, the player will become aware of which direction seems
    best.
Find Water (Ranger_FindWater)
    Skill    : Find Water
    Domain   : Nature lore
    Available: Minstrel Ranger Trapper
    Allows   : Nature Lore I
    Use Cost : Mana (52)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : FINDWATER
    Usage    : FINDWATER
    Example  : findwater
    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.
Fire Breathing (Skill_FireBreathing)
    Skill    : Fire Breathing
    Domain   : Dirty fighting
    Available: Jester
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Mana (59)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 5
    Commands : FIREBREATHING, FIREBREATH
    Usage    : FIREBREATH [TARGET NAME]
    Example  : firebreath orc
    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.  This will destroy the torch.
Fire Building (FireBuilding)
    Skill    : Fire Building
    Domain   : Nature lore
    Available: Artisan Numerous Classes
    Allows   : Distilling, Quick Working I, Smelting, Quick Worker I
    Allows   : Nature Lore I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LIGHT, FIREBUILD, FIREBUILDING
    Usage    : LIGHT [(FIRE) or TARGET NAME]
    Example  : light fire
    :        : light wood
    With this common skill, a player can start fires for light, or cooking, or
    whatever.

    If you were looking for help on the light spell, enter HELP SPELL LIGHT.
Fish Lore (FishLore)
    Skill    : Fish Lore
    Domain   : Nature lore
    Available: Artisan Sailor
    Requires : 'Fishing' at 75%
    Allows   : Irrigation, Trawling, Quick Working I, Quick Worker I
    Allows   : Baiting, Nature Lore I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FISHLORE, FSPECULATE
    Usage    : FISHLORE
    Example  : fishlore
    This skill allows a player to carefully evaluate the water patterns in the
    present area, and all surrounding areas to see what fish life might be
    available for fishing or trawling.
Fishing (Fishing)
    Skill    : Fishing
    Domain   : Gathering
    Available: Numerous Classes
    Requires : A base wisdom of at least 8.
    Allows   : Master Fishing, Find Ship, Staff Proficiency, Quick Working I
    Allows   : Fish Lore, Quick Worker I, MeatCuring, Speculating
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FISH
    Usage    : FISH (BUNDLE [NUM]) [TARGET])
    Example  : fish
    Example  : fish bundle 10 trout
    With this common skill, a player can catch lots of fish from a suitable
    location, assuming the fish are biting.  Fishing is best done in the water. You
    can also bundle multiple resources together using this skill.  The GET command
    can be used to unbundle such resources.
Flailing Weapon Specialization (Specialization_FlailedWeapon)
    The player is a master of flails, gaining bonuses to attack when using a
    flailed weapon in combat.  Can also allow the use of higher level weapons if
    the focus expertise is taken.
Flank (Thief_Flank)
    Skill    : Flank
    Domain   : Dirty fighting
    Available: Assassin Thief
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (72)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FLANK
    Usage    : FLANK
    Example  : flank
    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)
    Skill    : Flay
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FLAY
    Example  : FLAY Orc
    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.
Fletching (Fletching)
    Skill    : Fletching
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : 'Ranged Weapon Specialization', and 'Carpentry'
    Requires : A base dexterity of at least 12.
    Allows   : Counterbalance Crafting I, Quality Crafting I, Quality Fabricating I

