# Properties Reference ## CoffeeMud 5.9
Behaviors Properties/Affects Acidbreath Addictions Age Allergies AnimalSpeak Antidote ApeSpeak Aquan ArchonSkill AutoStack BadReputation BardSkill BatSpeak BearSpeak BigCatSpeak BirdSpeak Bleeding Bomb_AcidBurst Bomb_Explosive Bomb_FlameBurst Bomb_Noxious Bomb_Pepper Bomb_Poison Bomb_Smoke Bomb_Spores Bomb_Water BrokenLimbs BuildingSkill Burning CatSpeak Chant Chant_Burrowspeak Chant_DruidicConnection Chant_LandLegs ChickenSpeak ChimpSpeak CombatSleep CommonSkill Copyright CowSpeak CraftingSkill Dance DeerSpeak DiligentStudying Disease Disease_Aids Disease_Alzheimers Disease_Amnesia Disease_Anthrax Disease_Arthritis Disease_Asthma Disease_Blahs Disease_Cancer Disease_Cannibalism Disease_Carrier Disease_Chlamydia Disease_Cold Disease_Depression Disease_Fever Disease_Fleas Disease_Flu Disease_FrostBite Disease_Gangrene Disease_Giggles Disease_Gonorrhea Disease_HeatExhaustion Disease_Infection Disease_Leeches Disease_Lepresy Disease_Lockjaw Disease_Lycanthropy Disease_Lyme Disease_Magepox Disease_Malaria Disease_Migraines Disease_MummyRot Disease_Narcolepsy Disease_Obesity Disease_Plague Disease_PlanarInstability Disease_Pneumonia Disease_PoisonIvy Disease_SARS Disease_Scurvy Disease_SeaSickness Disease_Sleepwalking Disease_Smiles Disease_Syphilis Disease_Tetnus Disease_Tinnitus Disease_Vampirism Disease_Yawning DiseaseCure DogSpeak Dragonbreath DuckSpeak Dueler ElephantSpeak Encrypto EnhancedCraftingSkill ExtAbility Falling Fighter_CaveTactics Fighter_FastSlinging Fighter_FieldTactics Fighter_Hardiness Fighter_ViciousBlow FighterSkill Firebreath FowlSpeak FrogSpeak Frostbreath Gasbreath GatheringSkill GenAbility GenCraftSkill GenLanguage GoatSpeak GooseSpeak GravityFloat GreatBirdSpeak HorseSpeak Immunities Inebriation Injury InvisibleInk ItemRejuv Lighteningbreath Loyalty MonkeySpeak MonkSkill Mood MooseSpeak OwlSpeak PaladinSkill Paralysis PigSpeak PlanarAbility Play Play_Instrument Poison Poison_Alcohol Poison_BeeSting Poison_Bloodboil Poison_Caffeine Poison_Decreptifier Poison_Firebreather Poison_Ghoultouch Poison_Glowgell Poison_GoblinDrip Poison_Heartstopper Poison_Hives Poison_Liquor Poison_Mindsap Poison_Peppersauce Poison_Rotten Poison_Slumberall Poison_Sting Poison_Venom Poison_XXX Power_OctoArms Power_OctoGrapple Power_SuperClimb Power_TrapSense Power_WebSpinning Prayer Prayer_AnimalSpirit Prayer_AuraStrife Prayer_DivineFavor Prayer_HealingAura Prayer_Refresh Prayer_Regrowth Prayer_ReligiousDoubt Prayer_TaintOfEvil Pregnancy PresenceReaction Prisoner Proficiency_Axe Proficiency_BluntWeapon Proficiency_Bow Proficiency_Dagger Proficiency_EdgedWeapon Proficiency_FlailedWeapon Proficiency_Hammer Proficiency_Natural Proficiency_Polearm Proficiency_Ranged Proficiency_Sling Proficiency_Staff Proficiency_Sword Proficiency_Weapon Prop_AbilityImmunity Prop_AbsorbDamage Prop_AddDamage Prop_Adjuster Prop_AreaForSale Prop_Artifact Prop_AstralSpirit Prop_ClanEquipment Prop_Climbable Prop_CloseCommand Prop_ClosedDayNight Prop_ClosedSeason Prop_CombatAdjuster Prop_CommonTwister Prop_Crawlspace Prop_Doppleganger Prop_EnlargeRoom Prop_EnterAdjuster Prop_Familiar Prop_FightSpellCast Prop_HaveAdjuster Prop_HaveEnabler Prop_HaveResister Prop_HaveSpellCast Prop_HaveZapper Prop_HereAdjuster Prop_HereEnabler Prop_HereSpellCast Prop_Hidden Prop_IceBox Prop_ImproveGather Prop_InstantDeath Prop_Invisibility Prop_ItemBinder Prop_ItemNoRuin Prop_ItemSlot Prop_ItemSlotFiller Prop_ItemTransporter Prop_ItemTransReceiver Prop_LangTranslator Prop_LanguageSpeaker Prop_LimitedItems Prop_LocationBound Prop_LotForSale Prop_LotsForSale Prop_MagicFreedom Prop_MOBEmoter Prop_ModExperience Prop_ModFaction Prop_NarrowLedge Prop_NewDeathMsg Prop_NoChannel Prop_NoCharm Prop_NoCraftability Prop_NoDamage Prop_NoOrdering Prop_NoPKill Prop_NoPurge Prop_NoRecall Prop_NoSummon Prop_NoTeleport Prop_NoTeleportOut Prop_NoTelling Prop_OpenCommand Prop_OpenPassword Prop_OutfitContainer Prop_PeaceMaker