    Allows   : Quick Worker I, Light Crafting I, Siegecraft, Advanced Crafting I
    Allows   : Quick Crafting I, Lethal Crafting I, Ranged Weapon Proficiency
    Allows   : Light Fabricating I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FLETCH, FLETCHING
    Usage    : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]
    Example  : fletch short bow
    :        : fletch list
    :        : fletch list bow
    :        : fletch list all
    :        : fletch learn crossbow
    This skill allows a player to craft ranged wooden weapons, such as bows,
    crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of
    the items which can be crafted expands as the player goes up in level.  The
    player may also learn how to fletch found items, provided a blank recipe page,
    or recipe book with blank pages is in his or her inventory. To begin fletching,
    the player must have placed the wood he or she wishes to make the item from on
    the ground. The raw wood for fletching is obtained by using the Chopping skill.
Floristry (Floristry)
    Skill    : Floristry
    Domain   : Nature lore
    Available: Gaian Numerous Classes
    Allows   : Quick Working I, Quick Worker I, Master Floristry
    Allows   : Nature Lore I, Plant Lore
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FLORISTRY
    Usage    : FLORISTRY [ITEM NAME]
    Example  : floristry some flowers
    Without this skill, all flowers found are unknown to the player, being known
    only as "flowers".  With this skill, the player may identify the flower for the
    type that it is. The flowers for floristry are obtained by using the Foraging
    skill.
Fly Merchant Flag (Thief_MerchantFlag)
    Skill    : Fly Merchant Flag
    Domain   : Sea travel
    Available: Pirate
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (35) Movement (35)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : FLYMERCHANTFLAG, MERCHANTFLAG
    Usage    : FLYMERCHANTFLAG
    Example  : flymerchantflag
    Once per mud-month, the pirate can raise an innocent merchant flag on their
    ship.  This makes the ship unattackable by all except another pirate who knows
    the merchant flag trick.  Once the ship enters combat, the merchant flag goes
    down, and the pirate flag back up.  This makes the ship so notorious that it
    can not fool anyone with the merchant flag for another mud-month.
Flying Kick (Fighter_FlyingKick)
    Skill    : Flying Kick
    Domain   : Kicking
    Available: Monk
    Requires : 'Ax Kick'
    Allows   : Iron Kicking I, Combat Fluidity I
    Use Cost : Movement (62)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 5
    Commands : FLYINGKICK, FLYKICK
    Usage    : FLYING KICK [TARGET NAME]
    Example  : flying kick orc
    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!
Food Prep (FoodPrep)
    Skill    : Food Prep
    Domain   : Epicurean
    Available: Artisan Gaoler Numerous Classes
    Requires : 'Cooking'
    Allows   : Herbology, Quick Cooking I, Creative Food Prep I
    Allows   : Quick Worker I, Home Cooking I, Advanced Cooking I
    Allows   : Master Food Prep
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FOODPREPPING, FPREP
    Usage    : FOODPREP LIST/[CONTAINER]
    Example  : foodprep bowl
    Example  : foodprep list
    Example  : foodprep list salad
    Example  : foodprep list all
    This skill allows the player to create a more nutritious meal from basic edible
    ingredients.  The ingredients must be placed in a preparation container, The
    container may be filled with water, if water is required for the recipe.  The
    ingredients are best obtained through the Butchering skill and the Foraging
    skill.
Food Preserving (FoodPreserving)
    Skill    : Food Preserving
    Domain   : Epicurean
    Available: Artisan Numerous Classes
    Requires : A base intelligence of at least 12.
    Allows   : Distilling, Quick Cooking I, Cooking, Quick Worker I
    Allows   : Advanced Cooking I, Food Prep, Baking
    Use Cost : Movement (18)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FOODPRESERVING, FOODPRESERVE, FPRESERVING, FPRES
    Usage    : FOODPRESERVE [TARGET]
    Example  : foodpreserve greens
    With this skill, a player can spice or pickle in an attempt to preserve some
    amount of fruit or greens to prevent it from spoiling.  The amount of time this
    takes will depend on the amount of food being preserved in a targeted bundle.
    If successful, the food bundle will never spoil.  If not successful, the food
    will seem preserved for a time, but will eventually stop seeming preserved, and
    then eventually rot.
Footlocks (Thief_Footlocks)
    Skill    : Footlocks
    Domain   : Binding
    Available: Burglar
    Allows   : Rope Use I
    Use Cost : Movement (70)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FOOTLOCK
    Usage    : FOOTLOCKS [TARGET NAME]
    Example  : footlocks orc
    Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
    of wood, the thief quickly constructs and deploys an ingenious device called
    the footlock.  The ropes and blocks wrap loosely around the target`s feet.
    They don't prevent movement, but will cause the target to stumble, preventing
    sudden movements such as advancing or retreating in combat, or fleeing. The
    footlocks don't stay in place long, but improves with expertise.
Foraging (Foraging)
    Skill    : Foraging
    Domain   : Gathering
    Available: Numerous Classes
    Requires : A base wisdom of at least 9.
    Allows   : Quick Working I, Quick Worker I, Master Foraging
    Allows   : Wilderness Lore, Speculating, Shearing, Farming, Food Preserving
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : FORAGE, FORAGING
    Usage    : FORAGE (BUNDLE [NUM]) [TARGET])
    Example  : forage
    Example  : forage bundle 10 berries
    With this common skill, a player carefully scans an area for any naturally
    growing plants which may be edible. Foraging is best done in forests and on
    plains. You can also bundle multiple resources together using this skill.  The
    GET command can be used to unbundle such resources.
Forest Tactics (Fighter_ForestTactics)
    Skill    : Forest Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Forgery (Thief_Forgery)
    Skill    : Forgery
    Domain   : Calligraphy
    Available: Burglar
    Allows   : Fine Calligraphy I
    Use Cost : Mana (59)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FORGERY
    Usage    : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
    Example  : forge Midgaard#3001 parchment
    Example  : forge "wish" scrollpaper
    Example  : forge "an Archon's Note" parchment
    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.
Foul Weather Sailing (Skill_FoulWeatherSailing)
    Skill    : Foul Weather Sailing
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (34) Movement (34)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    This skill allows the sailor to rig their ship for sailing in torrential storms
    and other foul weather, which will eliminate any related sailing problems.
Fourth Totem (Druid_ShapeShift4)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster Mer
    Allows   : Shapeshifting I
    Use Cost : Mana (56)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM)
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift cub
    Example  : shapeshift 3
    Example  : shapeshift 4
    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.
Fragmentation (Fighter_Fragmentation)
    Skill    : Fragmentation
    Domain   : Weapon use
    Available: Barbarian
    Allows   : Ranged Striking I
    Invoked  : Automatic
    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.
Frame Mark (Thief_FrameMark)
    Skill    : Frame Mark
    Domain   : Street smarts
    Available: Assassin Charlatan
    Allows   : Street Lore I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : FRAME
    Usage    : FRAME
    Example  : frame
    This awesome skill allows the thief to effectively place the blame for a crime
    the thief might have committed in the current area on their mark.  It requires
    1000 gold per level of the mark to accomplish this.
Freeze (Archon_Freeze)
    Skill    : Freeze
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : FREEZE
    Usage    : FREEZE [PLAYER NAME]
    Example  : freeze gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to move.  Use this skill again on the same player to release
    them.  Magic won't help the player, though the TRANSFER Archon command will
    still work.
Gaol Food (GaolFood)
    Skill    : Gaol Food
    Domain   : Epicurean
    Available: Gaoler
    Allows   : Quick Cooking I, Quick Worker I, Advanced Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : GAOLFOOD, GFOOD
    Usage    : GAOLFOOD LIST/[CONTAINER]
    Example  : gaolfood bowl
    Example  : gaolfood list
    Example  : gaolfood list moldy
    Example  : gaolfood list all
    This skill allows the player to create a somewhat nutritious but disgusting
    meal from basic edible ingredients for the consumption of prisoners.  The
    ingredients must be placed in a preparation container, The container may be
    filled with water, if water is required for the recipe.  The ingredients are
    best obtained through the Butchering skill and the Foraging skill.
Gardening (Gardening)
    Skill    : Gardening
    Domain   : Gathering
    Available: Artisan Numerous Classes
    Allows   : Quick Working I, Quick Worker I, Master Gardening
    Allows   : Master Food Prep
    Use Cost : Movement (12)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : GPLANT, GARDEN, GARDENING
    Usage    : GPLANT (BUNDLE [NUM]) [RESOURCE NAME]
    Example  : gplant roses
    Example  : gplant bundle 10 roses
    This skill allows the player to plant herbs or flowers into the ground.  The
    player must place a sample of the resource on the ground first to use as seed.
    After planting is completed, the resource will grow out some time later. There
    will be no need to forage them, as the new garden will simply appear.You can
    also bundle multiple resources together using this skill.  The GET command can
    be used to unbundle such resources.  See also the Composting skill.
Gem Digging (Digging)
    Skill    : Gem Digging
    Domain   : Gathering
    Available: Numerous Classes
    Requires : A base strength of at least 9.
    Allows   : Quick Working I, Quick Worker I, Pottery, Master Gem Digging
    Allows   : Masonry, Speculating
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : GDIG, GDIGGING, GEMDIGGING
    Usage    : GDIG (BUNDLE [NUM]) [TARGET])
    Example  : gdig
    Example  : gdig bundle 10 gems
    With this common skill, a player can perform the delicate task of mining gems
    and other precious stones.    The precious stones found with this skill are
    best hunted for in mountains or caves. Sand is best found in the desert. You
    can also bundle multiple resources together using this skill.  The GET command
    can be used to unbundle such resources.
Glass Blowing (GlassBlowing)
    Skill    : Glass Blowing
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : A base constitution of at least 12.
    Allows   : Quick Worker I, Light Shaping I, Advanced Crafting I
    Allows   : Quick Crafting I, Quality Shaping I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : GLASSBLOW, GLASSBLOWING
    Usage    : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]
    Example  : glassblow pot
    :        : glassblow list
    :        : glassblow list wand
    :        : glassblow list all
    :        : glassblow learn mug
    This skill allows a player to craft glass items, such as cups and flasks.  The
    extent of the items which can be crafted expands as the player goes up in
    level.  The player may also learn how to make found items, provided a blank
    recipe page, or a recipe book with blank pages is in his or her inventory. To
    begin blowing glass, the player must be in a room with an open fire burning,
    and must have placed the sand he or she wishes to make the item from on the
    ground.  The raw sand for glass blowing is obtained by using the Digging skill.
Golem Form (Druid_GolemForm)
    Skill    : Golem Form
    Domain   : Shape shifting
    Available: Delver
    Allows   : Shapeshifting I
    Use Cost : Mana (60)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : GOLEMFORM
    Usage    : GOLEMFORM [LIST/FORM NAME]
    Example  : golemform
    Example  : golemform list
    Example  : golemform massive stone golem
    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.
Gouge (Fighter_Gouge)
    Skill    : Gouge
    Domain   : Dirty fighting
    Available: Monk
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : GOUGE
    Usage    : GOUGE [TARGET NAME]
    Example  : gouge orc
    The Fighter gouges at the eyes of the target, blinding them for a short time,
    and possibly taking out an eye in the process.
Graffiti (Thief_Graffiti)
    Skill    : Graffiti
    Domain   : Street smarts
    Available: Thief
    Allows   : Street Lore I
    Use Cost : Mana (62)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : GRAFFITI
    Usage    : GRAFFITI [MESSAGE]
    Example  : graffiti kilroy was here
    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.
Groin (Skill_Groin)
    Skill    : Groin
    Domain   : Dirty fighting
    Available: Gaoler
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (53)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : GROIN
    Usage    : GROIN [TARGET NAME]
    Example  : groin orc
    The player delivers a dirty rotten kick to the groin, causing the target to
    take a bit of damage, feel a horrible amount of pain, and for males, to be
    dazed for a time.  The target will be wary of the second kick, though.  Groin
    is also unique in that, while it may hurt a lot, it can never kill the target.
Guildmaster (Skill_Guildmaster)
    Skill    : Guildmaster
    Domain   : Influential
    Available: Scholar
    Allows   : Influencing I
    Invoked  : Automatic
    This skill allows the character to inspire the awe of pompous and self-assured
    competency to anyone of the same base class as the character, or the same base
    class of the characters exposed/honorary class.  The awe will prevent any
    aggressive action from being taken against the character, unless the character
    has already started the fight.
Haggle (Skill_Haggle)
    Skill    : Haggle
    Domain   : Influential
    Available: Thief Several Classes
    Requires : 'Marketeering' at 75%, and 'Appraise' at 75%
    Allows   : Influencing I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HAGGLE
    Usage    : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
    Example  : haggle buy sword
    Example  : haggle sell sword
    This skill allows the user to get better rates on buying and selling items by
    haggling with the shopkeeper over the price.
Half Attack (Skill_AttackHalf)
    Skill    : Half Attack
    Domain   : Martial lore
    Available: Artisan Assassin Monk Pirate
    Available: Templar Numerous Classes Numerous Classes Several Classes
    Requires : 'Sword Proficiency' at 75%
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    Allows the affected character to deliver a second attack during every other
    combat round.  These attacks will be slightly less effective than primary
    attacks.
Hammer Familiarity (Familiarity_Hammer)
    Skill    : Hammer Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Hammer Proficiency' at 75%
    Allows   : HammerRing
    Invoked  : Automatic
    The player is familiar with hammers they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
Hammer Proficiency (Proficiency_Hammer)
    Skill    : Hammer Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Blacksmithing' at 75%
    Allows   : Hammer Familiarity
    Invoked  : Automatic
    The player is proficient with hammers, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Hammer Specialization (Specialization_Hammer)
    Skill    : Hammer Specialization
    Domain   : Weapon use
    Available: Assassin Templar Numerous Classes
    Allows   : Hammer Striking I, Hammer Bashing I, Weaponsmithing
    Allows   : Hammer Focus I
    Invoked  : Automatic
    The player is a master of hammers, gaining bonuses to attack when using a
    hammer in combat.  Can also allow the use of higher level hammers if the focus
    expertise is taken.
HammerRing (Fighter_HammerRing)
    Skill    : HammerRing
    Domain   : Dirty fighting
    Available: Artisan
    Requires : 'Hammer Familiarity' at 75%
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (51)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HAMMERRING, HAMMERING
    Usage    : HAMMERRING [TARGET NAME]
    Example  : hammerring orc
    The player uses a hammer to whack the target over the head, dazing them for a
    short while and exiting combat.  This is ineffective against golems, undead,
    and things without a head.
Hand to hand combat (Specialization_Natural)
    Skill    : Hand to hand combat
    Domain   : Weapon use
    Available: Assassin Templar Numerous Classes
    Allows   : Unarmed Bashing I, Weaponsmithing, Unarmed Focus I
    Allows   : Unarmed Striking I, Unarmed Slicing I, Unarmed Piercing I
    Invoked  : Automatic
    The player becomes so specialized at hand to hand combat that they gain bonuses
    to attack when fighting unarmed.   Can also allow the use of higher level
    natural weapons if the focus expertise is taken.
Handcuff (Skill_HandCuff)
    Skill    : Handcuff
    Domain   : Binding
    Available: Gaoler
    Allows   : Rope Use I
    Use Cost : Movement (63)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HANDCUFF, CUFF
    Usage    : HANDCUFF [TARGET NAME]
    Example  : cuff orc
    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.
Hard to Port (Skill_HardToPort)
    Skill    : Hard to Port
    Domain   : Sea travel
    Available: Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Movement (100)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : HARDTOPORT
    Usage    : HARDTOPORT
    Example  : hardtoport
    During combat on a ship, the player can put his ship and rigging at risk by
    putting the ship into an immediate hard turn to port.  This will turn the ship
    counter-clockwise and, for a very brief time, give the ship at least a 25%
    chance of being missed by any ship siege weapons fired at it.  You must let the
    ship integrity recover for several minutes afterwards before you can try again,
    however. Failed attempts can also put a strain on the ship if tried too
    frequently, causing another waiting period to ensue.
Hard to Stern (Skill_HardToStern)
    Skill    : Hard to Stern
    Domain   : Sea travel
    Available: Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Movement (100)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : HARDTOSTERN
    Usage    : HARDTOSTERN
    Example  : hardtostern
    During combat on a ship, the player can put his ship and rigging at risk by
    putting the ship into an immediate hard turn to stern.  This will turn the ship
    clockwise and, for a very brief time, give the ship at least a 25% chance of
    being missed by any ship siege weapons fired at it.  You must let the ship
    integrity recover for several minutes afterwards before you can try again,
    however. Failed attempts can also put a strain on the ship if tried too
    frequently, causing another waiting period to ensue.
Healing Hands (Paladin_HealingHands)
    Skill    : Healing Hands
    Domain   : Healing
    Available: Paladin
    Allows   : Healing I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : HANDS
    Usage    : HANDS [TARGET NAME]
    Example  : hands orc
    The Paladin becomes a vessel for the healing power of his or her god.
Herbalism (Herbalism)
    Skill    : Herbalism
    Domain   : Crafting
    Available: Druid Gaian SkyWatcher
    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Allows   : Wise Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HERBALISM, HERBREW, HBREW
    Usage    : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
    Example  : hbrew farsight flask
    :        : hbrew list
    :        : hbrew list harden
    :        : hbrew list all
    This skill allows the player to brew a potion from one of the chants the player
    knows.  To do this, the player must have a drinking container to make the
    potion out of.  All of the brews require ingredients, and all require water or
    some other liquid base to start from.  Also, the player must have mastered the
    chant before attempting to brew a potion from it. Lastly, the player will lose
    some experience for brewing the potion.  The herbs for this skill must first be
    identified using the Herbology skill.
Herbology (Herbology)
    Skill    : Herbology
    Domain   : Nature lore
    Available: Numerous Classes
    Allows   : Master Lacquering, Master Distilling, Master Dyeing
    Allows   : Quick Working I, Quick Worker I, Gardening, Floristry
    Allows   : Master Foraging, Nature Lore I, Smoke Rings, Plant Lore
    Allows   : Master Herbology
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HERBOLOGY
    Usage    : HERBOLOGY [ITEM NAME]
    Example  : herbology some herbs
    Without this skill, all herbs found through foraging are unknown to the player,
    being known only as "herbs".  With this skill, the player may identify an herb
    for the type that it is.  This skill is quite necessary for Druids who wish to
    use their Herbalism skill, or Cooks who need particular herbs for recipes, but
    is fairly unnecessary for others. The raw herbs for herbology are obtained by
    using the Foraging skill.
Heroism (Fighter_Heroism)
    Skill    : Heroism
    Domain   : Martial lore
    Available: Fighter
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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 (Thief_Hide)
    Skill    : Hide
    Domain   : Stealthy
    Available: Gaoler Monk Several Classes Several Classes
    Allows   : Shadow I, Improved Hiding, Stealthy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : HIDE
    Usage    : HIDE
    Example  : hide
    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 (Thief_HideInPlainSight)
    Skill    : Hide In Plain Sight
    Domain   : Stealthy
    Available: Burglar
    Allows   : Stealthy I
    Use Cost : Mana (37) Movement (37)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : HIDEINPLAINSITE, HIPS
    Usage    : HIDEINPLAINSIGHT
    Example  : hips
    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.
Hide Other (Thief_HideOther)
    Skill    : Hide Other
    Domain   : Stealthy
    Available: Burglar
    Allows   : Stealthy I
    Use Cost : Mana (32) Movement (32)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : OTHERHIDE
    Usage    : OTHERHIDE [TARGET]
    Example  : otherhide bob
    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.
Hide Ship (Thief_HideShip)
    Skill    : Hide Ship
    Domain   : Stealthy
    Available: Pirate
    Allows   : Stealthy I
    Use Cost : Mana (37) Movement (37)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : SHIPHIDE
    Usage    : SHIPHIDE
    Example  : shiphide
    The pirate attempts to hide their ship from others by directing it into a mist
    bank, or just over the horizon behind tall waves.  Other ships traveling the
    normal channels will then be unable to spot it.  Having the ship do ANYTHING
    else, including combat, lowering anchor, or other activities will allow the
    ship to be spotted.
Hideout (Thief_Hideout)
    Skill    : Hideout
    Domain   : Street smarts
    Available: Thief
    Allows   : Street Lore I
    Use Cost : Mana (33) Movement (33)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HIDEOUT
    Usage    : HIDEOUT
    Example  : hideout
    The thief in an urban settings can slip into a small dark hideout until things
    cool off.  Inside, the thief can not recall or bring friends or followers
    along, but he can rest up until its safe to go back to work.
High Marks (Thief_HighMarks)
    Skill    : High Marks
    Domain   : Combat lore
    Available: Assassin
    Requires : 'Mark'
    Allows   : Combat Lore I
    Invoked  : Automatic
    Proficiency in this skill allows the thief to Mark higher level persons and
    creatures.
Hills Tactics (Fighter_HillsTactics)
    Skill    : Hills Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Hire Crewmember (Skill_HireCrewmember)
    Skill    : Hire Crewmember
    Domain   : Influential
    Available: Sailor
    Allows   : Influencing I
    Use Cost : Mana (80)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HIRECREWMEMBER, HIRECREW
    Usage    : HIRECREW
    Example  : hirecrew
    From inside a pub or bar near the shore, the player can hire a local patron to
    man his or her ship.  The hireling will be 5-10 levels below the player, and
    will take on one of the crew roles when they are brought aboard the ship.
    Roles include Captain (navigates the ship at random during peace), Tactician
    (navigates the ship during combat), Repairer (fixes battle damage), Defender
    (defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor
    costs more money as the player goes up in level. Once the sailor is aboard ship
    and dismissed from following the player (see NOFOLLOW), they will make that
    room their home room and begin their duties.
Hold Your Liquor (Thief_HoldYourLiquor)
    Skill    : Hold Your Liquor
    Domain   : Fitness
    Available: Pirate
    Allows   : Fitness I
    Invoked  : Automatic
    The player can hold their liquor so well that they quickly recover from any ill
    effects that come from drinking mundane alcohol, allowing them to drink as much
    as they want.
Holy Strike (Paladin_HolyStrike)
    Skill    : Holy Strike
    Domain   : Martial lore
    Available: Paladin
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Mana (27) Movement (27)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : HOLYSTRIKE
    Usage    : HOLYSTRIKE [TARGET]
    Example  : holystrike
    Wielding his trusty sword, the paladin calls down the power of his or her god
    into a mighty sword swing for devastating damage on evil targets
Hunters Endurance (Ranger_HuntersEndurance)
    Skill    : Hunters Endurance
    Domain   : Fitness
    Available: Ranger
    Allows   : Fitness I
    Invoked  : Automatic
    Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.
    Also, all movement is instantly and constantly restored.  When tracking
    concludes, or combat begins, the rangers previous state resumes.
Hunting (Hunting)
    Skill    : Hunting
    Domain   : Gathering
    Available: Numerous Classes
    Requires : A base wisdom of at least 8.
    Allows   : Taxidermy, Quick Working I, Quick Worker I, Cage Building
    Allows   : Speculating, Leather Working
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : HUNT, HUNTING
    Usage    : HUNT
    Example  : hunt
    With this common skill, a player checks carefully for the tracks of any game
    which may be nearby.  When the tracks are found, the player needs to check
    nearby rooms for the animal and attack it to complete the hunt. Hunting can be
    done almost anywhere, though Forests, Jungles, and Plains are best.
Hush (Archon_Hush)
    Skill    : Hush
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : HUSH
    Usage    : HUSH [PLAYER NAME]
    Example  : hush gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to communicate on any channels, or use the tell command.  Use
    this skill again on the same player to release them.
Identify Bombs (Thief_IdentifyBombs)
    Skill    : Identify Bombs
    Domain   : Find/remove traps
    Available: Trapper
    Allows   : Trap Disabling I
    Invoked  : Automatic
    Example  :
    The thief can sense bombs just by looking at them, or looking at those who
    might be bearing them.
Identify Poison (Skill_IdentifyPoison)
    Skill    : Identify Poison
    Domain   : Poisoning
    Available: Assassin Barbarian Jester Numerous Classes
    Requires : 'Apothecary'
    Allows   : Poisoning I
    Use Cost : Mana (52)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : IDPOISON, IDENTIFYPOISON
    Usage    : IDPOISON [ITEM NAME]
    Example  : idpoison orc
    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.
Identify Traps (Thief_IdentifyTraps)
    Skill    : Identify Traps
    Domain   : Alert
    Available: Trapper
    Requires : 'Detect Traps'
    Allows   : Vigilantly I
    Use Cost : Mana (55)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : IDENTIFYTRAPS, IDTRAP
    Usage    : IDENTIFYTRAPS
    Example  : identifytraps east
    Example  : identifytraps chest
    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.
Imitate (Skill_Imitation)
    Skill    : Imitate
    Domain   : Deceptive
    Available: Charlatan
    Allows   : Deceptive I
    Use Cost : Movement (57)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : IMITATE
    Usage    : IMITATE [SPELL NAME] [TARGET NAME]
    Example  : imitate Fireball Orc
    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.
Improved Boarding (Thief_ImprovedBoarding)
    Skill    : Improved Boarding
    Domain   : Fitness
    Available: Pirate
    Requires : 'Climb'
    Allows   : Fitness I
    Invoked  : Automatic
    The thief has an improved ability climb aboard ships from the water. If the
    thief has sufficient proficiency, the player no longer needs a row boat to
    climb aboard a ship from the water, and will automatically sneak when climbing
    aboard a ship from the water.
Improved Distraction (Thief_ImprovedDistraction)
    Skill    : Improved Distraction
    Domain   : Deceptive
    Available: Thief
    Requires : 'Distract'
    Allows   : Deceptive I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to distract higher and higher level
    opponents.
Improved Hiding (Thief_ImprovedHiding)
    Skill    : Improved Hiding
    Domain   : Stealthy
    Available: Burglar
    Requires : 'Hide'
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    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 Peek (Thief_ImprovedPeek)
    Skill    : Improved Peek
    Domain   : Stealing
    Available: Burglar
    Requires : 'Peek'
    Allows   : Theft Mastery I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to peek into the inventories of
    higher level persons and creatures.
Improved Shield Defence (Fighter_ImprovedShieldDefence)
    Skill    : Improved Shield Defence
    Domain   : Shield use
    Available: Fighter
    Allows   : Shield Using I
    Invoked  : Automatic
    Example  :
    As the fighter gains proficiency with shield use, he becomes better able to use
    a shield to enhance his armor.
Improved Steal (Thief_ImprovedSteal)
    Skill    : Improved Steal
    Domain   : Stealing
    Available: Burglar
    Requires : 'Steal'
    Allows   : Theft Mastery I
    Invoked  : Automatic
    Example  :
    Proficiency in this skill allows the thief to steal from the inventories of
    higher level persons and creatures.  See help on STEAL.
Improved Swipe (Thief_ImprovedSwipe)
    Skill    : Improved Swipe
    Domain   : Stealing
    Available: Burglar
    Requires : 'Swipe gold'
    Allows   : Theft Mastery I
    Invoked  : Automatic
    Example  :
    proficiency in this skill allows the thief to swipe the gold of higher level
    persons and creatures.
Improved Teaching (ImprovedTeaching)
    Skill    : Improved Teaching
    Domain   : Education lore
    Available: Scholar
    Allows   : Quick Working I, Educating I, Quick Worker I
    Invoked  : Automatic
    With increased teaching skill comes increased proficiency in the skills learned
    by the students.  Expertise also helps this.
Improved Throwing (Fighter_ImprovedThrowing)
    Skill    : Improved Throwing
    Domain   : Weapon use
    Available: Barbarian
    Allows   : Ranged Striking I
    Invoked  : Automatic
    As the fighter gains proficiency in this skill, he or she hits more accurately
    with thrown weapons, and does up to double damage.
Infect (Archon_Infect)
    Skill    : Infect
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : INFECT
    Usage    : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
    Example  : infect gunther flu
    The player with this skill can cause the target to become infected with a given
    disease.
Informant (Thief_Informant)
    Skill    : Informant
    Domain   : Influential
    Available: Burglar
    Allows   : Influencing I
    Use Cost : Mana (57)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : INFORMANT
    Usage    : INFORMANT [MOB NAME] [REASON]
    Example  : informant orc warrant
    This skill allows the player to inexpensively purchase an informant in the area
    they are currently in.  So long as the player remains in the area, and for at
    least a day, the informant will appear and notify the whereabouts of anyone
    matching the reason given. Reasons can be WARRANT for anyone with a warrant, an
    amount of money for anyone as rich or better, a race, a name, or a character
    class.
Injure (Archon_Injure)
    Skill    : Injure
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : INJURE
    Usage    : INJURE [PLAYER NAME] [body part]
    Example  : injure gunther left hand
    From anywhere on the map, the player with this skill can cause the target to
    have one of their body parts instantly injured by 20%.
Instrument Bash (Skill_InstrumentBash)
    Skill    : Instrument Bash
    Domain   : Dirty fighting
    Available: Minstrel
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (60)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : INSTRUMENTBASH, IBASH
    Usage    : IBASH [TARGET NAME]
    Example  : ibash orc
    The bard uses their instrument as a weapon, delivering an otherwise additional
    blow to the target in combat.
Instrument Making (InstrumentMaking)
    Skill    : Instrument Making
    Domain   : Crafting
    Available: Artisan Minstrel
    Requires : 'Carpentry' at 75%
    Allows   : Quality Fabricating I, Quick Worker I, Advanced Crafting I
    Allows   : Quick Crafting I, Light Fabricating I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
    Usage    : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]
    Example  : instrumentmake piccolo
    :        : instrumentmake list
    :        : instrumentmake list piccolo
    :        : instrumentmake list all
    :        : instrumentmake learn flute
    This skill allows a player to craft musical instruments, such as flutes and
    guitars.  The extent of the items which can be crafted expands as the player
    goes up in level.  The player may also learn to make new found instruments,
    provided a blank recipe page or a recipe book with blank pages is in his or her
    inventory. To begin making a new item, the player must have placed the material
    he or she wishes to make the item from on the ground. Instruments crafted with
    balsa can be done with half the required wood listed, while instruments crafted
    with ironwood will require twice the required wood listed.
Intercept Ship (Skill_InterceptShip)
    Skill    : Intercept Ship
    Domain   : Sea travel
    Available: Pirate Sailor
    Requires : 'Sea Charting' at 50%
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (536870912) Movement (536870912)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : INTERCEPT, INTERCEPTSHIP
    Usage    : INTERCEPT [SHIP NAME]
    Example  : intercept pirate
    This powerful skill allows the sailor to use their superior sailing ability to
    quickly intercept a potential enemy ship of the given name.  The sailor's ship
    or boat's speed is enhanced while following the interception course.
Intimidation (Fighter_Intimidate)
    Skill    : Intimidation
    Domain   : Influential
    Available: Barbarian Beastmaster Burglar Doomsayer
    Allows   : Influencing I
    Invoked  : Automatic
    Example  :
    This skill makes the player naturally intimidating to lower level creatures,
    making them less likely to be able to initiate an attack.
Invisibility to Mark (Thief_MarkInvisibility)
    Skill    : Invisibility to Mark
    Domain   : Stealthy
    Available: Assassin
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    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.
Irrigation (Irrigation)
    Skill    : Irrigation
    Domain   : Building
    Available: Artisan Numerous Classes
    Requires : 'Drilling'
    Requires : A base constitution of at least 15.
    Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I
    Use Cost : Movement (15)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : IRRIGATE, IRRIGATION
    Usage    : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
    Example  : irrigate barrier north
    :        : irrigate list
    :        : irrigate info wall
    :        : irrigate sea
    :        : irrigate title A messy room.
    :        : irrigate desc east This is my favorite sea.
    :        : irrigate desc room This is a watery place.
    :        : irrigate help Bob
    :        : irrigate demolish west
    :        : irrigate demolish room
    This skill allows a player to irrigate an area into a new type on an outdoor
    property the player owns. This skill also allows the demolition of unwanted
    barriers and rooms, and the giving of a title and description to a room. The
    parameters also allow more than one person to assist in a irrigation project.
    Irrigation also allows the creation of water currents, which will cause things
    in the room to drift in a given direction over time.
Jail Key (Skill_JailKey)
    Skill    : Jail Key
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Mana (37) Movement (37)
    Quality  : Circumstantial
    Targets  : Exits
    Range    : Touch, or not applicable
    Commands : JAILKEY, JKEY
    Usage    : JAILKEY [DIRECTION]
    Example  : jailkey north
    Allows the player to lock or unlock any door to a jail room in the area.
Jewel Making (JewelMaking)
    Skill    : Jewel Making
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : 'Blacksmithing', and 'Pottery'
    Requires : A base wisdom of at least 16.
    Allows   : Light Metalworking I, Durable Metalworking I, Quality Crafting I
    Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I, Lacquering, Appraise, Quality Metalworking I
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : JEWEL, JEWELMAKING
    Usage    : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM
    TYPE]
    Example  : jewel ring
    :        : jewel list
    :        : jewel list ring
    :        : jewel list all
    :        : jewel encrust "a diamond" backpack
    :        : jewel mount "a diamond" sword
    :        : jewel mend ring
    :        : jewel refit crown
    :        : jewel scan
    :        : jewel scan bob
    :        : jewel learn brooch
    This skill allows a player to craft jewelry, such as rings, earrings,
    necklaces, and bracelets, or to mount or encrust bits of precious jewels onto
    other items.  The extent of the items which can be newly crafted expands as the
    player goes up in level.  The player may also learn to make new found jewelry,
    provided a blank recipe page, or a recipe book with blank pages is in his or
    her inventory. To begin crafting, the player must be in a room with an open
    fire burning, and must have placed the metal he or she wishes to make the item
    from on the ground, along with any precious gems. which may be mounted in the
    jewelry. The raw gems for jewel making are found using the Digging skill.  The
    metal is obtained using the Mining skill.
Joke (Skill_Joke)
    Skill    : Joke
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Mana (60)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : JOKE
    Usage    : JOKE [TARGET NAME]
    Example  : joke orc
    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 (Skill_Juggle)
    Skill    : Juggle
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Movement (51)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : JUGGLE
    Usage    : JUGGLE [ITEM NAME]
    Example  : juggle all
    Example  : juggle dagger
    Example  : juggle
    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.
Jungle Tactics (Fighter_JungleTactics)
    Skill    : Jungle Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Kamikaze (Thief_Kamikaze)
    Skill    : Kamikaze
    Domain   : Criminal
    Available: Trapper
    Allows   : Criminal Deviousness I
    Use Cost : Mana (75)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : KAMIKAZE
    Usage    : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
    Example  : kamikaze orc east
    Example  : kamikaze orc 2e 3n e e e n w d
    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.
Ki Strike (Fighter_KiStrike)
    Skill    : Ki Strike
    Domain   : Punching
    Available: Monk
    Allows   : Iron Punching I, Combat Fluidity I
    Use Cost : Movement (67)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : KISTRIKE, KI
    Usage    : KISTRIKE
    Example  : kistrike
    Short(s) : ki
    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.
Kick (Fighter_Kick)
    Skill    : Kick
    Domain   : Kicking
    Available: Artisan Monk Dancer Several Classes
    Requires : 'Natural Weapon Proficiency' at 75%
    Allows   : Ax Kick, Iron Kicking I, Combat Fluidity I
    Use Cost : Movement (51)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : KICK
    Usage    : KICK [TARGET NAME]
    Example  : kick orc
    The fighter uses his or her feet to deliver an extra bit of pain in combat.
Kill Log (Thief_KillLog)
    Skill    : Kill Log
    Domain   : Combat lore
    Available: Assassin
    Allows   : Combat Lore I
    Use Cost : Mana (53)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : KILLLOG
    Uage     : KILLLOG
    Example  : killlog
    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.
Knife Hand (Fighter_KnifeHand)
    Skill    : Knife Hand
    Domain   : Punching
    Available: Monk
    Requires : 'Monkey Punch'
    Allows   : Iron Punching I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Know Plants (Druid_KnowPlants)
    Skill    : Know Plants
    Domain   : Nature lore
    Available: Several Classes
    Allows   : Nature Lore I
    Use Cost : Mana (57)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : KNOWPLANT
    Usage    : KNOWPLANT [ITEM NAME]
    Example  : knowplant flowers
    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.
Labeling (Labeling)
    Skill    : Labeling
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LABELING, LABEL
    Usage    : LABEL (REMOVE) (REPLACE) [ITEM NAME]
    Example  : label sword
    :        : label remove sword
    :        : label replace sword
    The character labels an item with a numbered tag specific to him.  The label
    tag can be used by other skills to help locate or sort the item.  Use the
    'remove' command to completely delete a tag.  Use the 'replace' command to
    replace the label tag with a new one.
Lacquering (Lacquerring)
    Skill    : Lacquering
    Domain   : Artistic
    Available: Artisan Numerous Classes
    Requires : A base charisma of at least 8.
    Allows   : Master Lacquering, Quick Working I, Quick Worker I
    Allows   : Artsy I, Painting
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LACQUERING, LACQUER
    Usage    : LACQUER LIST/[ITEM NAME] [COLOR]/REMOVE
    Example  : lacquer list
    Example  : lacquer shirt blue
    Example  : lacquer shirt remove
    This skill allows the player to lacquer a qualifying item a different color, or
    to remove an existing lacquered color. Lacquer only works on metal, wood, bone,
    and stone items crafted by the player.  More options become available at higher
    levels, and higher artistic expertise.
Landscaping (Landscaping)
    Skill    : Landscaping
    Domain   : Building
    Available: Artisan Numerous Classes
    Requires : 'Farming'
    Requires : A base constitution of at least 15.
    Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I
    Allows   : Master Farming
    Use Cost : Movement (15)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LANDSCAPE, LANDSCAPING
    Usage    : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
    Example  : landscape barrier north
    :        : landscape list
    :        : landscape info wall
    :        : landscape desert
    :        : landscape title A messy room.
    :        : landscape desc east This is my favorite path.
    :        : landscape desc room This is a messy place.
    :        : landscape help Bob
    :        : landscape demolish west
    :        : landscape demolish room
    This skill allows a player to landscape an area into a new type on an outdoor
    property the player owns. This skill also allows the demolition of unwanted
    barriers and rooms, and the giving of a title and description to a room. The
    parameters also allow more than one person to assist in a landscaping project.
    The raw material for landscaping is found using the Digging, Mining, Foraging,
    and other skills.
Lay Minor Traps (Thief_MinorTrap)
    Skill    : Lay Minor Traps
    Domain   : Trapping
    Available: Jester
    Allows   : Trapping I
    Use Cost : Mana (28) Movement (28)
    Quality  : Malicious
    Targets  : Items Exits Rooms
    Range    : Touch, or not applicable
    Commands : MTRAP, MINORTRAP
    Usage    : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
    Example  : mtrap list
    Example  : mtrap east noise
    Example  : mtrap chest needle
    The thief attempts to lay some sort of trap upon the item, door, room,
    entryway, or container specified.  The trap may be gaseous, needles, blades, or
    pits, and may be triggered by unlocking, opening, getting, or moving through in
    the case of entryways, or entering in the case of rooms.  The thief who sets
    the trap may not trigger the trap. The number of traps available to the thief
    will go up as the thief advances in level, so trap list may be used to see what
    new traps are available as the thief advances.  Not all traps may be set on all
    items, however.  Lay Minor traps only allows a small subset of the traps
    avaiailable from the full Lay Traps skill. Traps are temporary, but reset if
    sprung after a time.  Setting the same trap on the same object will reset the
    trap early.
Lay Traps (Thief_Trap)
    Skill    : Lay Traps
    Domain   : Trapping
    Available: Assassin Thief Trapper
    Allows   : Trapping I
    Use Cost : Mana (29) Movement (29)
    Quality  : Malicious
    Targets  : Items Exits Rooms
    Range    : Touch, or not applicable
    Commands : TRAP
    Usage    : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
    Example  : trap list
    Example  : trap east noise
    Example  : trap chest needle
    The thief attempts to lay some sort of trap upon the item, door, room,
    entryway, or container specified.  The trap may be gaseous, needles, blades, or
    pits, and may be triggered by unlocking, opening, getting, or moving through in
    the case of entryways, or entering in the case of rooms.  The thief who sets
    the trap may not trigger the trap.  The number of traps available to the thief
    will go up as the thief advances in level, so trap list may be used to see what
    new traps are available as the thief advances.  Not all traps may be set on all
    items, however.  Traps are temporary, but reset if sprung after a time.
    Setting the same trap on the same object will reset the trap early.
Leather Working (LeatherWorking)
    Skill    : Leather Working
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : A base constitution of at least 10.
    Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I
    Allows   : Quick Worker I, Durable Crafting I, Cobbling, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I
    Allows   : Scrapping, Master Leather Working
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LEATHERWORK, LEATHERWORKING
    Usage    : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM
    TYPE]
    Example  : leatherwork pot
    :        : leatherwork bundle 100 leather
    :        : leatherwork list
    :        : leatherwork list hard
    :        : leatherwork list all
    :        : leatherwork mend vest
    :        : leatherwork refit sleeves
    :        : leatherwork scan
    :        : leatherwork scan bob
    :        : leatherwork learn gloves
    This skill allows a player to craft leather items, such as armor, clothing, and
    even whips.  The extent of the items which can be crafted expands as the player
    goes up in level.  This command also allows the player to mend any damaged
    leather items, get info on a list item, refit any armor which may be the wrong
    size, or learn how to make an item he or she has found, provided a blank recipe
    page or a recipe book with blank pages is in his or her inventory. To begin
    crafting a new item, the player must have placed the leather he or she wishes
    to make the item from on the ground. The player may also scan the room or other
    players for equipment that may be mended by this skill, using the scan
    parameter. The raw leather for leather working is found using the Butchering
    skill.
Lecturing (Lecturing)
    Skill    : Lecturing
    Domain   : Education lore
    Available: Scholar
    Allows   : Quick Working I, Educating I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LECTURE, LECTURING
    Usage    : LECTURE [SKILL NAME]
    Example  : lecture fireball
    This skill allows the player to give a lecture to 3 or more students about a
    particular skill that the player knows more about than the students.  At the
    end of the long lecture, the students will gain up to 5% increase in
    proficiency, even if they are already at or above 75%.  The player will receive
    experience for giving the lecture.  The students must already know the skill
    before the lecture begins in order to qualify as a student.
Leeching (Skill_Leeching)
    Skill    : Leeching
    Domain   : Anatomy
    Available: Gaoler
    Allows   : Anatomy I
    Use Cost : Mana (67)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LEECH, LEECHING
    Usage    : LEECHING [TARGET NAME]
    Example  : leech Sophie
    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.
Legendary Weaponsmithing (LegendaryWeaponsmithing)
    Skill    : Legendary Weaponsmithing
    Domain   : Crafting
    Available: Artisan
    Requires : 'Master Weaponsmithing' at 100%
    Allows   : Counterbalance Crafting I, Light Metalworking I, Quality Crafting I
    Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I, Lethal Crafting I, Quality Metalworking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LWEAPONSMITH, LEGENDWEAPONSMITHING, LEGENDARYWEAPONSMITHING
    Usage    : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
    Example  : lweaponsmith twohanded sword
    :        : lweaponsmith list
    :        : lweaponsmith list sword
    :        : lweaponsmith list blunt
    :        : lweaponsmith list all
    :        : lweaponsmith scan
    :        : lweaponsmith scan bob
    :        : lweaponsmith learn axe
    This skill allows a player to craft legendary-level weapons (level 61 and up)
    from metal.  This skill requires Blacksmithing and Master Weaponsmithing in
    order to learn it.  It also requires specialization in the weapon type the
    player wishes to make.  The extent of the weapons which can be crafted expands
    as the player goes up in level.  To begin smithing, the player must be in a
    room with an open fire burning, and must have placed the metal he or she wishes
    to make the weapon from on the ground.  The player may also scan the room or
    other players for equipment that may be mended by this skill, using the scan
    parameter, or learn how to smith an item he or she has found, provided a blank
    recipe page or a recipe book with blank pages is in his or her inventory. The
    metal for weaponsmithing is obtained using the Mining skill, or better metals
    from the Smelting skill. Using better materials will increase both the strength
    and the required level of the crafted item, and some material types require
    smaller amounts to make the same items.
Letter of Marque (Thief_LetterOfMarque)
    Skill    : Letter of Marque
    Domain   : Legal
    Available: Pirate
    Allows   : Legal Lore I
    Use Cost : Mana (66)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : LETTEROFMARQUE
    Usage    : LETTEROFMARQUE
    Example  : letterofmarque
    This skill allows the rogue to petition a legal judge to issue a letter of
    marque to the rogue on behalf of the judges area.  This has the primary effect
    of of making any chaotic acts into lawful ones, when outside the area that
    issued the letter.  It also slightly decreases the chance that a crime
    committed inside the issueing area will be seen as a crime.
Lightning Strike (Fighter_LightningStrike)
    Skill    : Lightning Strike
    Domain   : Martial lore
    Available: Monk
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (74)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LIGHTNINGSTRIKE, LSTRIKE
    Usage    : LIGHTNINGSTRIKE [TARGET NAME]
    Example  : lightningstrike orc
    Short(s) : lstrike
    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.
Linguistic Comprehension (Thief_Comprehension)
    Skill    : Linguistic Comprehension
    Domain   : Street smarts
    Available: Burglar Scholar Thief
    Allows   : Street Lore I
    Use Cost : Mana (68)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : COMPREHEND, COMPREHENSION
    Usage    : COMPREHEND
    Example  : comprehend
    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.
Listen (Thief_Listen)
    Skill    : Listen
    Domain   : Alert
    Available: Burglar Monk Trapper Several Classes
    Allows   : Wilderness Sounds, Vigilantly I
    Use Cost : Mana (59)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : LISTEN
    Usage    : LISTEN [DIRECTION NAME]
    Example  : listen north
    Example  : listen
    The thief listens a particular direction for signs of movement (life). A very
    proficient thief may also tell the number of creatures, and may be able to
    listen in on private conversations and whispering that may be going on in the
    room.  You may only listen to the room you are in, or to an adjacent indoor
    room.  How well the thief can hear will depend on proficiency, how much higher
    in level than the thief those being listened to are, and alertness expertise.
Lobotomizing (Skill_Lobotomizing)
    Skill    : Lobotomizing
    Domain   : Anatomy
    Available: Gaoler
    Allows   : Anatomy I
    Use Cost : Mana (72)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LOBOTOMIZE, LOBOTOMIZING
    Usage    : LOBOTOMIZE [TARGET NAME]
    Example  : lobotomize Sophie
    The player is able to use delicate tools to scrape away unnecessary brain
    tissue from the target by going up the nose holes.  This can only be done on a
    cooperative target, such as a follower, or one bound or prone.  The effect of
    the lobotomy is not only horrible screams of pain, but the removal of any
    aggressive behaviors, mind altering diseases and effects, and will actually
    make the target a slightly better person.  Unfortunately, it may also affect
    some skill proficiency.
Locate Alcohol (Thief_LocateAlcohol)
    Skill    : Locate Alcohol
    Domain   : Divination
    Available: Pirate
    Allows   : Extended Divining I, Power Divining I, Reduced Divining I
    Allows   : Ranged Divining I
    Use Cost : Mana (26) Movement (26)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : LOCATEALCOHOL
    Usage    : LOCATEALCOHOL
    Example  : locatealcohol
    The player uses their superior sense of smell and their strong motivation to
    locate the nearest source of liquor.
Locksmithing (LockSmith)
    Skill    : Locksmithing
    Domain   : Building
    Available: Artisan Gaoler Numerous Classes
    Requires : 'Blacksmithing'
    Requires : A base dexterity of at least 14.
    Allows   : Quick Building I, Quick Worker I
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : LOCKSMITH, LOCKSMITHING
    Usage    : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION]
    Example  : locksmith chest
    :        : locksmith south
    :        : locksmith boltlock south
    :        : locksmith delock south
    This skill allows a player to craft keys and locks for items and doors.  If the
    item or door specified already has a lock, the proper key will be built for it
    (assuming a level check).  If the item or door does not have a lock, and the
    skill user is the owner, then a lock will be built, along with a key.  If a
    lock is being made for a door, and the word BOLTLOCK is specified, then the
    lock will ONLY be on that side of the door. If a key is being made, the LABEL
    parameter can be used to add a description for the key (such as House for a
    house key, etc). A lock can be removed from a door using the DELOCK parameter.
    This skill requires metal from which to make the lock and/or key.
Lore (Thief_Lore)
    Skill    : Lore
    Domain   : Arcane lore
    Available: Arcanist Artisan Bard Burglar
    Available: Dancer Scholar Thief
    Requires : 'Write' at 75%, and 'Paper Making' at 75%
    Allows   : Arcane Lore I, Rodsmithing, Staff Making, Wand Making
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : LORE
    Usage    : LORE [ITEM NAME]
    Example  : lore sword
    The bard carefully examines the item, using his extensive knowledge of magical
    lore to determine the items magical properties, if any.
Lure (Thief_Lure)
    Skill    : Lure
    Domain   : Deceptive
    Available: Trapper
    Allows   : Deceptive I
    Use Cost : Mana (32) Movement (32)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : LURE
    Usage    : LURE [TARGET NAME]
    Example  : lure monster east
    The thief gains the ability to lure a creature in the direction they want, when
    not in combat.
Mage Honorary Degree (Skill_HonoraryDegreeMage)
    Skill    : Mage Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,
    Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4
    skills qualified for by at least one of the qualifying classes, including those
    spells specified by the class, then the scholar will receive access to an
    honorary degree Title.  The scholar can then use the TITLE command to select
    and use the honorary degree title.  When one of these titles is in use, the
    scholar is permitted to enter areas normally only allowed to those of the
    qualifying class, and also gains the ability to pick up and equip items which
    would normally fly away from the scholars hands if normally attempted.
Make Bombs (Thief_MakeBomb)
    Skill    : Make Bombs
    Domain   : Trapping
    Available: Trapper
    Allows   : Trapping I
    Use Cost : Mana (33) Movement (33)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : BOMB
    Usage    : BOMB [ITEM] [BOMB NAME]
    Example  : bomb list
    Example  : bomb waterskin water bomb
    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.
Make Maps (Skill_Map)
    Skill    : Make Maps
    Domain   : Calligraphy
    Available: Burglar Several Classes
    Allows   : Fine Calligraphy I
    Use Cost : Mana (63)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MAP
    Usage    : MAP [PAPER NAME]
    Example  : map parchment
    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.
Make Pub Contacts (Thief_PubContacts)
    Skill    : Make Pub Contacts
    Domain   : Influential
    Available: Pirate
    Allows   : Influencing I
    Use Cost : Mana (33) Movement (33)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : MAKEPUBCONTACTS, PUBCONTACTS
    Usage    : MAKEPUBCONTACTS
    Example  : makepubcontacts
    When in a pub, the pirate uses this skill to buy drinks for numerous patrons
    and staff, in the hopes of getting information about nearby ships, especially
    merchant vessels.  This first time this is done in a pub, the pirate will learn
    the names of nearby vessels.  The second time reveals the names and distance of
    the ships from shore.  The third time reveals the names and directions to the
    ships current locations from the shore.  This only works in a pub within a
    limited distance from the shore, since that's where the other sailors drink.
Make Sea Maps (Skill_SeaMapping)
    Skill    : Make Sea Maps
    Domain   : Calligraphy
    Available: Several Classes
    Allows   : Fine Calligraphy I
    Use Cost : Mana (58)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SEAMAPPING, SEAMAP
    Usage    : SEAMAP [PAPER NAME]
    Example  : seamap parchment
    Allows you to begin mapping the seas on the targeted piece of paper.  As you
    sail around the parchment will be filled with a map of the waves you sail over.
Mark (Thief_Mark)
    Skill    : Mark
    Domain   : Combat lore
    Available: Assassin Charlatan Scholar
    Allows   : Combat Lore I, Marker Spying, High Marks
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MARK
    Usage    : MARK [TARGET NAME]
    Example  : mark orc
    The player marks the target for death.  Once done, the player will remember who
    they have marked until the death of the mark is witnessed, or the mark is
    changed.  The ability of the player to kill the mark will go up the longer the
    player has to "observe" the mark.  The mark is observed whenever the player is
    in the same room as the mark and can see him, but the mark cannot see the
    player.  Marking for death is also useful for certain higher level assassin
    skills.  You can issue a Mark a second time against the same target to remove
    the mark.
Mark Disguise (Skill_MarkDisguise)
    Skill    : Mark Disguise
    Domain   : Deceptive
    Available: Charlatan
    Allows   : Deceptive I
    Use Cost : Mana (75)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : MARKDISGUISE
    Usage    : MARKDISGUISE (!)
    Example  : markdisguise
    Example  : markdisguise !
    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.
Mark OOC (Archon_MarkOOC)
    Usage    : MARKOOC [PLAYER NAME]
    Example  : MARKOOC gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to receive any further RolePlay experience.  Use this skill
    again on the same player to release them.
Mark Trapped (Thief_MarkTrapped)
    Skill    : Mark Trapped
    Domain   : Find/remove traps
    Available: Trapper
    Allows   : AutoMark Traps, Trap Disabling I
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Items Exits Rooms
    Range    : Touch, or not applicable
    Commands : MARKTRAPPED
    Usage    : MARKTRAPPED [ITEM/DIRECTION/HERE]
    Example  : marktrapped north
    Example  : marktrapped chest
    The thief places an easily recognizable marker upon the target which all will
    recognize as meaning that it is trapped.  This can serve as a nice warning to
    team members that stumble that way, or a confusing countermeasure to force
    other thieves to be extra careful.  The skill can be used again to remove such
    marks.  Marks last quite a long time, though each thief is limited in the
    number that may be marked.
Marker Spying (Thief_MarkerSpying)
    Skill    : Marker Spying
    Domain   : Stealthy
    Available: Assassin
    Requires : 'Mark', and 'Spying'
    Allows   : Stealthy I
    Use Cost : Mana (35) Movement (35)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MARKERSPYING, MARKSPY
    Usage    : MARKER SPYING [TARGET]
    Example  : markerspying
    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.