Prop_PracticeDummy Prop_PrivateProperty Prop_ReqAlignments Prop_ReqCapacity Prop_ReqClasses Prop_ReqEntry Prop_ReqHeight Prop_ReqLevels Prop_ReqNoMOB Prop_ReqPKill Prop_ReqRaces Prop_ReqStat Prop_ReqTattoo Prop_ReRollStats Prop_Resistance Prop_RestrictSkills Prop_RestrictSpells Prop_Retainable Prop_RideAdjuster Prop_RideEnabler Prop_RideResister Prop_RideSpellCast Prop_RideZapper Prop_RoomDark Prop_RoomForSale Prop_RoomLit Prop_RoomPlusForSale Prop_RoomsForSale Prop_RoomUnmappable Prop_RoomView Prop_RoomWatch Prop_SafePet Prop_ScrapExplode Prop_Smell Prop_Socials Prop_SparringRoom Prop_SpellAdder Prop_SpellReflecting Prop_StatAdjuster Prop_StatTrainer Prop_StayAboard Prop_Tattoo Prop_TattooAdder Prop_TicketTaker Prop_Trainer Prop_Transporter Prop_Trashcan Prop_Uncampable Prop_Unsellable Prop_UseSpellCast Prop_UseSpellCast2 Prop_WeakBridge Prop_WeaponImmunity Prop_WearAdjuster Prop_WearEnabler Prop_WearOverride Prop_WearResister Prop_WearSpellCast Prop_WearZapper Prop_Weather Prop_WizInvis Property QuestBound RabbitSpeak RavenSpeak Regeneration RodentSpeak SheepSpeak Sinking Skill_AllBreathing Skill_BoulderThrowing Skill_Buck Skill_BurrowHide Skill_ConsumeCorpse Skill_CulturalAdaptation Skill_DevourCorpse Skill_EagleEyes Skill_Explosive Skill_Flee Skill_Keenvision Skill_LongBreath Skill_MindSuck Skill_Slip Skill_Stonecunning Skill_TailSwipe Skill_Track Skill_UndeadInvisibility SlowLearner SnakeSpeak Soiled Song SoundEcho Specialization_Weapon Spell Spell_AstralStep Spell_BaseClanEq Spell_ClanDonate Spell_ClanExperience Spell_ClanHome Spell_DarknessGlobe Spell_Exhaustion Spell_Flagportation Spell_Untraceable Spell_WellDressed SpellCraftingSkill StdAbility StdBomb StdLanguage StdSkill StdTrap SuperPower TechSkill TemporaryAffects TemporaryImmunity Thief_DisassembleTrap Thief_ImprovedCaltrops Thief_Poison Thief_Search Thief_SlickCaltrops Thief_UnderwaterSounds ThiefSkill Trap_AcidPit Trap_AcidSpray Trap_AcidThruPit Trap_Avalanche Trap_BearTrap Trap_Boomerang Trap_Boulders Trap_CaveIn Trap_CrushingRoom Trap_Darkfall Trap_DeepPit Trap_DeepThruPit Trap_ElectricShock Trap_Enter Trap_EnterBlade Trap_EnterGas Trap_EnterNeedle Trap_EnterPit Trap_EnterSpell Trap_ExitPit Trap_ExitRoom Trap_FloodRoom Trap_Get Trap_GetBlade Trap_GetGas Trap_GetNeedle Trap_GetSpell Trap_Gluey Trap_Greasy Trap_Ignition Trap_Infected Trap_Launcher Trap_MonsterCage Trap_Needle Trap_NeedlePrick Trap_Noise Trap_Open Trap_OpenBlade Trap_OpenGas Trap_OpenNeedle Trap_OpenSpell Trap_PoisonGas Trap_Popper Trap_RatPit Trap_RatThruPit Trap_RoomPit Trap_RoomThruPit Trap_SleepGas Trap_SnakePit Trap_SnakeThruPit Trap_Snare Trap_Spark Trap_SpellBlast Trap_SpikePit Trap_SpikeThruPit Trap_SporeTrap Trap_Trap Trap_Tripline Trap_Unlock Trap_UnlockBlade Trap_UnlockGas Trap_UnlockNeedle Trap_UnlockSpell Trap_Vanishing Trap_WeaponSwing Truce Undead_ColdTouch Undead_EnergyDrain Undead_LifeDrain Undead_WeakEnergyDrain WanderHomeLater WeakParalysis WingFlying WolfSpeak WormSpeak | Acidbreath: Acidbreath
    Skill    : Acidbreath
    Domain   : Racial ability
    Allows   : Terranalist I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 10
    Commands : ACIDBREATH
    Usage    : ACIDBREATH [TARGET]
    Example  : acidbreath bob
Addictions: Addictions
    Property   : Addictions
    Targets    : Mobs
    Parameters : item name
    Example    : pot pie
    Description:
    This ability governs addictions to food, drink, or smoking.  The parameter is
    the substring to match in the name of the item.  The player with an addiction
    will be annoyed unless he gets his "fix" every rl hour.  Players can only
    become addiction through the engine by smoking, or by a drink infected with
    inebriation, alcohol, or liquor. The player can either "ride out" the addiction
    for 24 hours, suffering increasingly annoying messages as he goes, or he can
    keep making his fix. Addictions are not diseases, and can not be cured with
    magic or restoration.