    This skill is identical to SPYING, but does not require that the thief and the
    one spied 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.
Marketeering (Merchant)
    Skill    : Marketeering
    Domain   : Influential
    Available: Artisan
    Requires : 'Engraving' at 75%, and 'Embroidering' at 75%
    Allows   : Haggle, Quick Working I, Quick Worker I, Influencing I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures Exits Rooms
    Range    : Touch, or not applicable
    Commands : MARKET
    Usage    : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
    Example  : market list
    :        : market shoe 500
    :        : market all.shoe
    :        : market remove shoe
    This skill allows a player to behave like a shopkeeper, allowing other players
    to LIST, BUY, and VIEW items which the player has put up for sale. The player
    may add any item in their inventory to their items for sale, and set a price
    for the item.  The remove command may be used to take items of that name off
    the market.
Masonry (Masonry)
    Skill    : Masonry
    Domain   : Building
    Available: Artisan Numerous Classes
    Requires : 'Sculpting'
    Requires : A base constitution of at least 12.
    Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I
    Allows   : Find Home, Excavation
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASONRY
    Usage    : MASONRY [LIST/INFO/"[PROJECT NAME]"] [DIRECTION]
    Example  : masonry wall north
    :        : masonry list
    :        : masonry info wall
    :        : masonry roof
    :        : masonry "dark room"
    :        : masonry title A messy room.
    :        : masonry desc east This is my favorite Door.
    :        : masonry desc room This is a messy room.
    :        : masonry stairs
    :        : masonry help Bob
    :        : masonry demolish west
    :        : masonry demolish room
    This skill allows a player to construct a building or other structures on a
    property the player owns. Walls or Stairs may be built following the
    construction of roof and framework.  This skill also allows the demolition of
    unwanted walls and structures, upstairs rooms, and the giving of a title and
    description to a room. The parameters also allow more than one person to assist
    in a masonry project. All of the structures made with this skill are made of
    stone.  The raw stone for masonry is found using the Digging or Mining skills.
Mast Shot (Thief_MastShot)
    Skill    : Mast Shot
    Domain   : Influential
    Available: Pirate
    Allows   : Influencing I
    Use Cost : Movement (73)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : MASTSHOT
    Usage    : MASTSHOT [WEAPON NAME]
    Example  : mastshot catapult
    The pirate can aim a siege weapon at the currently targeted ship`s masts
    instead of the hull.  If the weapon hits the ship, there is a 10% chance
    (improved by expertise) that it will also hit the mast, and slow the ships
    movement speed by one.  This effect is cumulative, so that subsequent hits will
    slow the ship further.  Either way, a weapon so aimed will never do hull damage
    unless it hits a mast.  This skill must be used to re-aim the siege weapon
    every combat round.
Master Armorsmithing (MasterArmorsmithing)
    Skill    : Master Armorsmithing
    Domain   : Crafting
    Available: Artisan
    Requires : 'Armorsmithing' at 100%, and 'Scrapping' at 75%
    Allows   : Light Metalworking I, Durable Metalworking I, Quality Crafting I
    Allows   : Quick Worker I, Durable Crafting I, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Metalworking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MARMORSMITH, MASTERARMORSMITHING
    Usage    : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]
    Example  : marmorsmith chainmail
    :        : marmorsmith list
    :        : marmorsmith list chain
    :        : marmorsmith list left wrist
    :        : marmorsmith list all
    :        : marmorsmith scan
    :        : marmorsmith scan bob
    :        : marmorsmith learn helmet
    This skill allows a player to craft master-level armors from metal.  This skill
    requires Blacksmithing and Armorsmithing in order to learn it.  The extent of
    the armor which can be crafted expands as the player goes up in level.  To
    begin smithing, the player must be in a room with an open fire burning, and
    must have placed the metal he or she wishes to make the armor from on the
    ground.  The player may also scan the room or other players for equipment that
    may be mended by this skill, using the scan parameter, or learn how to smith an
    item he or she has found, provided a blank recipe page or a recipe book with
    blank pages is in his or her inventory. The metal for armorsmithing is obtained
    using the Mining skill, or better metals from the Smelting skill. Using better
    materials will increase both the strength and the required level of the crafted
    item, and some material types require smaller amounts to make the same items.
Master Baking (MasterBaking)
    Skill    : Master Baking
    Domain   : Epicurean
    Available: Artisan
    Requires : 'Baking' at 100%, and 'Master Farming' at 75%
    Allows   : Quick Cooking I, Fortified Baking I, Quick Worker I
    Allows   : Advanced Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING
    Usage    : MASTERBAKE LIST/[BAKING CONTAINER]
    Example  : masterbake list
    Example  : masterbake list oven
    Example  : masterbake list all
    Example  : masterbake oven
    This skill allows the player to create a more nutritious meal from basic edible
    ingredients.  The player must be near a fire over which the meal can be cooked.
     The ingredients must be placed in a fire-safe container, that is closeable,
    and is closed.  The container may be filled with water, if water is required
    for the recipe.  Master Baking takes a bit longer than regular Baking, but
    yields more food for the same ingredients, and allows you to bake multiple
    things at the same time, so long as they are in different containers. The
    ingredients for cooking are best obtained through the Butchering skill and the
    Foraging skill.
Master Butchering (MasterButchering)
    Skill    : Master Butchering
    Domain   : Gathering
    Available: Artisan
    Requires : 'Butchering' at 100%, and 'Taxidermy' at 75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN
    Usage    : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]
    Example  : mbutcher body
    Example  : mbutcher bundle 10 bones
    With this common skill, a dead body can be cut up and its useful parts
    separated. You can also bundle multiple resources together using this skill.
    The GET command can be used to unbundle such resources.  This skill takes
    longer, but has much higher yield than normal butchering.
Master Cooking (MasterCooking)
    Skill    : Master Cooking
    Domain   : Epicurean
    Available: Artisan
    Requires : 'Cooking' at 100%, and 'Master Foraging' at 75%
    Allows   : Quick Cooking I, Quick Worker I, Advanced Cooking I
    Allows   : Master Herbology, Vigorous Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING
    Usage    : MASTERCOOK LIST/[COOKING CONTAINER]
    Example  : mastercook list
    Example  : mastercook list stew
    Example  : mastercook list all
    Example  : mastercook pot
    This skill allows the player to create a more nutritious meal from basic edible
    ingredients.  The player must be near a fire over which the meal can be cooked.
     The ingredients must be placed in a fire-safe container, like a pot or pan.  A
    pot may be filled with water, if water is required for the recipe.  Master
    cooking takes a bit longer than regular cooking, but the yield per pound of
    ingredients is higher, and you are capable of cooking multiple dishes at the
    same time (so long as they use different containers). The ingredients for
    cooking are best obtained through the Butchering skill and the Foraging skill,
    and some Food Prep may be necessary for some dishes.
Master Costuming (MasterCostuming)
    Skill    : Master Costuming
    Domain   : Crafting
    Available: Artisan Charlatan
    Requires : 'Costuming' at 100%, and 'Paper Making' at 75%
    Allows   : Light Sewing I, Quality Crafting I, Quick Worker I
    Allows   : Durable Crafting I, Light Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I, Quality Sewing I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
    Usage    : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
    Example  : mcostume shirt
    :        : mcostume list
    :        : mcostume list shirt
    :        : mcostume list all
    :        : mcostume mend shirt
    :        : mcostume refit shirt
    :        : mcostume scan
    :        : mcostume scan bob
    :        : mcostume learn shirt
    This skill allows a player to fabricate higher level paper clothing that can be
    worn over most other clothing so as to produce a different display, but not
    interfere with the function of the underlying clothing and armor.  In order to
    use this skill, the costumer must first acquire the desired item they wish to
    base the pattern off of, and then deconstruct that item into a costuming recipe
    with the COSTUME LEARN command provided a blank recipe page, or recipe book
    with blank pages is in his or her inventory.  This command also allows the
    player to mend any damaged paper clothing, get info on a list item, or refit
    any paper clothes which are the wrong size. To begin costuming a new item, the
    player must have placed the bolt of paper he or she wishes to make the clothing
    from on the ground.  The player may also scan the room or other players for
    equipment that may be mended by this skill, using the scan parameter. The raw
    materials for costuming are created using the Papermake skill.
Master Distilling (MasterDistilling)
    Skill    : Master Distilling
    Domain   : Epicurean
    Available: Artisan
    Requires : 'Distilling' at 100%, and 'Herbology' at 75%
    Allows   : Quick Cooking I, Quick Worker I, Imbued Distilling I
    Allows   : Advanced Cooking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MDISTILLING, MASTERDISTILLING
    Usage    : MASTERDISTILL LIST/[BREWING CONTAINER]
    Example  : masterdistill pot
    :        : masterdistill list
    :        : masterdistill list whiskey
    :        : masterdistill list all
    This skill allows the player to create a beer and other liquors from basic
    ingredients.  The player must be near a fire over which the alcohol can be
    brewed.  The ingredients must be placed in a fire-safe container, like a pot or
    pan.  A pot must be filled with water or other liquids required by the recipe.
    Master Distilling requires a bit more time than normal distilling, but yields
    more liquor for the same ingredients, and allows you to prepare multiple
    liquors at the same time. The ingredients for cooking are best obtained through
    the Foraging skill.
Master Drilling (MasterDrilling)
    Skill    : Master Drilling
    Domain   : Gathering
    Available: Artisan
    Requires : 'Drilling' at 100%, and 'Speculating' at 75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING
    Usage    : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]
    Example  : masterdrill pot
    Example  : masterdrill bundle 10 "lamp oil"
    With this common skill, a player carefully pokes around, in the ground or
    trees, for useful liquids.  The liquids are then placed into the liquid
    container given by the parameters.  Master Drilling is over twice as slow as
    regular drilling, but yields three times as much liquid. Drilling is best done
    in forests and deserts. You can also bundle multiple resources together using
    this skill.  The GET command can be used to unbundle such resources.
Master Dyeing (MasterDyeing)
    Skill    : Master Dyeing
    Domain   : Artistic
    Available: Artisan
    Requires : 'Dyeing' at 100%, and 'Herbology' at 75%
    Allows   : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERDYEING, MASTERDYE, MDYE, MDYEING
    Usage    : MASTERDYE LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR] [COLOR]
    ([COLOR])
    Example  : masterdye LIST
    Example  : masterdye shirt pinstripped blue red
    Example  : masterdye shirt remove
    This skill allows the player to dye a qualifying cloth item with a
    multi-colored pattern, or to remove an existing color or pattern.  Use
    MASTERDYE COLORS to see all possible color choices, or MASTERDYE LIST to see
    all the design patterns.  More design patterns are available at higher levels,
    and more color choices available at higher artistic expertise.
Master Farming (MasterFarming)
    Skill    : Master Farming
    Domain   : Gathering
    Available: Artisan
    Requires : 'Landscaping' at 75%, and 'Farming' at 100%
    Allows   : Master Baking, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING
    Usage    : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]
    Example  : masterplant berries
    Example  : masterplant bundle 10 berries
    This skill allows the player to plant a resource into the ground.  The player
    must place a sample of the resource on the ground first to use as seed.  After
    planting is completed, the resource will be ready to harvest some time later,
    after the plants have grown. Master Farming is over twice as slow as regular
    farming, but yields three times as much produce. You can also bundle multiple
    resources together using this skill.  The GET command can be used to unbundle
    such resources.
Master Fishing (MasterFishing)
    Skill    : Master Fishing
    Domain   : Gathering
    Available: Artisan Sailor
    Requires : 'Fishing' at 100%, and 'Baiting' at 75%
    Allows   : Quick Working I, Quick Worker I, Master Trawling
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MFISH, MASTERFISH
    Usage    : MASTERFISH (BUNDLE [NUM]) [TARGET])
    Example  : masterfish
    Example  : masterfish bundle 10 trout
    With this common skill, a player can catch lots of fish from a suitable
    location, assuming the fish are biting.  Master Fishing is over twice as slow
    as regular Fishing, but yields three times as many fish. Fishing it best done
    in the water. You can also bundle multiple resources together using this skill.
     The GET command can be used to unbundle such resources.
Master Floristry (MasterFloristry)
    Skill    : Master Floristry
    Domain   : Nature lore
    Available: Artisan Gaian Numerous Classes
    Requires : 'Floristry' at 100%
    Requires : A base intelligence of at least 12.
    Allows   : Quick Working I, Quick Worker I, Nature Lore I
    Use Cost : Movement (29)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MFLORISTRY, MASTERFLOR, MASTERFLORISTRY, MFLOR
    Usage    : MFLOR [ITEM NAME]
    Example  : mflor some flowers
    Master Floristry is identical to Floristry, except that it is able to identify
    every herb in a bundle, or in a large group of herbs in the florists inventory.
     Like Floristry, the player may use this skill to identify flowers for the
    types that they are.  The flowers for floristry are obtained by using the
    Foraging skill.
Master Food Prep (MasterFoodPrep)
    Skill    : Master Food Prep
    Domain   : Epicurean
    Available: Artisan
    Requires : 'Food Prep' at 100%, and 'Gardening' at 75%
    Allows   : Quick Cooking I, Creative Food Prep I, Quick Worker I
    Allows   : Master Gardening, Advanced Cooking I, Master Herbology
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP
    Usage    : MASTERFOODPREP LIST/[CONTAINER]
    Example  : masterfoodprep bowl
    Example  : masterfoodprep list
    Example  : masterfoodprep list salad
    Example  : masterfoodprep list all
    This skill allows the player to create a more nutritious meal from basic edible
    ingredients.  The ingredients must be placed in a preparation container, The
    container may be filled with water, if water is required for the recipe.
    Master Food Prep takes a bit longer than regular Food Prep, but yields more
    food than normal, and permits you to prepare multiple things at the same time.
    The ingredients are best obtained through the Butchering skill and the Foraging
    skill.
Master Foraging (MasterForaging)
    Skill    : Master Foraging
    Domain   : Gathering
    Available: Artisan
    Requires : 'Foraging' at 100%, 'Distilling' at 75%, and 'Herbology' at 75%
    Allows   : Master Cooking, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING
    Usage    : MASTERFORAGE (BUNDLE [NUM]) [TARGET])
    Example  : masterforage
    Example  : masterforage bundle 10 berries
    With this common skill, a player carefully scans an area for any naturally
    growing plants which may be edible. Master Foraging is over twice as slow as
    regular Foraging, but yields three times as much produce. Foraging is best done
    in forests and on plains. You can also bundle multiple resources together using
    this skill.  The GET command can be used to unbundle such resources.
Master Gardening (MasterGardening)
    Skill    : Master Gardening
    Domain   : Gathering
    Available: Artisan
    Requires : 'Gardening' at 100%, and 'Master Food Prep' at 75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MGPLANT, MASTERGARDEN, MASTERGARDENING, MGARDEN, MGARDENING
    Usage    : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME]
    Example  : mastergarden roses
    Example  : mastergarden bundle 10 roses
    This skill allows the player to plant herbs or flowers into the ground.  The
    player must place a sample of the resource on the ground first to use as seed.
    After planting is completed, the resource will be grow some time later. Master
    Gardening is over twice as slow as regular gardening, but yields three times as
    many plants. You can also bundle multiple resources together using this skill.
    The GET command can be used to unbundle such resources.
Master Gem Digging (MasterDigging)
    Skill    : Master Gem Digging
    Domain   : Gathering
    Available: Artisan
    Requires : 'Gem Digging' at 100%, and 'Excavation' at 75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
    MASTERGEMDIGGING
    Usage    : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
    Example  : mgdig
    Example  : mgdig bundle 10 gems
    With this common skill, a player can perform the delicate task of mining gems
    and other precious stones. Master Gem Digging is over twice as slow as regular
    Gem Digging, but yields three times as many gems. The precious stones found
    with this skill are best hunted for in mountains or caves. Sand is best found
    in the desert. You can also bundle multiple resources together using this
    skill.  The GET command can be used to unbundle such resources.
Master Herbology (MasterHerbology)
    Skill    : Master Herbology
    Domain   : Nature lore
    Available: Artisan Numerous Classes
    Requires : 'Herbology' at 100%
    Requires : A base intelligence of at least 12.
    Allows   : Quick Working I, Quick Worker I, Nature Lore I
    Use Cost : Movement (29)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MHERBOLOGY, MASTERHERB, MASTERHERBOLOGY, MHERB
    Usage    : MHERB [ITEM NAME]
    Example  : mherb some herbs
    Master Herbology is identical to Herbology, except that it is able to identify
    every herb in a bundle, or in a large group of herbs in the herbologists
    inventory.  Like Herbology, the player may use this skill to identify herbs for
    the types that they are.  This skill is quite necessary for Druids who wish to
    use their Herbalism skill, or Cooks who need particular herbs for recipes, but
    is fairly unnecessary for others. The raw herbs for herbology are obtained by
    using the Foraging skill.
Master Lacquering (MasterLacquerring)
    Usage    : MASTERLACQUER LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR]
    [COLOR] ([COLOR])
    Example  : masterlacquer list
    Example  : masterlacquer colors
    Example  : masterlacquer shirt pinstriped blue red
    Example  : masterlacquer shirt remove
    This skill allows the player to lacquer a qualifying item with a multi-colored
    pattern, or to remove an existing lacquered color. Lacquer only works on metal,
    wood, bone, and stone items crafted by the player. Use MASTERLACQUER COLORS to
    see all possible color choices, or MASTERLACQUER LIST to see all the design
    patterns.  More design patterns are available at higher levels, and more color
    choices available at higher artistic expertise.
Master Leather Working (MasterLeatherWorking)
    Skill    : Master Leather Working
    Domain   : Crafting
    Available: Artisan
    Requires : 'Leather Working' at 100%, and 'Scrapping' at 75%
    Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I
    Allows   : Quick Worker I, Durable Crafting I, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
    Usage    : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]

    Example  : mleatherwork vest
    :        : mleatherwork bundle 100 leather
    :        : mleatherwork list
    :        : mleatherwork list vest
    :        : mleatherwork list all
    :        : mleatherwork mend vest
    :        : mleatherwork refit sleeves
    :        : mleatherwork scan
    :        : mleatherwork scan bob
    :        : mleatherwork learn gloves
    This skill allows a player to craft masterful leather items, such as armor,
    clothing, and even whips.  The extent of the items which can be crafted expands
    as the player goes up in level.  This command also allows the player to mend
    any damaged leather items, get info on a list item, refit any armor which may
    be the wrong size, or learn how to make an item he or she has found, provided a
    blank recipe page or a recipe book with blank pages is in his or her inventory.
    To begin crafting a new item, the player must have placed the leather he or she
    wishes to make the item from on the ground. The player may also scan the room
    or other players for equipment that may be mended by this skill, using the scan
    parameter. The raw leather for leather working is found using the Butchering
    skill.
Master Mining (MasterMining)
    Skill    : Master Mining
    Domain   : Gathering
    Available: Artisan
    Requires : 'Mining' at 100%, and 'Excavation' at 75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MMINE, MMINING, MASTERMINE, MASTERMINING
    Usage    : MASTERMINE (BUNDLE [NUM]) [TARGET]
    Example  : mastermine
    Example  : mastermine bundle 10 stone
    With this common skill, a player whacks at rock and ground looking to uncover
    metals, and uncommon stones.  Master Mining is over twice as slow as regular
    Mining, but yields three times the amount of stone or metals. Mining is best
    done in caves and mountains. You can also bundle multiple resources together
    using this skill.  The GET command can be used to unbundle such resources.
Master Shearing (MasterShearing)
    Skill    : Master Shearing
    Domain   : Animal affinity
    Available: Artisan
    Requires : 'Shearing' at 100%, and 'Animal Husbandry' at 75%
    Allows   : Animal Affinity I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING
    Usage    : MASTERSHEAR [TARGET]
    Example  : mastershear sheep
    With this common skill, you can shear the wool off of a sheeps body, or at
    least as much of it as you can. Master Shearing is over twice as slow as
    regular Shearing, but yields three times as much wool.
Master Tailoring (MasterTailoring)
    Skill    : Master Tailoring
    Domain   : Crafting
    Available: Artisan
    Requires : 'Tailoring' at 100%, and 'Scrapping' at 75%
    Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I
    Allows   : Quick Worker I, Durable Crafting I, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
    MASTERTAILORING
    Usage    : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
    Example  : mknit shirt
    :        : mknit bundle 100 cotton
    :        : mknit list
    :        : mknit list vest
    :        : mknit list all
    :        : mknit mend vest
    :        : mknit refit sleeves
    :        : mknit scan
    :        : mknit scan bob
    :        : mknit learn shirt
    This skill allows a player to knit masterful clothing, such as dresses and
    suits.  The extent of the items which can be knitted expands as the player goes
    up in level.  This command also allows the player to mend any damaged clothing,
    refit any clothes which are the wrong size, or learn how to knit an item he or
    she has found, provided a blank recipe page or a recipe book with blank pages
    is in his or her inventory. To begin knitting a new item, the player must have
    placed the cloth he or she wishes to make the clothing from on the ground.  The
    player may also scan the room or other players for equipment that may be mended
    by this skill, using the scan parameter.  The raw cloth for knitting is found
    using the Butchering, Shearing, or Foraging skills.
Master Trawling (MasterTrawling)
    Skill    : Master Trawling
    Domain   : Gathering
    Available: Artisan Sailor
    Requires : 'Trawling' at 100%, 'Master Fishing' at 75%, and 'Stability' at 75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MTRAWL, MASTERTRAWL
    Usage    : MASTERTRAWL (BUNDLE [NUM]) [TARGET])
    Example  : mastertrawl
    Example  : mastertrawl bundle 10 trout
    With this common skill, a player can catch lots of fish from the deck of a
    large sailing ship by casting nets into the water, assuming there are enough
    fish around to fill up the nets. You can also bundle multiple resources
    together using this skill.  The GET command can be used to unbundle such
    resources.
Master Weaponsmithing (MasterWeaponsmithing)
    Skill    : Master Weaponsmithing
    Domain   : Crafting
    Available: Artisan
    Requires : 'Weaponsmithing' at 100%, and 'Sword Familiarity' at 75%
    Allows   : Counterbalance Crafting I, Legendary Weaponsmithing
    Allows   : Light Metalworking I, Quality Crafting I, Quick Worker I
    Allows   : Light Crafting I, Advanced Crafting I, Quick Crafting I
    Allows   : Lethal Crafting I, Quality Metalworking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
    Usage    : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
    Example  : mweaponsmith twohanded sword
    :        : mweaponsmith list
    :        : mweaponsmith list sword
    :        : mweaponsmith list blunt
    :        : mweaponsmith list all
    :        : mweaponsmith scan
    :        : mweaponsmith scan bob
    :        : mweaponsmith learn axe
    This skill allows a player to craft master-level weapons (levels 31-60) from
    metal.  This skill requires Blacksmithing and Weaponsmithing in order to learn
    it.  It also requires specialization in the weapon type the player wishes to
    make.  The extent of the weapons which can be crafted expands as the player
    goes up in level.  To begin smithing, the player must be in a room with an open
    fire burning, and must have placed the metal he or she wishes to make the
    weapon from on the ground.  The player may also scan the room or other players
    for equipment that may be mended by this skill, using the scan parameter, or
    learn how to smith an item he or she has found, provided a blank recipe page or
    a recipe book with blank pages is in his or her inventory. The metal for
    weaponsmithing is obtained using the Mining skill, or better metals from the
    Smelting skill. Using better materials will increase both the strength and the
    required level of the crafted item, and some material types require smaller
    amounts to make the same items.
Master Wood Chopping (MasterChopping)
    Skill    : Master Wood Chopping
    Domain   : Gathering
    Available: Artisan
    Requires : 'Wood Chopping' at 100%, 'Siegecraft' at 75%, and 'Boatwrighting' at
    75%
    Allows   : Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING
    Usage    : MASTERCHOP (BUNDLE [NUM]) [TARGET])
    Example  : masterchop
    Example  : masterchop bundle 10 oak
    With this common skill, a player can find good trees, chop a few down, and then
    chop up the wood for carrying.  Master Wood Chopping is over twice as slow as
    regular Chopping, but yields three times more wood. Trees for chopping are best
    found in forests. You can also bundle multiple resources together using this
    skill.  The GET command can be used to unbundle such resources.
Matrix Possess (Archon_MatrixPossess)
    Skill    : Matrix Possess
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MPOSSESS
    Usage    : MPOSSESS [PLAYER NAME]
    Example  : mpossess bob
    This skill will allow you automatically possess a new mob in the same room as
    the target player whenever the target moves to a new room.  Just like possess,
    use QUIT to shut it down.
MeatCuring (MeatCuring)
    Skill    : MeatCuring
    Domain   : Epicurean
    Available: Artisan Numerous Classes
    Requires : A base intelligence of at least 8.
    Allows   : Quick Cooking I, Quick Worker I, Advanced Cooking I
    Use Cost : Movement (7)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MEATCURING, MEATCURE, MCURING, MCURE
    Usage    : MCURE [TARGET]
    Example  : mcure carp
    With this skill, a player can carefully apply spices in an attempt to cure some
    amount of meat to prevent it from spoiling.  The amount of time this takes will
    depend on the amount of meat being cured in a targeted bundle.  If successful,
    the meat bundle will never spoil.  If not successful, the meat will seem cured
    for a time, but will eventually stop seeming cured, and then eventually spoil.
Meditation (Skill_Meditation)
    Skill    : Meditation
    Domain   : Fitness
    Available: Shaman SkyWatcher Numerous Classes
    Allows   : Fitness I
    Use Cost : Mana (66)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MEDITATE
    Usage    : MEDITATE
    Example  : meditate
    If the mage is in a quiet, sitting position, this skill will allow him or her
    to gain mana back at an accelerated rate.
Memorize (Skill_ScrollCopy)
    Skill    : Memorize
    Domain   : Calligraphy
    Available: Numerous Classes
    Allows   : Fine Calligraphy I
    Use Cost : Mana (5)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : MEMORIZE
    Usage    : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
    Example  : memorize magic missile scroll
    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.
Metacrafting (Archon_Metacraft)
    Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Usage    : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Example  : metacraft wagon oak
    Example  : metacraft wagon
    Example  : metacraft "every sword" bronze
    Example  : metacraft "every sword"
    Example  : metacraft "every sword" iron to file /items.cmare
    Example  : metacraft "all carpentry"
    This skill will allow you to create any item that is craftable from the
    numerous common skills.  The item created may be made of a material specified,
    or automatically crafted by a random material valid to the appropriate skill.
    You can also specify the destination of the items, whether it be the room, your
    inventory, or an xml file.
Mimicry (Skill_Mimicry)
    Skill    : Mimicry
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Mana (55)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MIMICRY, MIMIC
    Usage    : MIMICRY [TARGET NAME]
    Example  : mimcry orc
    The player begins to mimic the actions of the target, thus annoying them.
Mining (Mining)
    Skill    : Mining
    Domain   : Gathering
    Available: Artisan Numerous Classes
    Requires : A base strength of at least 9.
    Allows   : Quick Working I, Smelting, Quick Worker I, Master Mining
    Allows   : Masonry, Speculating, Sculpting
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MINE, MINING
    Usage    : MINE (BUNDLE [NUM]) [TARGET]
    Example  : mine
    Example  : mine bundle 10 stone
    With this common skill, a player whacks at rock and ground looking to uncover
    metals, and uncommon stones.  Mining is best done in caves and mountains. You
    can also bundle multiple resources together using this skill.  The GET command
    can be used to unbundle such resources.
Monkey Grip (Fighter_MonkeyGrip)
    Skill    : Monkey Grip
    Domain   : Martial lore
    Available: Barbarian
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (85)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : MONKEYGRIP, MGRIP
    Usage   : MONKEYGRIP [WEAPON NAME]
    Example : monkeygrip supersword
    Short(s): MGRIP
    This skill allows the fighter to wield two two-handed weapons as if they were
    one-handed.  Dual Wielding skill would still be required in order to actually
    use the second weapon in combat.  Wielding a two-handed weapon this way will
    cause severe loss of attack and damage bonuses, but those losses are in turn
    mitigated by proficiency and expertise.
Monkey Punch (Fighter_MonkeyPunch)
    Skill    : Monkey Punch
    Domain   : Punching
    Available: Monk
    Allows   : Knife Hand, Iron Punching I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Monologue (Skill_Monologue)
    Skill    : Monologue
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (35) Movement (35)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MONOLOGUE
    Usage    : MONOLOGUE
    Example  : monologue
    The bard begins a dramatic monologue, causing everyone, friend and foe alike,
    to suspend all activity (including spell effects), until the bard is done. To
    maintain the monologue, the bard MUST say something at least every 4 seconds.
    If the bard leaves the room, or stops speaking, then the effect will end.
Morse Code (Skill_MorseCode)
    Skill    : Morse Code
    Domain   : Sea travel
    Available: Sailor Scholar
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Movement (56)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MORSECODE, MORSE
    Usage    : "MORSECODE" [MESSAGE]
    Example  : morsecode I'm here at on my boat!
    This skill can be used to either tap on walls or flash a held light source in
    order to send morse code signals.  The distance that the signals can be
    detected increase with expertise.  Only someone else with the morse code skill
    can interpret them.
Mountain Tactics (Fighter_MountainTactics)
    Skill    : Mountain Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Mounted Charge (Paladin_MountedCharge)
    Skill    : Mounted Charge
    Domain   : Animal affinity
    Available: Paladin
    Allows   : Animal Affinity I
    Use Cost : Movement (66)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 99
    Commands : MOUNTEDCHARGE, MCHARGE
    Usage    : MCHARGE [TARGET NAME]
    Example  : mcharge orc
    The Paladin, from the back of a mount, rides at top speed at an target,
    delivering a deadly attack, but sacrificing armor.
Mounted Combat (Skill_MountedCombat)
    Skill    : Mounted Combat
    Domain   : Animal affinity
    Available: Artisan Barbarian Several Classes
    Requires : 'Animal Husbandry' at 75%
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Example  :
    This skill helps negate the bad consequences of fighting from horseback or from
    a boat or other vehicle.
Mug (Thief_Mug)
    Skill    : Mug
    Domain   : Stealing
    Available: Burglar
    Allows   : Theft Mastery I
    Use Cost : Mana (34) Movement (34)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MUG
    Usage    : MUG [ITEM NAME]
    Example  : mug bag
    The thief will attempt to pilfer some non-monetary item from the inventory of
    the person he or she is fighting.  This skill can only be used in combat.
Multiwatch (Archon_Multiwatch)
    Ability    : Multiwatch
    Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
    Example    : multiwatch add playerone playertwo
    Example    : multiwatch auto
    Example    : multiwatch stop
    Description:
    This is an archon skill to assist in determining if a set of players who are
    connected from the same ip address are the same person.  It does this by
    tracking certain pieces of data which together may be taken as rather
    circumstantial evidence of someone multiplaying.  The definition of the numbers
    are as follows:
    SYNC - The number of commands entered by more than one member of an IP group
    within a single 4 second period.
    SPEECH - This refers to SAY commands, broken into three sections.  The first
    number represents the number of SAY commands done in the same room with a
    player who has the same IP address.  The second number represents the number of
    SAY commands directed at another player.  The last number is the number of SAY
    commands total.
    SOCIALS - These are also divided into three numbers where, again, the first is
    the number of socials in the same room with a player with the same IP, the
    second being socials directed at another player, and the last being the number
    of total socials.
    CMD - The number of commands entered which are different than the previous
    command entered.
    ORDER - The number of times one of the players in the group gave an ORDER to
    another player in the group.  A sure sign indeed.
My Plants (Druid_MyPlants)
    Skill    : My Plants
    Domain   : Nature lore
    Available: Several Classes
    Allows   : Nature Lore I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : MYPLANTS, PLANTS
    Usage    : MYPLANTS
    Example  : myplants
    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.

    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.

    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.
Natural Weapon Proficiency (Proficiency_Natural)
    Skill    : Natural Weapon Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Animal Husbandry' at 75%
    Allows   : Dodge, Kick
    Invoked  : Automatic
    The player is proficient with certain natural weapons, gaining the ability to
    use them even if their current class training would not make it feasible
    normally.
Naval Tactics (Skill_NavalTactics)
    Skill    : Naval Tactics
    Domain   : Sea travel
    Available: Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (71)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : NAVALTACTICS, NTACTICS
    Usage    : NAVALTACTICS [TACTIC]
    Example  : ntactics follow
    From the deck of a big sailing ship, and during ship combat, the sailor can
    automatically set a course on his or her ship according to a particular combat
    tactic.  The tactics include:
    FOLLOW - Maintain a distance from the enemy ship equal to the current distance.

    RETREAT - Maintain a distance just outside the enemy ships gun range.
    FLEE - Flee from combat by sailing towards the closest escape route.
    APPROACH - Get as close as possible to the enemy ship.
Nipple Twist (Skill_Nippletwist)
    Skill    : Nipple Twist
    Domain   : Dirty fighting
    Available: Gaoler
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (55)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : NIPPLETWIST
    Usage    : NIPPLETWIST [TARGET NAME]
    Example  : nippletwist orc
    The player grabs the targets nipples and gives them a twist, causing the target
    to take a bit of damage, and feel a horrible amount of pain.  Nipple Twist is
    also unique in that, while it may hurt a lot, it can never kill the target.
Nondetection (Thief_Nondetection)
    Skill    : Nondetection
    Domain   : Stealthy
    Available: Thief
    Allows   : Stealthy I
    Invoked  : Automatic
    Example  :
    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.
Observe (Thief_Observation)
    Skill    : Observe
    Domain   : Alert
    Available: Arcanist Assassin Burglar SkyWatcher
    Available: Thief Trapper Several Classes
    Allows   : Vigilantly I
    Use Cost : Mana (57)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : OBSERVE
    Usage    : OBSERVE
    Example  : observe
    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.
Opponent Knowledge (Fighter_SizeOpponent)
    Skill    : Opponent Knowledge
    Domain   : Combat lore
    Available: Fighter
    Allows   : Combat Lore I
    Use Cost : Movement (71)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SIZEUP, OPPONENT
    Usage    : SIZEUP [TARGET NAME]
    Example  : sizeup orc
    The fighter's experience is used to determine a more accurate survey of an
    target`s health, combat prowess, and defensive capability.
Organizing (Organizing)
    Skill    : Organizing
    Domain   : Education lore
    Available: Scholar
    Allows   : Quick Working I, Educating I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ORGANIZE, ORGANIZING
    Usage    : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)
    Example  : organize room name
    This skill allows a player sort/organize the items in a room, in a trusting
    persons inventory, or in a specified container.  Items can be sorted by value,
    crafter, level, type, name, weight, or tag (see tagging).  You can also,
    optionally, append the word ascending or descending to the end.
Pack Call (Druid_PackCall)
    Skill    : Pack Call
    Domain   : Animal affinity
    Available: Beastmaster
    Allows   : Animal Affinity I
    Use Cost : Mana (80)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PACKCALL
    Usage    : PACKCALL
    Example  : packcall
    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.
Painting (Painting)
    Skill    : Painting
    Domain   : Artistic
    Available: Artisan Numerous Classes
    Requires : A base charisma of at least 12.
    Allows   : Warrants, Quick Working I, Decorating, Quick Worker I
    Allows   : Master Floristry, Artsy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PAINT, PAINTING
    Usage    : PAINT WALL/[ITEM NAME]
    Example  : paint wall
    :        : paint a sheet of canvas
    This skill allows a player to make artistic paintings on either canvas or
    silkscreen, such as those made with the Papermaking skill.  The player is also
    able to create and destroy "wall" paintings in a privately owned room.  "Wall"
    paintings are unlisted, ungettable items in a room which can nevertheless be
    LOOKed at.
Paladin`s Aura (Paladin_Aura)
    Skill    : Paladin`s Aura
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    When the Paladin's Aura begins to exude, it will act as the cleric spell
    Protection From Evil for the paladin's group.  Evil and Undead spells and
    affects will be repelled by the aura.  Any evil players or creatures in the
    paladin's group will be hurt by the aura.
Paladin`s Courage (Paladin_Courage)
    Skill    : Paladin`s Courage
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    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_Goodness)
    Skill    : Paladin`s Goodness
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    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.
Paladin`s Mount (Paladin_PaladinsMount)
    Skill    : Paladin`s Mount
    Domain   : Animal affinity
    Available: Paladin
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Example  :
    The paladin extends his holy protection to his or her mount.  When mounted on a
    horse or equine, the mount has enhanced saving throws, especially against
    disease and poison, immunity to fear attacks, and protection from evil prayers.
Paladin`s Purity (Paladin_Purity)
    Skill    : Paladin`s Purity
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    The Paladins goodness becomes capable of warding off any influence over his
    goodness that originates from an external source, such as wicked magic.  The
    Paladin must remain good for the purity to endure, and the purity will not
    protect him or her from intentional acts of wickedness.
Paladin`s Resistance (Paladin_ImprovedResists)
    Skill    : Paladin`s Resistance
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    Example  :
    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.
Palm (Thief_Palm)
    Skill    : Palm
    Domain   : Stealing
    Available: Burglar
    Allows   : Theft Mastery I
    Use Cost : Mana (26) Movement (26)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : PALM
    Usage   : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
    Example : palm all dagger backpack
    Example : palm all body
    Example : palm pie
    Example : palm all
    Example : palm pie.2
    Example : palm all.pie container.3
    Short(s):
    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.
Panhandling (Thief_Panhandling)
    Skill    : Panhandling
    Domain   : Street smarts
    Available: Thief
    Allows   : Street Lore I
    Use Cost : Mana (35) Movement (35)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PANHANDLE, PANHANDLING
    Example  :
    Using this skill, a thief can sit down along a city street and beg passer-bys
    for change.  Some may even hand it over.
Paper Making (PaperMaking)
    Skill    : Paper Making
    Domain   : Crafting
    Available: Artisan Scholar Numerous Classes
    Allows   : Quality Fabricating I, Quick Worker I, Advanced Crafting I
    Allows   : Quick Crafting I, Lore, Master Costuming, Light Fabricating I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PAPERMAKE, PAPERMAKING
    Usage    : PAPERMAKE (LIST) ([PAPER ITEM NAME])
    Example  : papermake canvas
    :        : papermake list
    :        : papermake list paper
    :        : papermake all
    This skill allows a player to craft papers from woods, silks, and other
    materials.  The types of paper which can be crafted expands as the player goes
    up in level.  Eventually, even arcane scrolls, suitable for scribing spells
    onto, can be made.  Wood is obtained by the Chopping skill, and silks through
    the Foraging skill.
Parry (Skill_Parry)
    Skill    : Parry
    Domain   : Evasive
    Available: Artisan Charlatan Minstrel Templar
    Available: Trapper Several Classes Several Classes
    Requires : 'Sword Proficiency' at 100%
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    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.
Pay Off (Thief_PayOff)
    Skill    : Pay Off
    Domain   : Influential
    Available: Pirate
    Allows   : Influencing I
    Use Cost : Mana (69)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PAYOFF
    Usage    : PAYOFF [TARGET NAME]
    Example  : payoff judge
    The thief pays off an officer of the law or a judge.  Officers that are paid
    off will look the other way on your warrants, though they may sometimes make a
    show of arresting the thief before backing off.  Paying off a judge will cause
    the judge to assign the thief an easier sentence every time they are paid.
Peek (Thief_Peek)
    Skill    : Peek
    Domain   : Stealing
    Available: Assassin Bard Jester Several Classes
    Allows   : Theft Mastery I, Improved Peek, Cautiously I
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PEEK
    Usage    : PEEK [TARGET NAME]
    Example  : peek orc
    The thief will attempt to sneak a look at the inventory of the target.
Pet Spy (Thief_PetSpy)
    Skill    : Pet Spy
    Domain   : Animal affinity
    Available: Pirate
    Requires : 'Call Pirate Familiar'
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Usage    : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]
    Example  : sayto monkey spy the enemy fort
    Example  : sayto monkey spy n n e e s s w
    If the player has a familiar pet following them, such as from the Call Familiar
    or Pirate Familiar spell, this skill allows the player to send the familiar on
    spying missions. All rooms that the pet enters while on the spying run are seen
    by the player as well.  When the destination is reached, the pet will return to
    the player.  The destination may either be specified as a series of directions
    from the current room, or as the title of a room within a nearby range to the
    player.
Pet Steal (Thief_PetSteal)
    Skill    : Pet Steal
    Domain   : Animal affinity
    Available: Pirate
    Requires : 'Call Pirate Familiar'
    Allows   : Animal Affinity I
    Invoked  : Automatic
    Usage    : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING
    Example  : sayto monkey steal sword
    Example  : sayto monkey steal stop
    If the player has a familiar pet following them, such as from the Call Familiar
    or Pirate Familiar spell, this skill allows the player to instruct the pet to
    steal an item and give it to their master.  The pet will either pick the item
    from the ground, or steal it from the inventory of another player or mob, which
    might result in combat.  This skill can be used in conjunction with pet spy to
    send the pet on complex theft missions.
Pick Locks (Thief_Pick)
    Skill    : Pick Locks
    Domain   : Criminal
    Available: Several Classes
    Allows   : Criminal Deviousness I, Safecracking
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : PICK
    Usage    : PICK [DIRECTION/ITEM NAME/EXIT NAME]
    Example  : pick e
    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.
Pieces of Eight (Thief_PiecesOfEight)
    Skill    : Pieces of Eight
    Domain   : Deceptive
    Available: Pirate
    Requires : 'Buried Treasure'
    Allows   : Deceptive I
    Use Cost : Mana (32) Movement (32)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : PIECESOFEIGHT
    Usage    : PIECESOFEIGHT [MONEY]
    Example  : PIECESOFEIGHT 8 gold
    This magical skill allows the pirate to withdraw coins from any money stash
    buried with the Buried Treasure skill.  Only the type and denomination of
    coinage specified will be withdrawn, however.  So, if the pirate has buried 10
    gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100
    platinum is worth more.
Pin (Fighter_Pin)
    Skill    : Pin
    Domain   : Grappling
    Available: Beastmaster Monk Trapper
    Allows   : Vice-Gripping I, Combat Fluidity I
    Use Cost : Movement (62)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PIN
    Usage    : PIN [TARGET NAME]
    Example  : pin orc
    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.
Plains Tactics (Fighter_PlainsTactics)
    Skill    : Plains Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Planar Lore (Skill_PlanarLore)
    Skill    : Planar Lore
    Domain   : Education lore
    Available: Scholar
    Allows   : Educating I
    Use Cost : Mana (71)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : PLANARLORE, PLORE
    Usage    : PLANARLORE [LIST/PLANE NAME] (REPORT)
    Example  : planarlore list
    Example  : plore astral
    Example  : plore astral report
    Through extensive education, the player is able to recall a random bit of
    information about one of the planes of existence.  Each level of expertise
    enlarges the types of information that can be recalled, though only one piece
    of information is recalled at a time. Failing a proficiency check requires a
    few extra seconds of remembering, however.  The REPORT argument will cause the
    results to be recited out loud.
Plant Form (Druid_PlantForm)
    Skill    : Plant Form
    Domain   : Shape shifting
    Available: Gaian
    Allows   : Shapeshifting I
    Use Cost : Mana (60)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PLANTFORM
    Usage    : PLANTFORM [LIST/FORM NAME]
    Example  : plantform
    Example  : plantform list
    Example  : plantform flower
    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.
Plant Item (Thief_PlantItem)
    Skill    : Plant Item
    Domain   : Stealing
    Available: Burglar Trapper
    Allows   : Theft Mastery I
    Use Cost : Mana (31) Movement (31)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PLANTITEM
    Usage    : PLANTITEM [ITEM NAME] [TARGET NAME]
    Example  : plantitem bomb orc
    Plant item is the ability to slip an item to another creature unaware.  If
    successful, the item will be hidden in the target`s inventory.
Plant Lore (PlantLore)
    Skill    : Plant Lore
    Domain   : Nature lore
    Available: Artisan Gaian Several Classes
    Requires : 'Herbology' at 75%, and 'Floristry' at 75%
    Allows   : Quick Working I, Quick Worker I, Nature Lore I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PLANTLORE, PSPECULATE
    Usage    : PLANTLORE
    Example  : plantlore
    This skill allows a player to carefully evaluate the plant growth patterns in
    the present area, and all surrounding areas to see what vegetation resources
    might be available for foraging or chopping.
Play Instrument (PlayInstrument)
    Skill    : Play Instrument
    Domain   : Artistic
    Available: Numerous Classes
    Requires : A base wisdom of at least 5.
    Allows   : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
    Usage    : PLAYINSTRUMENT (STOP) (LIST)
    Example  : playinstrument
    This skill allows a player to attempt to play a musical instrument they are
    holding or prepared to use.  If done well, this might amuse an audience.
    Proficiency with each kind of musical instrument is separate, so your
    proficiency usually only reflects the last kind of instrument you played.
    Instruments can be purchased, or made with the Instrument Making skill.
Plunder (Thief_Plunder)
    Skill    : Plunder
    Domain   : Stealing
    Available: Pirate
    Allows   : Theft Mastery I
    Use Cost : Mana (59)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PLUNDER
    Usage    : PLUNDER [TARGET NAME]
    Example  : plunder tailor
    The thief attempts plunder the target shopkeeper of their money. This
    immediately begins combat with the shopkeeper, or fails if fighting is
    impossible.
Point Blank Shot (Fighter_PointBlank)
    Skill    : Point Blank Shot
    Domain   : Martial lore
    Available: Fighter Ranger
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
    very close range.
Poison Immunity (Paladin_PoisonImmunity)
    Skill    : Poison Immunity
    Domain   : Holy protection
    Available: Paladin
    Allows   : Protecting I
    Invoked  : Automatic
    As the Paladin's proficiency grows, he or she becomes more and more immune to
    poison and poisonous affects.
Polearm Specialization (Specialization_Polearm)
    Skill    : Polearm Specialization
    Domain   : Weapon use
    Available: Assassin Templar Numerous Classes
    Allows   : Polearm Striking I, Polearm Focus I, Weaponsmithing
    Allows   : Polearm Slicing I, Polearm Piercing I
    Invoked  : Automatic
    The player is a polearm master, gaining bonuses to attack when using a polearm
    in combat.  Can also allow the use of higher level polearms if the focus
    expertise is taken.
Pottery (Pottery)
    Skill    : Pottery
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Allows   : Jewel Making, Quick Worker I, Glass Blowing, Light Shaping I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Shaping I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : POT, POTTERY
    Usage    : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]
    Example  : pot pitcher
    :        : pot bundle 100 clay
    :        : pot list
    :        : pot list pitcher
    :        : pot list all
    :        : pot learn pot
    This skill allows a player to craft cooked clay items, such as cups and plates.
     The extent of the items which can be crafted expands as the player goes up in
    level.  The player may also learn to how to make a found item, provided a blank
    recipe page, or recipe book with blank pages is in his or her inventory. To
    begin crafting, the player must be in a room with an open fire burning, and
    must have placed the clay he or she wishes to make the item from on the ground.
     The Clay is obtained by using the Gem Digging skill.
Power Grab (Thief_PowerGrab)
    Skill    : Power Grab
    Domain   : Stealing
    Available: Arcanist
    Allows   : Theft Mastery I
    Use Cost : Mana (32) Movement (32)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : POWERGRAB
    Usage    : POWERGRAB ([CONTAINER]) ITEM
    Example  : powergrab corpse sword
    The thief summons all their thiefly skill to take possession of an item that
    would otherwise be too powerful to pick up.
Prayercraft (Skill_Prayercraft)
    Skill    : Prayercraft
    Domain   : Arcane lore
    Available: Charlatan Oracle Scholar
    Allows   : Arcane Lore I
    Invoked  : Automatic
    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.
Pressure Points (Fighter_PressurePoints)
    Skill    : Pressure Points
    Domain   : Martial lore
    Available: Monk
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Gives the fighter a bonus to all damage during combat when fighting unarmed in
    melee.
Prison Assignment (Skill_PrisonAssignment)
    Skill    : Prison Assignment
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Mana (58)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRISONASSIGNMENT, PASSIGN
    Usage    : PRISONASSIGNMENT SETPRISON
    Usage    : PRISONASSIGNMENT [TARGET OFFICER]
    Example  :
    This skill allows the player to convince the target officer to take a prisoner
    otherwise bound for an official jail cell to instead take the prisoner to a
    cell of the players prior designation.  The convincing is done by paying the
    officer a sum, and the bribe will last for at least a full day, but will need
    to be renewed after each move.  Before talking to the officer, the player
    should designate a room with a locked door as a prison cell by using SETPRISON.
Prisoner Transfer (Skill_PrisonerTransfer)
    Skill    : Prisoner Transfer
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Mana (63)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRISONERTRANFER, PTRANSFER
    Usage    : PRISONERTRANSFER [TARGET OFFICER]
    Example  :
    This skill allows the player to convince the target officer to take a prisoner
    otherwise bound for judgement to instead take the prisoner to a the players
    location at that time.  The convincing is done by paying the officer a sum, and
    the bribe will last for at least a full day, but will need to be renewed after
    each transfer.
Publishing (Publishing)
    Skill    : Publishing
    Domain   : Legal
    Available: Scholar
    Allows   : Quick Working I, Quick Worker I, Legal Lore I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : PUBLISH, PUBLISHING
    Usage    : PUBLISH (LIST) / [ITEM] [PRICE]
    Example  : publish list
    :        : publish Book 3 gold
    This skill allows a player to copyright and publish a written work to local
    book shops and libraries.  A published work can not be edited, nor can it be
    re-titled, copied, duplicated, or re-named. If successfully published, the book
    will earn the author a small percentage of the publishing price every time it
    is purchased.

    The LIST argument can be used to see how many copies have been sold, and
    royalties earned.  Of course, the copies sold will also decrease every time the
    book is sold back to the establishment.
Puppeteer (Skill_Puppeteer)
    Skill    : Puppeteer
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Mana (75)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : PUPPETEER, PUPPET
    Usage    : PUPPETEER [ITEM NAME]
    Example  : puppeteer [item name]
    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.
QuickChange (Skill_QuickChange)
    Skill    : QuickChange
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Mana (53)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : QUICKCHANGE
    Usage    : QUICKCHANGE
    Example  : quickchange
    The bard is so adept at costume changes that he can seemingly instantly remove
    all of his gear (putting it who knows where), retrieve another costume (from
    who knows where) and put it on. This skill will swap what the bard is currently
    wearing with whatever gear the bard was wearing the last time a quick change
    was done.  The gear currently worn when a quick change is done is magically
    stored away, no longer consuming bag space or encumbrance weight.  Even cursed
    items can be stored in this way.
Racial Lore (Skill_RacialLore)
    Skill    : Racial Lore
    Domain   : Education lore
    Available: Scholar
    Allows   : Educating I
    Use Cost : Mana (62)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : RACIALLORE, RLORE
    Usage    : RACIALLORE [LIST/RACE NAME] (REPORT)
    Example  : raciallore list
    Example  : rlore dragon
    Example  : rlore dragon report
    Through extensive education, the player is able to recall random bits of
    information about one of the many races.  Each level of expertise enlarges the
    number of factoids recalled per attempt. Failing a proficiency check requires a
    few extra seconds of remembering, however.  The REPORT argument will cause the
    results to be recited out loud.
Racketeer (Thief_Racketeer)
    Skill    : Racketeer
    Domain   : Criminal
    Available: Burglar
    Allows   : Criminal Deviousness I
    Use Cost : Mana (71)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : RACKETEER
    Usage    : RACKETEER [BANKER NAME]
    Example  : racketeer bob
    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.
Rally Cry (Fighter_Rallycry)
    Skill    : Rally Cry
    Domain   : Singing
    Available: Barbarian
    Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
    Use Cost : Movement (66)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : RALLYCRY
    Usage    : RALLYCRY
    Example  : rallycry
    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.
Ranged Weapon Familiarity (Familiarity_Ranged)
    Skill    : Ranged Weapon Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Ranged Weapon Proficiency' at 75%
    Invoked  : Automatic
    The player is familiar with ranged weapons they have crafted themselves,
    gaining an attack bonus from wielding the product of their own hands.
Ranged Weapon Proficiency (Proficiency_Ranged)
    Skill    : Ranged Weapon Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Fletching' at 100%
    Allows   : Cover Defence, Ranged Weapon Familiarity
    Invoked  : Automatic
    The player is proficient with thrown and ranged weapons, gaining the ability to
    use them even if their current class training would not make it feasible
    normally.
Ranged Weapon Specialization (Specialization_Ranged)
    Skill    : Ranged Weapon Specialization
    Domain   : Weapon use
    Available: Templar Numerous Classes
    Allows   : Weaponsmithing, Fletching, Ranged Focus I, Ranged Piercing I
    Allows   : Ranged Bashing I, Ranged Striking I
    Invoked  : Automatic
    The player becomes so specialized at thrown and ranged combat that they gain
    bonuses to attack when fighting from afar.  Can also allow the use of higher
    level weapons if the focus expertise is taken.
Rapid Shot (Fighter_RapidShot)
    Skill    : Rapid Shot
    Domain   : Martial lore
    Available: Arcanist Fighter Ranger Thief
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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 (Skill_Recall)
    Skill    : Recall
    Domain   : Conjuration
    Available: Numerous Classes
    Allows   : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
    Allows   : Ranged Conjuring I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : RECALL, /
    Usage    : RECALL
    Example  : recall
    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.
Recollecting (Recollecting)
    Skill    : Recollecting
    Domain   : Education lore
    Available: Scholar
    Allows   : Quick Working I, Educating I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : RECOLLECT, RECOLLECTING
    Usage    : RECOLLECT [WORD OR PHRASE]
    Example  : recollect happy
    This skill allows a player attempt to recall where a particular word or exact
    phrase appears in a group of applicable written works, which includes recipes,
    books, journals, and paper.  The books can be recalled if the works and player
    are both in the same room, which the player owns, or if the works in the room
    with the player were created by the player, or if the works are in the players
    inventory.
Record (Archon_Record)
    Skill    : Record
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : RECORD
    Usage    : RECORD [PLAYER NAME]
    Example  : record gunther
    From anywhere on the map, the player with this skill can begin recording all
    activity of the target to a file in the local file system as if they were
    snooping them.
Recover Voice (Druid_RecoverVoice)
    Skill    : Recover Voice
    Domain   : Fitness
    Available: SkyWatcher
    Allows   : Fitness I
    Use Cost : Mana (66)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : VRECOVER, RECOVERVOICE
    Usage    : RECOVERVOICE
    Example  : recovervoice
    Short(s) : vrecover
    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.
Regional Awareness (Skill_RegionalAwareness)
    Skill    : Regional Awareness
    Domain   : Nature lore
    Available: Ranger
    Allows   : Nature Lore I
    Use Cost : Mana (24)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : REGION, REGIONALAWARENESS
    Usage    : REGIONAL
    Example  : regional
    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:
    ~ water
    T forest
    : rocks/badlands
    J jungle
    = city/street
    M mountains
    _ plains
    . desert
    * here
    x swamp
    h hills
Remove Traps (Thief_RemoveTraps)
    Skill    : Remove Traps
    Domain   : Find/remove traps
    Available: Arcanist Several Classes
    Allows   : Trap Disabling I
    Use Cost : Mana (29) Movement (29)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : DETRAP, UNTRAP, REMOVETRAPS
    Usage    : DETRAP [ITEM, DIRECTION]
    Example  : detrap east
    Example  : detrap chest
    If an item is trapped, the thief can attempt to disable or safely trigger the
    trap, rendering it ineffective until it resets.
Rend (Druid_Rend)
    Skill    : Rend
    Domain   : Weapon use
    Available: Beastmaster
    Allows   : Unarmed Striking I, Unarmed Piercing I
    Use Cost : Movement (75)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : REND
    Usage    : REND [TARGET NAME]
    Example  : rend orc
    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.
Rescue (Fighter_Rescue)
    Skill    : Rescue
    Domain   : Martial lore
    Available: Barbarian Minstrel Paladin Ranger
    Available: Several Classes
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (52)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : RESCUE, RES
    Usage    : RESCUE [GROUP MEMBER]
    Example  : rescue bob
    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".
Resistance (Skill_Resistance)
    Skill    : Resistance
    Invoked  : Automatic
    Params   : see Prop_HaveResister
    Example  : see Prop_HaveResister
    Desc.    :
    Gives the mob skill-based resistances and immunities.
Return Projectile (Fighter_ReturnProjectile)
    Skill    : Return Projectile
    Domain   : Evasive
    Available: Monk
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    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.
Reveal Text (Skill_RevealText)
    Skill    : Reveal Text
    Domain   : Street smarts
    Available: Scholar
    Allows   : Street Lore I
    Use Cost : Mana (8)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : REVEALTEXT
    Usage    : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])
    Example  : revealtext paper
    Example  : revealtext book 3
    The player reveals any invisible writing on a book or document or other
    writing.  It can be used similar to the READ command to select different pages
    of a book as well.
Revoke (Skill_Revoke)
    Skill    : Revoke
    Domain   : Neutralization
    Available: Arcanist Charlatan Paladin Ranger
    Available: Numerous Classes
    Allows   : Neutralizing I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Items Creatures Exits Rooms
    Range    : Touch - Range 10
    Commands : REVOKE
    Usage    : REVOKE [TARGET NAME]
    Example  : revoke bob
    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.
Ride The Rigging (Thief_RideTheRigging)
    Skill    : Ride The Rigging
    Domain   : Sea travel
    Available: Pirate
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Movement (54)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : RIDERIGGING, RIDETHERIGGING
    Usage    : RIDERIGGING
    Example  : riderigging
    When on board a ship in combat, this skill can be used to climb up on the ships
    rigging and swing over to the enemy ship.  The farther the enemy ship is, the
    more difficult the skill.  A failure when the ship is more than 1 distance away
    will mean falling into the drink.  This skill will automatically exit combat
    with flee penalty, and can be used again to return to the original vessel.
Rig Ramming Speed (Thief_RammingSpeed)
    Skill    : Rig Ramming Speed
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (36) Movement (36)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
    Usage    : RIGRAMMINGSPEED
    Example  : rigrammingspeed
    While on their ship, and in combat, the pirate can rig their ship for ramming
    speed, gaining bonus movement towards the enemy ship. The ship must be
    re-rigged every turn.
Robbery (Thief_Robbery)
    Skill    : Robbery
    Domain   : Stealing
    Available: Burglar
    Allows   : Theft Mastery I, Cautiously I
    Use Cost : Mana (34) Movement (34)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : ROBBERY, ROB
    Usage    : ROBBERY [ITEM NAME] [SHOPKEEPER]
    Example  : robbery bob
    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.
Rodsmithing (Rodsmithing)
    Skill    : Rodsmithing
    Domain   : Crafting
    Available: Arcanist Artisan
    Requires : 'Wands' at 75%, and 'Lore' at 75%
    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : RODSMITH, RODSMITHING
    Usage    : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
    Example  : rodsmith rod
    :        : rodsmith list
    :        : rodsmith list rod
    :        : rodsmith list all
    :        : rodsmith scan
    :        : rodsmith scan bob
    :        : rodsmith learn rod
    This skill allows a player to craft rods from metal, and finials.  The extent
    of the rods which can be crafted expands as the player goes up in level.  To
    begin crafting, the player must have placed the metal he or she wishes to make
    the rod from on the ground.  The player may also scan the room or other players
    for equipment that may be mended by this skill, using the scan parameter, or
    learn to how to make a found item, provided a blank recipe page, or recipe book
    with blank pages is in his or her inventory. The metal for rodsmithing is
    obtained using the Blacksmith skill and/or Smelting skills, though some recipes
    will require additional material obtained by other means.  When the player has
    both a rod and a finial, then the finial can be put into the rod for additional
    benefits using the PUT [FINIAL] [ROD] command.
Roll With Blows (Fighter_Roll)
    Skill    : Roll With Blows
    Domain   : Evasive
    Available: Barbarian Fighter Jester Dancer
    Allows   : Evasively I
    Invoked  : Automatic
    Example  :
    While in combat, this skill trims off some of the damage from normal melee
    hits.
Rope Swing (Thief_RopeSwing)
    Skill    : Rope Swing
    Domain   : Binding
    Available: Pirate
    Allows   : Rope Use I
    Use Cost : Movement (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : ROPESWING
    Usage    : ropeswing ([DISTANCE]/[TARGET NAME])
    Example  : ropeswing orc
    Example  : ropeswing 3
    If the player is on the deck of a sailing ship, this skill can be used to swing
    from the rigging for a bit. During the swing, the player is slightly harder to
    hit with missle weapons, and immediately gets away from melee combatants, but
    cannot attack anything or perform most actions while swinging.  The player can
    choose to end the swing either in melee combat with a new given target, or at a
    new distance from their current target.
Running Fight (Thief_RunningFight)
    Skill    : Running Fight
    Domain   : Dirty fighting
    Available: Trapper
    Allows   : Dirty Fighting I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Safecracking (Thief_Safecracking)
    Skill    : Safecracking
    Domain   : Criminal
    Available: Burglar
    Requires : 'Pick Locks'
    Allows   : Criminal Deviousness I
    Invoked  : Automatic
    Example  :
    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.
Safehouse (Thief_Safehouse)
    Skill    : Safehouse
    Domain   : Street smarts
    Available: Burglar
    Allows   : Street Lore I
    Use Cost : Mana (34) Movement (34)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : SAFEHOUSE
    Usage    : SAFEHOUSE
    Example  : safehouse
    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
Salvaging (Salvaging)
    Skill    : Salvaging
    Domain   : Nature lore
    Available: Pirate Sailor
    Allows   : Quick Working I, Quick Worker I, Nature Lore I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SALVAGE, SALVAGING
    Usage    : SALVAGE [SHIP NAME]
    Example  : salvage jolly roger
    This skill allows a player to salvage materials from a large sunken (or
    sinking) sailing ship, which can then be used by the other common skills.
Sap (Thief_Sap)
    Skill    : Sap
    Domain   : Dirty fighting
    Available: Assassin Thief Trapper
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (63)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SAP
    Usage    : SAP [TARGET NAME]
    Example  : sap orc
    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.
Satire (Skill_Satire)
    Skill    : Satire
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Mana (69)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SATIRE
    Usage    : SATIRE [TARGET NAME]
    Example  : satire cityguard
    This ability allows the bard to playfully mock and shame an officer of the law
    satirically, to his face.  Any group members (other than him or herself) wanted
    for a crime in that area may be forgiven one warrant if the satire is
    successful. Unsuccessful satire will get the bard in trouble with the law.
    Even successful satire will occasionally cause trouble for the bard, depending
    on the bard's charisma.
Scalping (Scalp)
    Skill    : Scalping
    Domain   : Anatomy
    Available: Barbarian
    Allows   : Anatomy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCALP, SCALPING
    Usage    : SCALP [TARGET BODY]
    Example  : scalp body
    With this common skill, a dead body can be scalped, removing the top part of
    its head.
Scrapping (Scrapping)
    Skill    : Scrapping
    Domain   : Nature lore
    Available: Artisan Numerous Classes
    Requires : 'Armorsmithing' at 75%, 'Leather Working' at 75%, and 'Tailoring' at
    75%
    Allows   : Quick Working I, Quick Worker I, Nature Lore I, Master Leather
    Working
    Allows   : Master Tailoring, Master Armorsmithing
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCRAP, SCRAPPING
    Usage    : SCRAP [ITEM NAME]
    Example  : scrap longsword
    This skill allows a player to scrap one or more identical items into their
    component resources, which can then be used by the other common skills.  Some
    materials require that a fire be built before scrapping can begin.  The yield
    on scrapping is always 1 pound of material resources per 5 pounds of items.
Scratch (Thief_Scratch)
    Skill    : Scratch
    Domain   : Dirty fighting
    Available: Assassin
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (18)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SCRATCH
    Usage    : SCRATCH [TARGET NAME]
    Example  : scratch orc
    The thief discreetly uses his or her fingertips to cafully deliver very minor
    damage to the target. If done carefully, the target won't know who did it.
Scrimshawing (ScrimShaw)
    Skill    : Scrimshawing
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : 'Sculpting'
    Allows   : Counterbalance Crafting I, Quality Crafting I, Quick Worker I
    Allows   : Light Crafting I, Light Shaping I, Durable Shaping I
    Allows   : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
    Allows   : Quality Shaping I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCRIM, SCRIMSHAWING
    Usage    : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
    Example  : scrim small table
    :        : scrim bundle 100 bone
    :        : scrim list
    :        : scrim list sword
    :        : scrim list all
    :        : scrim mend sword
    :        : scrim refit earrings
    :        : scrim scan
    :        : scrim scan bob
    :        : scrim learn hand
    This skill allows a player to craft bone items, such as chairs and swords.  The
    extent of the items which can be crafted expands as the player goes up in
    level.  This command also allows the player to repair any damaged bone weapons
    or armor, get info on a list item, refit any armor which may be the wrong size,
    or learn to how to scrim a found item, provided a blank recipe page, or recipe
    book with blank pages is in his or her inventory. To begin scrimshawing a new
    item, the player must have placed the bone he or she wishes to make the item
    from on the ground.  The player may also scan the room or other players for
    equipment that may be mended by this skill, using the scan parameter. The raw
    bone for scrimshaw is found using the Butchering skill.
Scroll Scribing (ScrollScribing)
    Skill    : Scroll Scribing
    Domain   : Crafting
    Available: Scholar Numerous Classes
    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
    Usage    : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
    Usage    : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]
    Example  : enscribe iron grip scroll
    :        : enscribe list
    :        : enscribe list all
    :        : enscribe list iron
    :        : enscribe iron grip from "scroll of iron grip" "a scroll"
    This skill allows the player to scribe a magic scroll from a limited list that
    must include one of the spells the player knows or to transcribe any spell from
    one scroll from to another scroll, consuming one of the charges from the source
    scroll. To do this, the player must have a piece of scroll paper with
    sufficient blank space on it to make the scroll out of.  Many scrolls require
    scribing components.  Also, the player must have mastered the spell before
    attempting to scribe a new scroll from it. Lastly, while the player might lose
    some mana and experience for scribing a new spell onto a scroll, transcribing a
    spell from one scroll to another is relatively free.
Sculpting (Sculpting)
    Skill    : Sculpting
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : A base constitution of at least 10.
    Allows   : Quality Crafting I, Blunt Weapon Proficiency, Quick Worker I
    Allows   : Light Crafting I, Light Shaping I, Excavation, Advanced Crafting I
    Allows   : Quick Crafting I, Masonry, Quality Shaping I, Scrimshawing
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SCULPT, SCULPTING
    Usage    : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
    (PARAMETER)
    Example  : sculpt bench
    :        : sculpt bundle 100 stone
    :        : sculpt statue of the great Alramus
    :        : sculpt list
    :        : sculpt list statue
    :        : sculpt list all
    :        : sculpt mend avalanche
    :        : sculpt scan
    :        : sculpt scan bob
    :        : sculpt learn throne
    This skill allows a player to sculpt stone items, such as statues and
    furniture, or mend any broken stone weapons or armor.  The extent of the items
    which can be crafted expands as the player goes up in level.  To begin
    crafting, the player must have placed the stone he or she wishes to make the
    item from on the ground.  The player may also scan the room or other players
    for equipment that may be mended by this skill, using the scan parameter, or
    learn to how to sculpt a found item, provided a blank recipe page, or recipe
    book with blank pages is in his or her inventory. The raw stone for sculpting
    is found using the Digging or Mining skills.
Scuttle (Thief_Scuttle)
    Skill    : Scuttle
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (63)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SCUTTLE
    Usage    : SCUTTLE
    Example  : scuttle
    This skill allows the rogue to intentionally damage a seagoing vessel in such a
    way as to cause it to sink.  The player must already be aboard the ship, and
    must be the last living being aboard.  They must also have permission to
    scuttle the vessel, either because they own it, or because it is an enemy
    vessel.
Sea Charting (Skill_SeaCharting)
    Skill    : Sea Charting
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Intercept Ship, Ranged Sailing I, Reduced Sailing I
    Allows   : Power Sailing I, Sea Navigation, Extended Sailing I
    Use Cost : Mana (30) Movement (30)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : SEACHARTING, SEACHART
    Usage    : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]
    Example  : seachart add
    Example  : seachart remove 1
    Example  : seachart list
    Example  : seachart distance 2
    This skill allows the player to keep track of various points of the sea on his
    or her nautical charts, from within a boat or sailing ship.  Use the ADD
    command to add your ships current location to the list of charted points.  Use
    LIST to list all previous places added.  Use REMOVE followed by one of the
    numbers from the LIST to remove an old point. Use DISTANCE followed by one of
    the numbers from the LIST to see the number of sea rooms between the ships
    current location and that nautical chart point.
Sea Legs (Skill_SeaLegs)
    Skill    : Sea Legs
    Domain   : Sea travel
    Available: Pirate Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Invoked  : Automatic
    This skill allows the player to remain on his or her feet despite certain
    magical or physical attempts to get them off their feel while on the deck of
    their ship.  It also provides immunity to sea sickness.
Sea Lore (Druid_SeaLore)
    Skill    : Sea Lore
    Domain   : Water lore
    Available: Mer
    Allows   : Water Lore I
    Invoked  : Automatic
    Usage    : automatic
    Example  :
    So long as the Druid is in the water, he or she will have a advantage in
    attack, damage, and armor adjustements.
Sea Maneuvers (Skill_SeaManeuvers)
    Skill    : Sea Maneuvers
    Domain   : Sea travel
    Available: Sailor
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Invoked  : Automatic
    During ship combat, this skill will allow the player who passes their
    proficiency check to make sharper turns with their ship, even to going in an
    opposite direction at the end of a round.  This allows the ship to make more
    maneuvers per combat round when changing directions.
Sea Navigation (Skill_SeaNavigation)
    Skill    : Sea Navigation
    Domain   : Sea travel
    Available: Pirate Sailor
    Requires : 'Sea Charting'
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (31) Movement (31)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : SEANAVIGATION, SEANAVIGATE
    Usage    : SEANAVIGATE [NUMBER]
    Example  : seanavigate 3
    This skill works with the charts created with the Sea Charting skill to find
    the direction the player must steer their ship in order to reach a charted
    location.  If the sailor has the authority and ability to set a course on a
    large ship, that will be done automatically.  Otherwise, the directions from
    the current boat location will be given.
Searching (Searching)
    Skill    : Searching
    Domain   : Alert
    Available: Artisan Numerous Classes
    Allows   : Quick Working I, Quick Worker I, Wilderness Lore
    Allows   : Vigilantly I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SEARCH, SEARCHING
    Usage    : SEARCH
    Example  : search
    This skill allows a player to spend some time looking around a room.  For this
    duration of the search, any hidden items will become apparent to the one
    searching.  Once the search is completed, hidden items or mobs still in the
    room may no longer be seen.
Second Attack (Skill_Attack2)
    Skill    : Second Attack
    Domain   : Martial lore
    Available: Assassin Beastmaster Fighter Templar
    Available: Several Classes Numerous Classes
    Allows   : Third Attack, Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Allows the affected character to deliver a second attack during their round.
    These attacks will be slightly less effective than primary attacks.
Second Totem (Druid_ShapeShift2)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster Mer
    Allows   : Shapeshifting I
    Use Cost : Mana (56)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM)
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift cub
    Example  : shapeshift 3
    Example  : shapeshift 4
    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.
Secret Writing (Skill_SecretWriting)
    Skill    : SECRET WRITING
    Usage    : SWRITE [ITEM] ([TEXT TO WRITE])
    Available: ALL
    Example  : swrite parchment From recall, go nseeseenwesee
    This skill allows one to write invisible messages in common language onto
    ordinary paper, parchments, and similar writing material.  This will fail if
    the document is already written in a language other than common.

    When writing on a journal, you need not specify any parameters when using this
    command.
Sense Law (Thief_SenseLaw)
    Skill    : Sense Law
    Domain   : Street smarts
    Available: Burglar
    Allows   : Street Lore I
    Invoked  : Automatic

    Prayer   : Sense Law
    Domain   : Communing
    Available: Several Classes
    Allows   : Communing I
    Alignment: pure chaotic, chaotic
    Use Cost : Mana (55)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Example  :
    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.
Sense Snares and Pits (Ranger_SenseTraps)
    Skill    : Sense Snares and Pits
    Domain   : Nature lore
    Available: Ranger
    Allows   : Nature Lore I
    Invoked  : Automatic
    Example  :
    The Ranger has the natural ability to sense snares, pits, and other kinds of
    traps while roaming around outdoors.
Set Alarm (Thief_SetAlarm)
    Skill    : Set Alarm
    Domain   : Trapping
    Available: Trapper
    Allows   : Trapping I
    Use Cost : Mana (35) Movement (35)
    Quality  : Circumstantial
    Targets  : Exits
    Range    : Touch, or not applicable
    Commands : SETALARM
    Usage    : SETALARM [DIRECTIONNAME]
    Example  : setalarm east
    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.  Many mobile
    creatures in the area will come running to the rooms, curious about the noise.
    Once the alarm has run out, they will disperse.  The number and levels of mobs
    who come running will depend on skill and expertise, and a particular mob will
    be difficult to fool twice.
Set Decoys (Thief_SetDecoys)
    Skill    : Set Decoys
    Domain   : Deceptive
    Available: Thief
    Allows   : Deceptive I
    Use Cost : Mana (34) Movement (34)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : SETDECOYS, DECOYS
    Usage    : SETDECOYS
    Example  : setdecoys
    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.
Set Snare (Ranger_SetSnare)
    Skill    : Set Snare
    Domain   : Trapping
    Available: Ranger
    Allows   : Trapping I
    Use Cost : Mana (31) Movement (31)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : SETSNARE
    Usage    : SETSNARE
    Example  : setsnare
    The ranger carefully sets a snare on the outdoor room, tripping up and binding
    anyone who runs into it.   Snares will be permanent on owned property.
Shadow (Thief_Shadow)
    Skill    : Shadow
    Domain   : Stealthy
    Available: Arcanist Assassin Thief Trapper
    Allows   : Shadow I, Stealthy I
    Use Cost : Mana (29) Movement (29)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SHADOW
    Usage    : shadow [TARGET NAME]
    Example  : shadow orc
    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.
Shadowpass (Thief_Shadowpass)
    Skill    : Shadowpass
    Domain   : Stealthy
    Available: Assassin
    Allows   : Stealthy I
    Use Cost : Movement (64)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : SHADOWPASS
    Usage    : SHADOWPASS [DIRECTION LIST...]
    Example  : shadowpass 4n 3e 3s e s w
    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.
Shadowstrike (Thief_Shadowstrike)
    Skill    : Shadowstrike
    Domain   : Stealthy
    Available: Assassin
    Allows   : Stealthy I
    Use Cost : Movement (100)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SHADOWSTRIKE
    Usage    : SHADOWSTRIKE [TARGET NAME]
    Example  : shadowstrike orc
    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.
Shame (Archon_Shame)
    Skill    : Shame
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : SHAME
    Usage    : SHAME [PLAYER NAME] (RL TIME)
    Example  : shame gunther
    Example  : shame gunther 3 hours
    From anywhere on the map, the player with this skill can shame the target
    mob/player making them unable to effectively interact with shopkeepers or to be
    spoken to or about.
Shape Shift (Druid_ShapeShift)
    Skill    : Shape Shift
    Domain   : Shape shifting
    Available: Several Classes
    Allows   : Shapeshifting I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SHAPESHIFT
    Usage    : SHAPESHIFT (FORM)
    Example  : shapeshift
    Example  : shapeshift list
    Example  : shapeshift cub
    Throughout his or her life, a Druid will have a particular creature which he or
    she may change to and from at will.  By entering into this chant in any shape,
    the druid may change to their special animal form.  The animal form will
    progress as the Druid gains in levels.  Entering the command again allows the
    druid to revert to human form. A higher level druid may optionally specify a
    lower version of their form to assume that. Use shapeshift list to see all
    available forms.
Shearing (Shearing)
    Skill    : Shearing
    Domain   : Animal affinity
    Available: Numerous Classes
    Allows   : Textiling, Animal Affinity I, Quick Working I, Quick Worker I
    Allows   : Animal Husbandry, Master Shearing, Branding
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SHEAR, SHEARING
    Usage    : SHEAR [TARGET]
    Example  : shear sheep
    With this common skill, you can shear the wool off of a sheeps body, or at
    least as much of it as you can.
Shield Bash (Skill_Bash)
    Skill    : Shield Bash
    Domain   : Shield use
    Available: Templar Several Classes
    Allows   : Shield Using I, AutoBash
    Use Cost : Movement (54)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BASH
    Usage    : BASH [TARGET NAME]
    Example  : bash orc
    The fighter uses their shield as a weapon, delivering an otherwise additional
    blow to the target in combat.
Shield Block (Fighter_ShieldBlock)
    Skill    : Shield Block
    Domain   : Shield use
    Available: Fighter
    Allows   : Shield Using I
    Invoked  : Automatic
    Example  :
    So long as the Fighter is holding a shield, he has a chance to totally block
    weapon attacks coming at him or her.
Shield Familiarity (Familiarity_Shield)
    Skill    : Shield Familiarity
    Domain   : Armor use
    Available: Artisan
    Requires : 'Carpentry' at 75%, and 'Blacksmithing' at 75%
    Allows   : Armor Optimizing I
    Invoked  : Automatic
    The player is familiar with shields they have crafted themselves, gaining an
    armor bonus from using the product of their own hands.
Shield Specialization (Specialization_Shield)
    Skill    : Shield Specialization
    Domain   : Weapon use
    Available: Several Classes
    Allows   : Shield Striking I, Weaponsmithing, Shield Focus I
    Invoked  : Automatic
    The player is adept with a shield, gaining bonuses to attack and damage when
    using a shield as a weapon in combat (such as Shield Bash).  Can also allow the
    use of higher level shields if the focus expertise is taken.
Ship Building (Shipwright)
    Skill    : Ship Building
    Domain   : Crafting
    Available: Artisan Sailor
    Requires : 'Boatwrighting' at 75%, and 'Trawling' at 75%
    Allows   : Find Ship, Clan Ship Building, Quick Worker I, Ingenious Engineering
    I
    Allows   : Advanced Crafting I, Quick Crafting I, Ship Lore
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
    Usage    : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
    Example  : shipwright cruiser
    :        : shipwright list
    :        : shipwright list cruiser
    :        : shipwright list all
    :        : shipwright mend cruiser
    :        : shipwright scan
    :        : shipwright scan bob
    :        : shipwright help Bob
    :        : shipwright title The Cargo Deck
    :        : shipwright desc This is a beautiful cargo deck!
    :        : shipwright door east
    :        : shipwright demolish east
    This skill allows a player to craft large sailing ships, and alter great ships
    they own.  The extent of the items which can be crafted expands as the player
    goes up in level.  This command also allows the player to repair any combat
    damage on great ships.  To begin building a new item, the player must have
    placed the wood he or she wishes to make the item from on the ground. The
    parameters also allow more than one person to assist in a project. Items
    crafted with balsa can be done with half the required wood listed, while items
    crafted with ironwood will require twice the required wood listed. The raw wood
    for building is found using the Chopping skill.
Ship Lore (Skill_ShipLore)
    Skill    : Ship Lore
    Domain   : Water lore
    Available: Artisan Pirate Sailor
    Requires : 'Ship Building' at 75%
    Allows   : Water Lore I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : SHIPLORE, SLORE
    Usage    : SHIPLORE [SHIP NAME] (REPORT)
    Example  : shiplore list
    Example  : slore raging dragon
    Example  : slore "raging dragon" report
    Through extensive education, the player is able to recall random bits of
    information about a ship they can see.  Each level of expertise enlarges the
    number of factoids recalled per attempt. Failing a proficiency check requires a
    few extra seconds of remembering, however.  The REPORT argument will cause the
    results to be recited out loud. An attempt to recall information about a ship
    you cannot presently see will reduce or eliminate your chances of remembering,
    depending on expertise.
Shrug Off (Fighter_Shrug)
    Skill    : Shrug Off
    Domain   : Fitness
    Available: Barbarian
    Allows   : Fitness I
    Use Cost : Movement (80)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : BRACE
    Usage    : BRACE
    Example  : shrugoff
    The Barbarian braces him or herself for the next blow, allowing that blow to be
    shrugged off without any damage.
Shuffle (Skill_Shuffle)
    Skill    : Shuffle
    Domain   : Foolishness
    Available: Charlatan
    Allows   : Foolmaking I
    Use Cost : Movement (66)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SHUFFLE
    Example  :
    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.
Shush (Skill_Shush)
    Skill    : Shush
    Domain   : Influential
    Available: Scholar
    Allows   : Influencing I
    Use Cost : Mana (33) Movement (33)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : SHUSH
    Usage    : SHUSH [TARGET]
    Example  : shush orc
    The player is so intimidatingly adept at keeping others quiet, that he or she
    can give the universal SHUSH to a target and often make them agree to whisper
    and refrain from loud noises like spell casting for a time. This skill is
    limited outside of libraries and book stores, but more powerful inside them.
Side Kick (Fighter_SideKick)
    Skill    : Side Kick
    Domain   : Kicking
    Available: Monk
    Allows   : Iron Kicking I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    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.
Siege Weapon Specialization (Specialization_SiegeWeapon)
    Skill    : Siege Weapon Specialization
    Domain   : Weapon use
    Available: Sailor
    Allows   : Weaponsmithing, Siege Bashing I
    Invoked  : Automatic
    The player is a siege weapon master, gaining bonuses to damage when used during
    combat.
Siegecraft (Siegecraft)
    Skill    : Siegecraft
    Domain   : Crafting
    Available: Artisan Sailor Numerous Classes
    Requires : 'Carpentry'
    Requires : A base strength of at least 12.
    Allows   : Master Wood Chopping, Quality Fabricating I, Quick Worker I
    Allows   : Advanced Crafting I, Quick Crafting I, Light Fabricating I
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SIEGECRAFT
    Usage    : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]
    Example  : SIEGECRAFT catapult
    :        : SIEGECRAFT list
    :        : SIEGECRAFT list catapult
    :        : SIEGECRAFT list all
    :        : SIEGECRAFT learn catapult
    This skill allows a player to craft siege weapons for ship combat, such as
    trebuchets, catapults, and ballistas, as well as the necessary ammunitions
    (shots, boulders and bolts, respectively). The extent of the items which can be
    crafted expands as the player goes up in level. To begin siegcrafting, the
    player must have placed the wood he or she wishes to make the item from on the
    ground. The raw wood and stone for siegecraft is obtained by using the Chopping
    and Mining skills. Light siege weapons are anti-personnel only, damaging a
    ship's crew, but not the ship itself, and can hold multiple rounds of
    ammunition hitting multiple targets. Heavy siege weapons have longer range and
    do more damage. The player may also learn how to craft found items, provided a
    blank recipe page, or recipe book with blank pages is in his or her inventory.
    Bear in mind that many of these weapons are constructed in-place and may be
    difficult to be picked up and moved once completed.
Silent AutoGold (Thief_SilentGold)
    Skill    : Silent AutoGold
    Domain   : Stealing
    Available: Burglar Thief
    Allows   : Theft Mastery I
    Use Cost : Mana (65)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SILENTGOLD
    Usage    : SILENTGOLD
    Example  : silentgold
    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.
Silent AutoLoot (Thief_SilentLoot)
    Skill    : Silent AutoLoot
    Domain   : Stealing
    Available: Burglar Pirate Thief
    Allows   : Theft Mastery I
    Use Cost : Mana (66)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SILENTLOOT
    Usage    : SILENTLOOT
    Example  : silentloot
    This command is similar to the AUTOLOOT command, which allows a player to
    automatically take items from the corpse of a defeated monster.  SILENTLOOT,
    like AUTOLOOT, is toggled on and off.  When on the thief will automatically,
    and without anyone knowing, take one of a defeated monsters items. This will
    work regardless of whether the thief played any part in the defeat of the
    monster, or is even a member of the group which defeated the monster.
Silent Drop (Thief_SilentDrop)
    Skill    : Silent Drop
    Domain   : Stealthy
    Available: Burglar
    Allows   : Stealthy I
    Use Cost : Mana (33) Movement (33)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : SILENTDROP, SDROP
    Usage    : SILENTDROP [TARGET ITEM]
    Example  : silentdrop gold
    This command is similar to the drop command, except that the thief is able to
    drop the item without anyone else knowing about it.
Silent Open (Thief_SilentOpen)
    Skill    : Silent Open
    Domain   : Stealthy
    Available: Burglar
    Allows   : Stealthy I
    Use Cost : Mana (34) Movement (34)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : SILENTOPEN, SOPEN
    Usage    : SILENTOPEN [TARGET ITEM]
    Example  : silentopen door
    This command is similar to the open command, except that the thief is able to
    open the container or door without anyone else knowing about it.
Silent Running (Thief_SilentRunning)
    Skill    : Silent Running
    Domain   : Stealthy
    Available: Pirate
    Allows   : Stealthy I
    Use Cost : Mana (40) Movement (40)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : SSNEAK, SILENTRUN
    Usage    : SSNEAK ([DIRECTION] ([DIRECTION])...)
    Example  : ssneak
    Example  : ssneak north north east east
    The pirate uses his superior sailing skills to rig the ship for silent running,
    so that no one will see the ship come into range.  This skill can be used to
    set a course, or can be used before setting a COURSE using the mundane
    commands.  Once the course has been followed, however, the pirate will
    automatically attempt to Hide Ship in the destination room.
Skillcraft (Skill_Skillcraft)
    Skill    : Skillcraft
    Domain   : Street smarts
    Available: Oracle Scholar
    Allows   : Street Lore I
    Invoked  : Automatic
    Example  :
    The player is so knowledgable about uncommon skills that he or she can identify
    skills in his or her presence by name.  The players ability to identify more
    powerful skills will go up in level as he or she does.
Slapstick (Skill_Slapstick)
    Skill    : Slapstick
    Domain   : Foolishness
    Available: Jester
    Allows   : Foolmaking I
    Use Cost : Movement (54)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLAPSTICK
    Usage    : SLAPSTICK [TARGET NAME]
    Example  : slapstick orc
    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.
Slave Trading (SlaveTrading)
    Skill    : Slave Trading
    Domain   : Criminal
    Available: Gaoler
    Allows   : Criminal Deviousness I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
    Usage    : SSELL [MOB NAME] ([SHOPKEEPER NAME])
    Example  : ssell boy shopkeeper
    Example  : ssell boy
    This skill allows the player to sell slaves to shopkeepers who deal in them.
Slip Item (Thief_SlipItem)
    Skill    : Slip Item
    Domain   : Stealing
    Available: Burglar
    Allows   : Theft Mastery I, Cautiously I
    Use Cost : Mana (31) Movement (31)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLIPITEM
    Usage    : "SLIPITEM" [ITEM NAME] [TARGET NAME]
    Example  : slipitem hat orc
    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.
Slippery Mind (Thief_SlipperyMind)
    Skill    : Slippery Mind
    Domain   : Evasive
    Available: Arcanist
    Allows   : Evasively I
    Use Cost : Mana (75)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLIPPERYMIND
    Usage    : SLIPPERYMIND
    Example  : slipperymind
    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).
Slow Fall (Skill_SlowFall)
    Skill    : Slow Fall
    Domain   : Fitness
    Available: Jester
    Allows   : Fitness I
    Invoked  : Automatic
    If the proficiency check is made, this player does not fall from high places,
    but floats instead.
Smelting (Smelting)
    Skill    : Smelting
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : A base constitution of at least 12.
    Allows   : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Allows   : Blacksmithing
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SMELTING
    Usage    : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])
    Example  : smelt steel
    :        : smelt list
    :        : smelt list steel
    :        : smelt list all
    :        : smelt bronze 10
    This skill allows a player to create metal alloys, such as steel, bronze, and
    adamantium.  You can also make very strong metals, such as steel.  To begin
    smelting, the player must be in a room with an open fire burning, and must have
    placed the two base metals he or she wishes to make the alloy from on the
    ground.  If you have excess metals, you may specify a max amount of each base
    metal to smelt. The default is to smelt as much as possible. The raw metal for
    smelting is found using the Mining skill.
Smoke Rings (SmokeRings)
    Skill    : Smoke Rings
    Domain   : Artistic
    Available: Numerous Classes
    Requires : 'Herbology' at 75%
    Requires : A base charisma of at least 5.
    Allows   : Quick Working I, Quick Worker I, Artsy I
    Invoked  : Automatic
    Usage    : (automatic)
    This skill allows the player to produce beautiful smoke rings whenever smoking
    a pipe or cigar.
Smoke Signals (Fighter_SmokeSignals)
    Skill    : Smoke Signals
    Domain   : Nature lore
    Available: Barbarian Scholar
    Allows   : Nature Lore I
    Use Cost : Movement (55)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SMOKESIGNALS, SMOKESIGNAL
    Usage    : "SMOKESIGNALS" [MESSAGE]
    Example  : smokesignals I'm here at the temple!
    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.
Smugglers Hold (Thief_SmugglersHold)
    Skill    : Smugglers Hold
    Domain   : Stealthy
    Available: Pirate
    Allows   : Stealthy I
    Use Cost : Mana (36) Movement (36)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : BUILDHOLD, SMUGGLERSHOLD
    Usage    : BUILDSMUGGLERSHOLD [DIRECTION]
    Example  : buildsmugglershold below
    This skill allows a pirate on their ship to build a secret smugglers hold on
    their ship.  A pirate may only build one such hold on their ship, ever.  This
    requires 500 pounds of wood.
Sneak (Thief_Sneak)
    Skill    : Sneak
    Domain   : Stealthy
    Available: Jester Monk Trapper Several Classes
    Allows   : Shadow I, AutoSneak, Stealthy I
    Use Cost : Movement (54)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : SNEAK
    Usage    : SNEAK [DIRECTION]
    Example  : sneak e
    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)
    Skill    : Sneak Attack
    Domain   : Dirty fighting
    Available: Assassin Thief Trapper
    Allows   : Dirty Fighting I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    This skill allows the thief to deliver a more accurate attack and extra damage
    when attacking from a hidden position.
Snipe (Thief_Snipe)
    Skill    : Snipe
    Domain   : Dirty fighting
    Available: Trapper
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Mana (50) Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SNIPE
    Usage    : SNIPE [TARGET NAME]
    Example  : snipe orc
    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.
Song Write (Skill_SongWrite)
    Usage    : SONGWRITE [SPELL NAME] [TARGET NAME]
    Example  : songwrite "rage" scroll
    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.
Songcraft (Skill_Songcraft)
    Skill    : Songcraft
    Domain   : Arcane lore
    Available: Charlatan Scholar
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    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.
Speculating (Speculate)
    Skill    : Speculating
    Domain   : Nature lore
    Available: Artisan Numerous Classes
    Requires : A base wisdom of at least 10.
    Allows   : Quick Working I, Quick Worker I, Nature Lore I, Wands
    Allows   : Master Drilling
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SPECULATE, SPECULATING
    Usage    : SPECULATE
    Example  : speculate
    This skill allows a player to carefully evaluate the present area, and all
    surrounding to see what resources might be available for hunting, fishing,
    foraging, chopping, mining, digging, etc..
Spellcraft (Skill_Spellcraft)
    Skill    : Spellcraft
    Domain   : Arcane lore
    Available: Arcanist Charlatan Diviner Illusionist
    Available: Scholar Wizard Numerous Classes
    Allows   : Arcane Lore I
    Invoked  : Automatic
    Example  :
    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.

    Arcanists have the ability to remember how to cast a number of spells (based on
    level) learned through this skill.
Spring Attack (Fighter_Spring)
    Skill    : Spring Attack
    Domain   : Acrobatic
    Available: Barbarian Dancer
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (60)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SPRINGATTACK, SPRING, SATTACK
    Usage    : SPRINGATTACK [TARGET NAME]
    Example  : sattack orc
    Short(s) : spring, sattack
    The Barbarian delivers a quick damaging blow, then leaps backwards to a further
    position of range 1 or 2.
Spying (Thief_Spying)
    Skill    : Spying
    Domain   : Stealthy
    Available: Assassin
    Allows   : Marker Spying, Stealthy I
    Use Cost : Mana (30) Movement (30)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SPYING, SPY
    Usage    : SPYING [TARGET]
    Example  : spy bob
    The thief, by lip reading and discreet 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.
Squatting (Thief_Squatting)
    Skill    : Squatting
    Domain   : Criminal
    Available: Thief
    Allows   : Criminal Deviousness I
    Use Cost : Mana (37) Movement (37)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SQUAT, SQUATTING
    Usage    : SQUATTING
    Example  : squat
    To use this skill, the player must be sitting on a piece of property that is,
    or was once for sale.  If it is owned by another player or clan, then an owner
    must be online when squatting begins, and must have either their PK flag set,
    or be in a clan war.  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.
Stability (Skill_Stability)
    Skill    : Stability
    Domain   : Acrobatic
    Available: Artisan Assassin Jester Pirate
    Requires : 'Trawling' at 75%
    Allows   : Master Trawling, Acrobatic I, AutoCrawl, Combat Fluidity I
    Invoked  : Automatic
    This skill allows the player to remain on his or her feet despite certain
    magical or physical attempts to get them on the ground.
Staff Familiarity (Familiarity_Staff)
    Skill    : Staff Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Staff Proficiency' at 75%
    Allows   : Staff Making, Trip
    Invoked  : Automatic
    The player is familiar with staffs they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
Staff Making (StaffMaking)
    Skill    : Staff Making
    Domain   : Crafting
    Available: Artisan
    Requires : 'Staff Familiarity' at 75%, and 'Lore' at 75%
    Allows   : Counterbalance Crafting I, Quick Worker I, Light Shaping I
    Allows   : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
    Allows   : Quality Shaping I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : STAFFMAKE, STAFFMAKING
    Usage    : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
    Example  : staffmake Iron-shod Staff
    :        : staffmake list
    :        : staffmake list Iron-shod
    :        : staffmake list all
    :        : staffmake scan
    :        : staffmake scan bob
    :        : staffmake learn staff
    This skill allows a player to craft staffs from wood.  The extent of the staffs
    which can be crafted expands as the player goes up in level.  To begin
    crafting, the player must have placed the wood he or she wishes to make the
    staff from on the ground.  The player may also scan the room or other players
    for equipment that may be mended by this skill, using the scan parameter, or
    learn to how to make a found item, provided a blank recipe page, or recipe book
    with blank pages is in his or her inventory. The wood for staffmaking is
    obtained using the Chopping skill, though some recipes will require additional
    material obtained by other means.  When the player has both a staff and a
    staffcrown, then the crown can be put into the staff for additional benefits
    using the PUT [CROWN] [STAFF] command.
Staff Proficiency (Proficiency_Staff)
    Skill    : Staff Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Fishing' at 75%
    Allows   : Staff Familiarity
    Invoked  : Automatic
    The player is proficient with staffs, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Staff Specialization (Specialization_Staff)
    Skill    : Staff Specialization
    Domain   : Weapon use
    Available: Druid
    Allows   : Weaponsmithing
    Invoked  : Automatic
    The player is proficient with staffs, gaining bonuses to attack when using a
    staff in combat.  Can also allow the use of higher level staffs if the focus
    expertise is taken.
Steal (Thief_Steal)
    Skill    : Steal
    Domain   : Stealing
    Available: Bard Jester Several Classes
    Allows   : Improved Steal, Theft Mastery I, Cautiously I
    Use Cost : Mana (30) Movement (30)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : STEAL
    Usage    : STEAL [ITEM NAME] [TARGET NAME]
    Example  : steal paper orc
    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).
Stinkify (Archon_Stinkify)
    Skill    : Stinkify
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : STINKIFY
    Usage    : STINKIFY [PLAYER NAME]
    Example  : stinkify gunther
    From anywhere on the map, the player with this skill can cause the target to
    become 1 level stinkier than they were before.
Stone Body (Fighter_Stonebody)
    Skill    : Stone Body
    Domain   : Fitness
    Available: Barbarian
    Allows   : Fitness I
    Invoked  : Automatic
    Example  :
    The Barbarian has become so hardened to battle that he or she ignores 2 points
    from every damage roll taken.
Stowaway (Skill_Stowaway)
    Skill    : Stowaway
    Domain   : Deceptive
    Available: Sailor
    Allows   : Deceptive I
    Use Cost : Mana (27) Movement (27)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : STOWAWAY
    Usage    : STOWAWAY ([DESTINATION]/[CHART INDEX])
    Example  : stowaway
    Example  : stowaway new thalos docks
    Example  : stowaway 3
    The sailor packs himself into a shipping crate bound for overseas travel, and,
    after a long sea voyage, emerges on a different shore.  If the sailor knows Sea
    Charting, he or she may be able to select the destination from his or her
    charts.  Shorter voyages to more distant locations can be obtained through
    expertise. A failed skill check will seem to work fine, but the sailor will not
    end up where their charts said they would.
Strategic Retreat (Thief_StrategicRetreat)
    Skill    : Strategic Retreat
    Domain   : Dirty fighting
    Available: Artisan Trapper
    Requires : 'AutoClimb' at 75%, 'AutoSwim' at 75%, and 'AutoCrawl' at 75%
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : FREEFLEE, STRATEGICRETREAT
    Usage    : FREEFLEE ([DIRECTION])
    Example  : freeflee
    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.
Strike The Set (Skill_StrikeTheSet)
    Skill    : Strike The Set
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Movement (55)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : STRIKETHESET, STRIKESET
    Usage    : STRIKETHESET
    Usage    : STRIKESET
    Example  : striketheset
    The bard strikes the set of the room, making any and all items in the room
    appear to be gone, and the room empty.
Strip Item (Thief_StripItem)
    Skill    : Strip Item
    Domain   : Stealing
    Available: Burglar
    Allows   : Theft Mastery I
    Use Cost : Movement (71)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : STRIPITEM
    Usage    : "STRIPITEM" [ITEM NAME] [TARGET NAME]
    Example  : stripitem hat orc
    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.
Struggle (Skill_Struggle)
    Skill    : Struggle
    Domain   : Evasive
    Available: Jester Minstrel
    Allows   : Evasively I
    Use Cost : Mana (56)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : STRUGGLE
    Usage    : STRUGGLE
    Example  : struggle
    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.
Studying (Studying)
    Skill    : Studying
    Domain   : Education lore
    Available: Scholar
    Allows   : Druid Honorary Degree, Mage Honorary Degree, Cleric Honorary Degree
    Allows   : Quick Working I, Educating I, Quick Worker I, Thief Honorary Degree
    Allows   : Fighter Honorary Degree, Bard Honorary Degree, Commoner Honorary
    Degree
    Use Cost : Movement (5)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : STUDY, STUDYING
    Usage    : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])
    Usage    : STUDY ([SKILL TYPE])
    Example  : study
    Example  : study bob fireball
    Example  : study dissertation light
    Example  : study forget fireball
    Example  : study spells
    This skill makes one scholarly, allowing them to learn any skill from any
    willing teacher or from a dissertation.  Only a certain number of skills can be
    studied, depending on class level. Skills learned this way cannot be
    conventionally used.  They can, however, be taught to others.  At first, the
    scholar can only study common skills, but gains access to thief and fighter
    skills, as well as songs, spells, and prayers, as he or she gains scholarly
    levels.  The scholar can enter STUDY alone to see what they have learned and
    how much more he or she may learn.  Entering STUDY with a skill type like
    SPELLS, SKILLS, etc will list the things you can learn of that type.
Subdue (Skill_Subdue)
    Skill    : Subdue
    Domain   : Evasive
    Available: Fighter
    Allows   : Evasively I
    Use Cost : Movement (56)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SUBDUE
    Usage    : SUBDUE [TARGET NAME]
    Example  : subdue orc
    The fighter uses finesse to avoid killing the target by making more strategic
    hits on the target.  The actual damage will be minimal, but in reality the
    fighters damage will count towards subdueing damage. If carried through to the
    end, it will end up knocking the target cold instead of killing them.  During
    combat, a smart fighter can examine his or her target and tell how close they
    are to being fully subdued despite the apparent actual damage done.  Once
    knocked out, the target can not be killed until consciousness is regained.

    Enter SUBDUE again to cancel this effect.
Superstition (Thief_Superstition)
    Skill    : Superstition
    Domain   : Combat lore
    Available: Pirate
    Allows   : Combat Lore I
    Use Cost : Mana (51)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SUPERSTITION
    Usage    : SUPERSTITION [PHRASE TO SAY]
    Example  : superstition i am the most awesome pirate in the whole wide world!
    This skill reflects the superstitious nature of the character.  Once the
    superstition is set up in the character's mind, the character must perform the
    superstition once per day to receive a bonus to skills and combat ability.
    Failing to perform the superstition once per day will give an equal negative to
    skills and combat ability. Superstition does not affect the character until it
    is intentionally set up the first time.  Afterward it is set, it will always
    affect the character, either positively, or negatively. To set up the
    superstition, the character needs to be wearing at least 3 items of armor, and
    then invoke the command with some phrase that the character will need to say to
    become lucky.  The phrase can be anything, but needs to have at least 5 words
    and be at least 30 characters long.  Once the superstition  is set up, invoking
    the command in the future will remind the character about the phrase and the
    item of armor they must wear whenever saying the phrase to satisfy the
    superstition.
Surrender (Thief_Surrender)
    Skill    : Surrender
    Domain   : Influential
    Available: Thief
    Allows   : Influencing I
    Use Cost : Mana (64)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : SURRENDER
    Usage    : SURRENDER
    Example  : surrender
    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.
Surveying (Surveying)
    Skill    : Surveying
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : SURVEYWRITE, SUWRITE
    Usage    : SUWRITE ROOM/AREA ([CATALOG ITEM])
    Example  : suwrite room
    :        : suwrite area "my catalog book"
    This skill allows a player carefully study their current room or area and write
    down useful information about it onto a piece of paper or into a book.
    Additional details about the room or area are discovered for each level of
    expertise.  Writing the same room or area into a book that already has a
    chapter about that room or area will append to the old page. Specifying the
    catalog book name is not necessary if the Titling skill was used to designate
    one of your books as a catalog of Survey.
Swamp Tactics (Fighter_SwampTactics)
    Skill    : Swamp Tactics
    Domain   : Nature lore
    Available: Barbarian
    Allows   : Nature Lore I
    Invoked  : Automatic
    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.
Sweep (Fighter_Sweep)
    Skill    : Sweep
    Domain   : Dirty fighting
    Available: Barbarian Fighter Monk Paladin
    Available: Ranger
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (65)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SWEEP
    Usage    : SWEEP
    Example  :
    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.
Swim (Skill_Swim)
    Skill    : SWIM
    Usage    : SWIM [DIRECTION]
    Available: ALL
    Example  : swim e
    This skill allows the character to travel on a water surface.  The amount of
    weight being carried can affect this skill.
Swipe gold (Thief_Swipe)
    Skill    : Swipe gold
    Domain   : Stealing
    Available: Bard Burglar Charlatan Jester
    Available: Thief
    Allows   : Theft Mastery I, Cautiously I, Improved Swipe, AutoSwipe
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SWIPE
    Usage    : SWIPE [TARGET NAME]
    Example  : swipe orc
    The thief will attempt to pocket some of a target`s gold. This skill can not be
    used in combat, and works best when the target can not see the thief. This
    skill is almost always successful if the target is incapacitated (asleep,
    knocked out, bound, etc).
Sword Familiarity (Familiarity_Sword)
    Skill    : Sword Familiarity
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Sword Proficiency' at 75%
    Allows   : Master Weaponsmithing
    Invoked  : Automatic
    The player is familiar with swords they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
Sword Proficiency (Proficiency_Sword)
    Skill    : Sword Proficiency
    Domain   : Weapon use
    Available: Artisan
    Requires : 'Weaponsmithing' at 75%
    Allows   : Parry, Half Attack, Sword Familiarity
    Invoked  : Automatic
    The player is proficient with sword, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Sword Specialization (Specialization_Sword)
    Skill    : Sword Specialization
    Domain   : Weapon use
    Available: Numerous Classes
    Allows   : Sword Piercing I, Weaponsmithing, Sword Slicing I
    Allows   : Craft Holy Avenger, Sword Striking I, Sword Focus I
    Invoked  : Automatic
    The player is a sword master, gaining bonuses to attack when using a sword in
    combat.  Can also allow the use of higher level swords if the focus expertise
    is taken.
Tag Turf (Thief_TagTurf)
    Skill    : Tag Turf
    Domain   : Street smarts
    Available: Burglar
    Allows   : Street Lore I
    Use Cost : Mana (27) Movement (27)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : TAGTURF, TURFTAG
    Usage    : TAGTURF (UNTAG)
    Example  : tagturf
    Example  : tagturf untag
    The thief tags this place as their "turf" or, if they are a part of a clan,
    their clan's "turf".  Other thieves will not be able to use their skills here.
    The tag can only be seen by the tagging thief, and those who can see hidden
    things.  A tag can be removed only by a turf war.
Tailoring (Tailoring)
    Skill    : Tailoring
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : A base dexterity of at least 10.
    Allows   : Durable Sewing I, Quick Worker I, Light Crafting I
    Allows   : Quality Sewing I, Scrapping, Master Tailoring, Light Sewing I
    Allows   : Embroidering, Quality Crafting I, Costuming, Durable Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : KNIT, TAILOR, TAILORING
    Usage    : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
    Example  : knit shirt
    :        : knit bundle 100 cotton
    :        : knit list
    :        : knit list vest
    :        : knit list all
    :        : knit mend vest
    :        : knit refit sleeves
    :        : knit scan
    :        : knit scan bob
    :        : knit learn shirt
    This skill allows a player to knit clothing, such as shirts and leggings.  The
    extent of the items which can be knitted expands as the player goes up in
    level.  This command also allows the player to mend any damaged clothing, get
    info on a list item, refit any clothes which are the wrong size, or learn to
    how to knit a found item, provided a blank recipe page, or recipe book with
    blank pages is in his or her inventory. To begin knitting a new item, the
    player must have placed the cloth he or she wishes to make the clothing from on
    the ground.  The player may also scan the room or other players for equipment
    that may be mended by this skill, using the scan parameter. The raw cloth for
    knitting is found using the Butchering, Shearing, or Foraging skills.
Tanning (Tanning)
    Skill    : Tanning
    Domain   : Nature lore
    Available: Artisan Numerous Classes
    Allows   : Dyeing, Taxidermy, Quick Working I, Quick Worker I
    Allows   : Nature Lore I, Leather Working
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TAN, TANNING
    Usage    : TAN [HIDE ITEM NAME]
    Example  : TAN hide
    This skill allows a player to tan hide resources items until they are a leather
    usable by Leatherworking and other skills. It require thats a fire be built
    before tanning can begin.
Tap Room (Thief_TapRoom)
    Skill    : Tap Room
    Domain   : Alert
    Available: Assassin
    Allows   : Vigilantly I
    Use Cost : Mana (35) Movement (35)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch - Range 50
    Commands : TAPROOM
    Example  : taproom
    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.
Tar And Feather (Thief_TarAndFeather)
    Skill    : Tar And Feather
    Domain   : Legal
    Available: Gaoler
    Allows   : Legal Lore I
    Use Cost : Mana (50) Movement (50)
    Quality  : Malicious
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TARANDFEATHER, TAR
    Usage    : TAR [TARGET]
    Example  : TAR Orc
    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.
Tattooing (Tattooing)
    Skill    : Tattooing
    Domain   : Artistic
    Available: Gaoler
    Allows   : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TATTOO, TATTOOING
    Usage    : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
    Example  : tattooing bob arms a skull and crossbones
    Example  : tattooing bob arms remove
    This skill allows a player to tattoo the body parts of the target.  The target
    must hold still for it, of course.  What results can only be seen when the
    proper wear location is not covered by clothing.  Tattoos can also be removed
    with this skill.  Parts available for tattooing include: arms, legs, hands,
    head, feet, wrists, neck, and torso.
Taxidermy (Taxidermy)
    Skill    : Taxidermy
    Domain   : Crafting
    Available: Artisan Scholar Trapper Numerous Classes
    Requires : A base intelligence of at least 12.
    Allows   : Light Sewing I, Master Butchering, Quick Worker I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : STUFF, TAXIDERMY
    Usage    : STUFF ([POSE]/LIST) [BODY NAME]
    Example  : stuff body of an orc
    Example  : stuff list
    Example  : stuff list scary
    Example  : stuff scary body of a horse
    This skill allows a player to stuff a dead body with cloth, cotton, feathers,
    fur, or similar substances to make a light statue. To begin stuffing a body,
    the player must have placed the cloth he or she wishes to stuff with on the
    ground with the body. A pose for the body may optionally be specified.  A list
    of valid poses may be obtained by entering TAXIDERMY LIST.
Textiling (Textiling)
    Skill    : Textiling
    Domain   : Crafting
    Available: Artisan
    Requires : 'Shearing' at 75%
    Allows   : Dyeing, Quick Worker I, Quick Crafting I, Tailoring
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TEXTILING, TEXTILE
    Usage    : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE])
    Example  : textile denim
    :        : textile bolt of cotton
    :        : textile denim 10
    This skill allows a player to create cloth bolts, special kinds of cloth,
    including especially strong cloths, such as spidersteel.  To begin textiling,
    the player must have placed the constituent cloths he or she wishes to make the
    bolt from on the ground.  To make more than one bolt at a time, an additional
    amount of input cloth can be specified. The raw cloth for textiling is found
    using skills like Shearing and Foraging skill.
Thief Honorary Degree (Skill_HonoraryDegreeThief)
    Skill    : Thief Honorary Degree
    Domain   : Education lore
    Available: Scholar
    Requires : 'Studying'
    Allows   : Educating I
    Invoked  : Automatic
    Example  :
    The scholar can activate an honorary degree in one of the classes whose base
    class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and
    Trapper. When the scholar has Studied at least 4 skills qualified for by at
    least one of the qualifying classes, including those skills specified by the
    class, then the scholar will receive access to an honorary degree Title.  The
    scholar can then use the TITLE command to select and use the honorary degree
    title.  When one of these titles is in use, the scholar is permitted to enter
    areas normally only allowed to those of the qualifying class, and also gains
    the ability to pick up and equip items which would normally fly away from the
    scholars hands if normally attempted.
Thiefcraft (Skill_Thiefcraft)
    Skill    : Thiefcraft
    Domain   : Street smarts
    Available: Charlatan Oracle
    Allows   : Street Lore I
    Invoked  : Automatic
    The player is so knowledgable about thief skills that he or she can identify
    skills in his or her presence by name.  The players ability to identify more
    powerful skills will go up in level as he or she does.
Third Attack (Skill_Attack3)
    Skill    : Third Attack
    Domain   : Martial lore
    Available: Fighter
    Requires : 'Second Attack'
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Allows the character to deliver a third attack during their round.  These
    attacks will be slightly less effective than primary attacks.
Third Totem (Druid_ShapeShift3)
    Skill    : Second Totem
    Domain   : Shape shifting
    Available: Beastmaster Mer
    Allows   : Shapeshifting I
    Use Cost : Mana (56)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM)
    Example  : shapeshift 2
    Example  : shapeshift lion
    Example  : shapeshift cub
    Example  : shapeshift 3
    Example  : shapeshift 4
    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.
Tie Down (Skill_TieDown)
    Skill    : Tie Down
    Domain   : Binding
    Available: Sailor
    Allows   : Rope Use I
    Use Cost : Movement (57)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : TIEDOWN
    Usage    : TIEDOWN (UNTIE) [BOAT/SHIP NAME]
    Example  : tiedown ship
    Example  : tiedown untie ship
    The sailor uses special knots to tie down a boat or large sailing ship at an
    official boat dock.  The knots can be easily removed by the original sailor
    using either this skill or Unbinding.  However, anyone else will find it more
    difficult to figure out the knots.
Titling (Titling)
    Skill    : Titling
    Domain   : Calligraphy
    Available: Diviner Oracle Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : ENTITLE, TITLING
    Usage    : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])
    Example  : entitle paper "Essay concerning essays"
    : entitle book "Huckleberry Finn" "Book"
    The writer uses this skill to put the finishing touches on a crafted written
    and readable work, given it a title.  By adding a special catalog term, the
    work can also be designated as an official catalog for particular types of
    items for the Cataloging skill.
Torturesmithing (Torturesmithing)
    Skill    : Torturesmithing
    Domain   : Crafting
    Available: Gaoler
    Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
    Requires : A base intelligence of at least 14.
    Allows   : Light Metalworking I, Durable Metalworking I, Quick Worker I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Metalworking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TORTURESMITH, TORTURESMITHING
    Usage    : TORTURESMITH (LIST/INFO) [ITEM NAME]
    Example  : torturesmith rack
    :        : torturesmith list
    :        : torturesmith list rack
    :        : torturesmith list all
    This skill allows a player to craft implements of execution and torture.  The
    extent of the items which can be crafted expands as the player goes up in
    level.  To begin carving a new item, the player must have placed the wood he or
    she wishes to make the item from on the ground. The raw wood for building is
    found using the Chopping skill.  Some items require metal gathered with the
    Mining skill.  Most items require that the victim be bound, and some require
    that the MOUNT command be used to get them onto the implement.
Toughness (Fighter_Toughness)
    Skill    : Toughness
    Domain   : Fitness
    Available: Fighter
    Allows   : Fitness I, Toughness II
    Invoked  : Automatic
    This ability toughens up the fighter, giving them extra hitpoints.
Toughness II (Fighter_Toughness2)
    Skill    : Toughness II
    Domain   : Fitness
    Available: Fighter
    Requires : 'Toughness'
    Allows   : Fitness I, Toughness III
    Invoked  : Automatic
    This ability toughens up the fighter, giving them extra hitpoints.  The hit
    points stack with those gained from Toughness.
Toughness III (Fighter_Toughness3)
    Skill    : Toughness III
    Domain   : Fitness
    Available: Fighter
    Requires : 'Toughness II'
    Allows   : Fitness I
    Invoked  : Automatic
    This ability toughens up the fighter, giving them extra hitpoints.  The hit
    points stack with those gained from Toughness and Toughness II.
Track (Ranger_Track)
    Skill    : Track
    Domain   : Combat lore
    Available: Charlatan Ranger Trapper
    Allows   : Combat Lore I
    Use Cost : Movement (51)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : TRACK
    Usage    : TRACK [TARGET NAME]
    Example  : track orc
    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.
Track Animal (Ranger_TrackAnimal)
    Skill    : Track Animal
    Domain   : Combat lore
    Available: Ranger
    Allows   : Combat Lore I
    Use Cost : Movement (53)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : TRACKANIMAL
    Usage    : TRACK ANIMAL
    Example  : trackanimal
    The ranger, being a skilled hunter, may use this skill to track down the
    nearest unintelligent animal in the area.
Transcribing (Transcribing)
    Skill    : Transcribing
    Domain   : Calligraphy
    Available: Scholar
    Allows   : Fine Calligraphy I, Quick Working I, Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TRANSCRIBING, TRANSCRIBE, BCOPY
    Usage    : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])
    Example  : transcribe "The Book of Sam" "An Empty Book" 2
    : transcribe "a piece of paper" "Book of Essays"
    The writer uses this skill to scribe a document from one work to another.  New
    chapters will be added to books, or appended to pieces of paper.  Specifying a
    chapter number will only copy that chapter from the source book.  Recipes can
    also be copied between recipe books.
Trap Immunity (Thief_TrapImmunity)
    Skill    : Trap Immunity
    Domain   : Find/remove traps
    Available: Trapper
    Allows   : Trap Disabling I
    Invoked  : Automatic
    Example  :
    As the Thief's proficiency grows, he or she becomes more and more immune to
    traps and bombs.
Trawling (Trawling)
    Skill    : Trawling
    Domain   : Gathering
    Available: Artisan Sailor
    Requires : 'Fish Lore' at 75%
    Allows   : Quick Working I, Quick Worker I, Stability, Master Trawling
    Allows   : Ship Building
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : TRAWL
    Usage    : TRAWL (BUNDLE [NUM]) [TARGET])
    Example  : trawl
    Example  : trawl bundle 10 trout
    With this common skill, a player can catch lots of fish from the deck of a
    large sailing ship by casting nets into the water, assuming there are enough
    fish around to fill up the nets. You can also bundle multiple resources
    together using this skill.  The GET command can be used to unbundle such
    resources.
Trip (Skill_Trip)
    Skill    : Trip
    Domain   : Dirty fighting
    Available: Artisan Beastmaster Fighter Monk
    Available: Paladin Ranger Several Classes Several Classes
    Requires : 'Staff Familiarity' at 75%
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (51)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : TRIP
    Usage    : TRIP [TARGET NAME]
    Example  : trip orc
    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.
Trophy Count (Thief_TrophyCount)
    Skill    : Trophy Count
    Domain   : Combat lore
    Available: Minstrel Trapper
    Allows   : Combat Lore I
    Use Cost : Mana (52)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : TROPHYCOUNT
    Uage     : TROPHYCOUNT
    Example  : trophycount
    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.
True Shot (Fighter_TrueShot)
    Skill    : True Shot
    Domain   : Martial lore
    Available: Assassin Fighter Ranger Trapper
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    Gives the fighter an enormous boost to attack rating when using a ranged or
    thrown weapon in ranged combat.
Tumble (Fighter_Tumble)
    Skill    : Tumble
    Domain   : Acrobatic
    Available: Assassin Burglar Fighter Jester
    Available: Monk Dancer
    Allows   : Acrobatic I, Combat Fluidity I
    Use Cost : Movement (65)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : TUMBLE
    Usage    : TUMBLE
    Example  : tumble
    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.
Tune Instrument (Skill_TuneInstrument)
    Skill    : Tune Instrument
    Domain   : Artistic
    Available: Minstrel
    Allows   : Artsy I
    Use Cost : Mana (55)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : TUNEINSTRUMENT, TUNE
    Usage    : TUNE
    Example  :
    The Bard tunes their instrument, which can provide bonuses to many songs which
    are played with it.
Turf War (Thief_TurfWar)
    Skill    : Turf War
    Domain   : Street smarts
    Available: Burglar
    Allows   : Street Lore I
    Use Cost : Mana (30) Movement (30)
    Quality  : Circumstantial
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : TURFWAR
    Usage    : TURFWAR
    Example  : turfwar
    The thief declares the tagged room he is in to be in dispute.  Any turf tag on
    the room will be removed unless the thief who tagged the room successfully
    defends the turf in combat.  After declaring the turf war, the tagging thief
    will be notified that it is in dispute.  The tagger has until the expiration of
    the war to respond to the challenge.  As soon as the tagger arrives in the
    disputed room, the tagger and the challenger will immediately be entered into
    combat.  The combat will be non-lethal, with the loser merely being recalled
    instead of dying.  After combat begins, the first combatant to be forced from
    the disputed room (e.g. by non-lethal "death"), will be the winner.

    A TurfWar can only be infrequently declared.
Turn Undead (Skill_TurnUndead)
    Skill    : Turn Undead
    Domain   : Death lore
    Available: Cleric Healer Oracle Purist
    Allows   : Death Lore I
    Use Cost : Mana (51)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : TURN
    Usage    : TURN [TARGET NAME]
    Example  : turn skeleton
    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
Two Dagger Fighting (Skill_TwoDaggerFighting)
    Skill    : Two Dagger Fighting
    Domain   : Martial lore
    Available: Assassin
    Requires : 'Two Weapon Fighting'
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    While in combat, this skill allows the player to attack with a second dagger in
    the hold position, assuming the player is in range for the second weapon. This
    skill also allows more frequent attacks when wielding two daggers. If the
    player also has two weapon fighting, then they will find they no longer suffer
    quite as much attack and damage penalty when using two daggers.
Two Weapon Fighting (Skill_TwoWeaponFighting)
    Skill    : Two Weapon Fighting
    Domain   : Martial lore
    Available: Bard Dancer Ranger Several Classes
    Available: Several Classes
    Allows   : Two Dagger Fighting, Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    Example  :
    While in combat, this skill allows the fighter to attack with a second weapon
    in the hold position, assuming the fighter is in range for the second weapon.
    The fighter suffers a small attack and a tiny damage penalty for using 2
    weapons.
Unbinding (Unbinding)
    Skill    : Unbinding
    Domain   : Binding
    Available: Bard Sailor Thief
    Allows   : Quick Working I, Quick Worker I, Rope Use I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : UNBIND, UNTIE
    Usage    : UNBIND [TARGET NAME]
    Example  : unbind jack
    :        : untie bob
    This skill allows a player remove the bonds entangling or binding someone.  The
    length of time it takes to complete the task depends on the difficulty of the
    task and the level of the one trying to do it.
Underground Connections (Thief_UndergroundConnections)
    Skill    : Underground Connections
    Domain   : Street smarts
    Available: Burglar
    Allows   : Street Lore I
    Use Cost : Mana (26) Movement (26)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : UNDERGROUNDCONNECTIONS
    Usage    : UNDERGROUNDCONNECTIONS
    Example  : undergroundconnections
    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.
Upstage (Skill_Upstage)
    Skill    : Upstage
    Domain   : Theatre
    Available: Charlatan
    Allows   : Acting I
    Use Cost : Mana (32) Movement (32)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : UPSTAGE
    Usage    : UPSTAGE
    Example  : upstage
    The bard upstages his or her enemies, making them stop fighting who they were
    fighting, target the bard, and cross the room to reach him or her.  The effect
    ends when they hit the bard, at which point they returning immediately to their
    previous target and range.
Urban Tactics (Fighter_UrbanTactics)
    Skill    : Urban Tactics
    Domain   : Nature lore
    Available: Fighter
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives one an edge in attack, defence, and damage when fighting in
    urban areas. They  can also hide themselves simply by sitting down on the
    ground and staying still for a few mins.
Use Poison (Thief_UsePoison)
    Skill    : Use Poison
    Domain   : Poisoning
    Available: Arcanist Assassin Jester Thief
    Available: Trapper
    Allows   : Poisoning I
    Use Cost : Mana (28) Movement (28)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : POISON, USEPOISON
    Usage    : POISON [ITEM NAME] [POISON SOURCE]
    Example  : poison sword beesting
    Example  : poison waterskin beesting
    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.
Wainwrighting (Wainwrighting)
    Skill    : Wainwrighting
    Domain   : Crafting
    Available: Artisan Trapper Numerous Classes
    Requires : 'Carpentry'
    Requires : A base intelligence of at least 12.
    Allows   : Quality Fabricating I, Quick Worker I, Advanced Crafting I
    Allows   : Quick Crafting I, Light Fabricating I, Boatwrighting
    Use Cost : Movement (10)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WAINWRIGHTING
    Usage    : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME]
    Example  : wainwright wagon
    :        : wainwright list
    :        : wainwright list wagon
    :        : wainwright list all
    :        : wainwright learn cart
    This skill allows a player to craft wagons and carts.  The extent of the items
    which can be crafted expands as the player goes up in level.  To begin carving
    a new item, the player must have placed the wood he or she wishes to make the
    item from on the ground. The player may also learn to how to make a found cart,
    provided a blank recipe page, or recipe book with blank pages is in his or her
    inventory. Items crafted with balsa can be done with half the required wood
    listed, while items crafted with ironwood will require twice the required wood
    listed. The raw wood for building is found using the Chopping skill.
Walk The Plank (Thief_WalkThePlank)
    Skill    : Walk The Plank
    Domain   : Sea travel
    Available: Pirate
    Allows   : Ranged Sailing I, Reduced Sailing I, Power Sailing I
    Allows   : Extended Sailing I
    Use Cost : Mana (58)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WALKTHEPLANK, PLANK
    Usage    : WALKTHEPLANK ([TARGET NAME])
    Example  : WALKTHEPLANK orc
    Allows the thief to force the target to walk the plank on the ship they
    currently occupy. The thief must be permitted to attack the target to force
    them to walk, but they must also be one of the following:
    1. Wanted for a crime on the ship
    2. Bound or Held
    3. A non-combatant foreign entity on the thiefs ship.
    4. The last foreign entity on the thiefs ship.
    5. The last single resident of the ship the thief is on, when the thief has
    friends also on the ship.
Wand Making (WandMaking)
    Skill    : Wand Making
    Domain   : Crafting
    Available: Arcanist Artisan
    Requires : 'Wands' at 75%, and 'Lore' at 75%
    Allows   : Quick Worker I, Light Shaping I, Advanced Crafting I
    Allows   : Quick Crafting I, Quality Shaping I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WANDMAKE, WANDMAKING
    Usage    : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME]
    Example  : wandmake Iron-shod wand
    :        : wandmake list
    :        : wandmake list Iron-shod
    :        : wandmake list all
    :        : wandmake scan
    :        : wandmake scan bob
    :        : wandmake learn wand
    This skill allows a player to craft wands from wood, or wand cores.  The extent
    of the wands which can be crafted expands as the player goes up in level.  To
    begin crafting, the player must have placed the materials he or she wishes to
    make the wand or core from on the ground.  The player may also scan the room or
    other players for equipment that may be mended by this skill, using the scan
    parameter, or learn to how to make a found item, provided a blank recipe page,
    or recipe book with blank pages is in his or her inventory. The wood for
    wandmaking is obtained using the Chopping skill, though some recipes will
    require additional material obtained by other means.  When the player has both
    a wand and a wand core, then the core can be put into the wand for additional
    benefits using the PUT [CORE] [WAND] command.
Wands (Skill_WandUse)
    Skill    : Wands
    Available: Almost All
    Example  :
    A wand is an holdable item that can be used to create magical affects.

    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.  Using SAYTO instead of SAY is
    important because SAY might target the wrong person or thing.  You can also use
    SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.

    If the spell on the wand requires extra parameters, then you can include those
    after the casting words.  For a wand of Summon, for instance, you might try:
    say zuy cityguard.
    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.
War Cry (Fighter_Warcry)
    Skill    : War Cry
    Domain   : Singing
    Available: Barbarian
    Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
    Use Cost : Movement (63)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WARCRY
    Usage    : WARCRY
    Example  : warcry
    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.
Warning Shot (Thief_WarningShot)
    Skill    : Warning Shot
    Domain   : Influential
    Available: Pirate
    Allows   : Influencing I
    Use Cost : Movement (68)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : WARNINGSHOT
    Usage    : WARNINGSHOT ([TARGET NAME])
    Example  : warningshot pirate
    The pirate immediately fires all the siege weapons on the deck of his or ship
    across the bow of either the ship he/she is in combat with, or the named
    target.  This also gives the sailor an idea of how strong his ship is compared
    to the target.
Warrants (Skill_Warrants)
    Skill    : Warrants
    Domain   : Legal
    Available: Artisan Charlatan Gaoler Thief
    Requires : 'Distilling' at 75%, and 'Painting' at 75%
    Allows   : Legal Lore I
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WARRANTS
    Example  :
    The player, using nothing more than local contacts and charismatic persuasion,
    gathers information about all warrants and wanted criminals.
Water Cover (Druid_WaterCover)
    Skill    : Water Cover
    Domain   : Water lore
    Available: Mer
    Allows   : Water Lore I
    Use Cost : Mana (28) Movement (28)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : WCOVER
    Usage    : WCOVER
    Example  : wcover
    The druid slinks into the water, taking cover behind reed, seaweed, or simply
    blending in with the waves, all while remaining perfectly still.  Doing this
    makes them invisible to any other creatures in the room.  Making any moves or
    sounds will negate the hidden advantage.  The druid must be in or on the water
    for this skill to work.  You can use the VISIBLE command to make yourself
    visible again.
Water Tactics (Fighter_WaterTactics)
    Skill    : Water Tactics
    Domain   : Nature lore
    Available: Sailor
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in the water. The fighter can also hide themselves simply by resting
    in the water and staying still for a few mins.
Weapon Break (Fighter_WeaponBreak)
    Skill    : Weapon Break
    Domain   : Martial lore
    Available: Barbarian Fighter Monk
    Allows   : Martial Lore I, Combat Fluidity I
    Use Cost : Movement (62)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : BREAK
    Usage    : BREAK [TARGET NAME]
    Example  : break orc
    The fighter will attempt the difficult maneuver of breaking the weapon of the
    target.  See also help on SONG BREAK.
Weapon Catch (Fighter_WeaponCatch)
    Skill    : Weapon Catch
    Domain   : Martial lore
    Available: Fighter
    Allows   : Martial Lore I, Combat Fluidity I
    Invoked  : Automatic
    This skill allows the fighter to thwart disarm attempts by catching his as it
    flies out of his hand.
Weapon Sharpening (Fighter_WeaponSharpening)
    Skill    : Weapon Sharpening
    Domain   : Weapon use
    Available: Fighter
    Use Cost : Mana (54)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : WEAPONSHARPENING, SHARPEN
    Usage    : SHARPEN [WEAPON NAME]
    Example  : sharpen sword
    The fighter sharpens the slashing or piercing weapon so that it will give a
    slight damage bonus during use.  The weapon will remain sharp until it takes
    too much wear damage in combat.
Weapon Snatch (Thief_Snatch)
    Skill    : Weapon Snatch
    Domain   : Stealing
    Available: Monk Thief
    Allows   : Theft Mastery I
    Use Cost : Movement (65)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SNATCH
    Usage    : SNATCH [TARGET NAME]
    Example  : snatch orc
    The thief attempts to disarm the target, flinging their weapon into the air so
    that it can be caught by the thieves other hand.
Weaponsmithing (Weaponsmithing)
    Skill    : Weaponsmithing
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe
    Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
    Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
    Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
    Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
    'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
    or 'Weapon Specialization')
    Requires : A base strength of at least 12.
    Allows   : Counterbalance Crafting I, Master Weaponsmithing
    Allows   : Light Metalworking I, Quality Crafting I, Sword Proficiency
    Allows   : Quick Worker I, Light Crafting I, Advanced Crafting I
    Allows   : Quick Crafting I, Craft Holy Avenger, Lethal Crafting I
    Allows   : Quality Metalworking I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WEAPONSMITH, WEAPONSMITHING
    Usage    : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
    Example  : weaponsmith twohanded sword
    :        : weaponsmith list
    :        : weaponsmith list Butchers Knife
    :        : weaponsmith list blunt
    :        : weaponsmith list all
    :        : weaponsmith scan
    :        : weaponsmith scan bob
    :        : weaponsmith learn knife
    This skill allows a player to craft weapons from metal.  This skill requires
    Blacksmithing in order to learn it.  It also requires specialization in the
    weapon type the player wishes to make.  The extent of the weapons which can be
    crafted expands as the player goes up in level.  To begin smithing, the player
    must be in a room with an open fire burning, and must have placed the metal he
    or she wishes to make the weapon from on the ground.  The player may also scan
    the room or other players for equipment that may be mended by this skill, using
    the scan parameter, or learn to how to smith a found item, provided a blank
    recipe page, or recipe book with blank pages is in his or her inventory. The
    metal for weaponsmithing is obtained using the Mining skill, or better metals
    from the Smelting skill. Using better materials will increase both the strength
    and the required level of the crafted item, and some material types require
    smaller amounts to make the same items.
Weaving (Weaving)
    Skill    : Weaving
    Domain   : Crafting
    Available: Artisan Numerous Classes
    Requires : A base wisdom of at least 10.
    Allows   : Light Sewing I, Quality Crafting I, Durable Sewing I
    Allows   : Quick Worker I, Durable Crafting I, Light Crafting I
    Allows   : Advanced Crafting I, Quick Crafting I, Quality Sewing I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WEAVING, WEAVE
    Usage    : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
    Usage    : WEAVE (...) (LABEL [NAME]) [ITEM NAME]
    Example  : weave basket
    :        : weave bundle 100 vine
    :        : weave list
    :        : weave list vest
    :        : weave list all
    :        : weave mend vest
    :        : weave refit sleeves
    :        : weave scan
    :        : weave scan bob
    :        : weave learn shirt
    :        : weave label fruit basket
    This skill allows a player to weave items, such as baskets and ropes.  The
    parameter label followed by a name can be used to label weaved containers.  The
    extent of the items which can be weaved expands as the player goes up in level.
     This command also allows the player to mend any damaged items, get info on a
    list item, refit any clothes which are the wrong size, or learn to how to weave
    a found item, provided a blank recipe page, or recipe book with blank pages is
    in his or her inventory. To begin weaving a new item, the player must have
    placed the material he or she wishes to make the item from on the ground.
    Weaving requires hemp, vine, wheat, flowers, bamboo, herbs, feathers, or
    seaweed. The player may also scan the room or other players for equipment that
    may be mended by this skill, using the scan parameter.  The raw material for
    weaving is found using the Foraging or Butchering skills.
Welding (Welding)
    Skill    : Welding
    Domain   : Building
    Allows   : Quick Building I, Quick Worker I, Ingenious Engineering I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : WELDING
    Usage    : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION]
    Example  : welding wall north
    :        : welding list
    :        : welding info wall
    :        : welding roof
    :        : welding title A messy room.
    :        : welding desc east This is my favorite Door.
    :        : welding desc room This is a messy room.
    :        : welding stairs
    :        : welding help Bob
    :        : welding demolish west
    :        : welding demolish room
    This skill allows a player to construct a building or other structures on a
    property the player owns. Walls or Stairs may be built following the
    construction of roof and framework.  This skill also allows the demolition of
    unwanted walls and structures, upstairs rooms, and the giving of a title and
    description to a room. The parameters also allow more than one person to assist
    in a welding project. All of the structures made with this skill are made of
    metals.  The raw metal for welding is found using the Mining skills.
Wenching (Thief_Wenching)
    Skill    : Wenching
    Domain   : Influential
    Available: Pirate
    Allows   : Influencing I
    Use Cost : Mana (28) Movement (28)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : WENCHING
    Usage    : WENCHING ([TARGET NAME]) ([GENDER])
    Example  : wenching
    Example  : wenching barkeeper
    Example  : wenching male
    This thief makes a, hmm, well, a financial "proposition" to a bar patron, such
    as a bartender or a drunk patron, of the proper sex.  After paying the proper
    fee, the thief will feel relaxed, confident, and lucky, having better saving
    throws or a full day. With no target, the skill will look for an alcohol
    wielding wench of the opposite sex. If a gender is specified, the wench must be
    of that gender.
Whomp (Fighter_Whomp)
    Skill    : Whomp
    Domain   : Dirty fighting
    Available: Fighter
    Allows   : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (67)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : WHOMP
    Usage    : WHOMP [TARGET NAME]
    Example  : whomp orc
    The fighter attempts to deliver a massive blow to the target, causing them to
    instantly to fall unconscious for a time.
Wilderness Lore (Skill_WildernessLore)
    Skill    : Wilderness Lore
    Domain   : Nature lore
    Available: Oracle Scholar Trapper Numerous Classes
    Requires : 'Searching' at 75%, and 'Foraging' at 75%
    Allows   : Floristry, Nature Lore I, Weaving
    Use Cost : Mana (51)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : WILDERNESSLORE, WLORE
    Usage    : WLORE (REPORT)
    Example  : wlore
    Example  : wlore report
    Tells you what type of terrain you are presently in or on, and something about
    the climate.  As expertise increases, you'll also be able to recognize the
    types of resources that places like this might provide.    The REPORT argument
    will cause the results to be recited out loud.
Wilderness Sounds (Thief_WildernessSounds)
    Skill    : Wilderness Sounds
    Domain   : Nature lore
    Available: Trapper
    Requires : 'Listen'
    Allows   : Nature Lore I
    Invoked  : Automatic
    Allows the player to use the Listen skill in outdoor areas such as forests,
    plains, etc.
Wood Chopping (Chopping)
    Skill    : Wood Chopping
    Domain   : Gathering
    Available: Artisan Sailor Numerous Classes
    Requires : A base constitution of at least 9.
    Allows   : Master Wood Chopping, Quick Working I, Carpentry
    Allows   : Quick Worker I, Weaving, Speculating, Climb, Axe Proficiency
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CHOP, CHOPPING
    Usage    : CHOP (BUNDLE [NUM]) [TARGET])
    Example  : chop
    Example  : chop bundle 10 oak
    With this common skill, a player can find good trees, chop a few down, and the
    chop up the wood for carrying.  Trees for chopping are best found in forests.
    You can also bundle multiple resources together using this skill.  The GET
    command can be used to unbundle such resources.
Woodland Creep (Ranger_WoodlandCreep)
    Skill    : Woodland Creep
    Domain   : Stealthy
    Available: Ranger
    Allows   : Stealthy I
    Use Cost : Mana (37) Movement (37)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : WCREEP
    Usage    : WCREEP
    Example  : wcreep
    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 Hide (Ranger_Hide)
    Skill    : Woodland Hide
    Domain   : Stealthy
    Available: Gaian Ranger SkyWatcher
    Allows   : Camouflage, Stealthy I
    Use Cost : Mana (27) Movement (27)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : WHIDE
    Usage    : WHIDE
    Example  : whide
    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.
Woodland Lore (Ranger_WoodlandLore)
    Skill    : Woodland Lore
    Domain   : Nature lore
    Available: Ranger
    Allows   : Nature Lore I
    Invoked  : Automatic
    Usage    : automatic
    Example  :
    So long as the Ranger is in the wild, he or she will have gain a advantage in
    attack, damage, and armor adjustements.
Woodland Sneak (Ranger_Sneak)
    Skill    : Woodland Sneak
    Domain   : Stealthy
    Available: Ranger SkyWatcher
    Allows   : AutoSneak, Stealthy I
    Use Cost : Movement (60)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : WSNEAK
    Usage    : WSNEAK [DIRECTION]
    Example  : wsneak e
    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.
Wrath (Archon_Wrath)
    Skill    : Wrath
    Domain   : Archon
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 1
    Commands : WRATH
    Usage    : WRATH [PLAYER NAME] (!)
    Example  : wrath gunther
    Example  : wrath gunther !
    From anywhere on the map, the player with this skill can immediately knock
    another mob out of their shoes, depriving them of half of their hit points,
    mana, and movement in the process. If the "!" flag is added, an announcement of
    the wrath will also be made.
Write (Skill_Write)
    Skill    : WRITE
    Usage    : WRITE [ITEM] ([TEXT TO WRITE])
    Available: ALL
    Example  : write parchment From recall, go nseeseenwesee
    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.

    When writing on a journal, you need not specify any parameters when using this
    command.