Age: Age
    Every character has an age.  Your character ages one year for every mud year.
    A characters birthday can be seen with the TIME command.  Age can affect both
    the characters stats or fertility when very young or very old.
Allergies: Allergies
    Allergies are a condition that afflicts half of all players in the game.  It is
    neither a disease that can be cured, nor a poison which can be removed.  Not
    even the all-powerful "Restoration" Cleric spell can cure it. It causes the
    player to sneeze when in the presence of the items or races they are allergic
    to, to get the hives from touching the allergen item or race, and to get the
    deadly heartstopper poison if the allergen is eaten.
AnimalSpeak: Animal Speak
Antidote: An Antidote
    Ability    : ANTIDOTE
    Parameters : empty, or poison keyword
    Example    :
    Example    : bee sting
    Description:
    This skill removes the affects of a poison.  If no parameter is given, it
    removes the affects of all poisons.  Otherwise, it removes the affects only of
    the poison represented by the parameters.  Like a Poison, an Antidote, if added
    to a drink, food, or armor, will impart its benefits when drank, eaten, or worn
    respectively.
ApeSpeak: Ape Speak
Aquan: Aquan
ArchonSkill: an Archon Skill
AutoStack: AutoStack
    Property   : Autostack
    Targets    : Rooms, Areas
    Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])
    Example    : triggercount=1000 groupcount=10 checkticks=600
    Description:
    This ability governs the automatic packaging (as stacks) of identical items,
    whenever the total number of items in a room is larger than TRIGGERCOUNT, and
    whenever there are at least GROUPCOUNT identical items to package.  The checks
    are made every CHECKTICKS ticks.

    As this is a property, it will not operate only sporadically on rooms, but like
    clockwork on areas.
BadReputation: Bad Reputation
    Skill    : Bad Reputation
    Invoked  : Automatic
    The character is of such a poorly received race that others are much less
    forgiving of historical events and unlikely to accept them into society.
    Faction changes happen much more slowly.
BardSkill: a Bard Skill
BatSpeak: Bat Speak
BearSpeak: Bear Speak
BigCatSpeak: BigCat Speak
BirdSpeak: Bird Speak
Bleeding: Bleeding
    Bleeding is when there are open wounds from which the fluid of life runs
    freely.  This is not a good state to be in.  Those who are bleeding are weak,
    and do not regain health. Their maximum movement and mana are both reduced to
    reflect their hit points, and hit points and mana are not regained while the
    bleeding continues.  This condition is cured in several ways.  One is to wait
    for the bleeding to stop, which may take awhile.  Another way is to be healed
    magically until you are above 50% hit points.  A final way is simply to be
    bandaged by the bandaging skill.
Bomb_AcidBurst: acid burst bomb
    Trap       : Acid Burst
    Targets    : Lemons
    Parameters :
    Description:
    Delivers a blast of acid damage.
Bomb_Explosive: explosive bomb
    Trap       : Explosive Bomb
    Targets    : Coal
    Parameters :
    Description:
    Delivers a blast of fire damage.
Bomb_FlameBurst: flame burst bomb
    Trap       : Flame Burst Bomb
    Targets    : Lamp Oil
    Parameters :
    Description:
    Delivers a blast of fire damage.
Bomb_Noxious: stink bomb
    Trap       : Stink Bomb
    Targets    : An Egg
    Parameters :
    Description:
    Creates a Stinking Cloud
Bomb_Pepper: pepper bomb
    Trap       : Pepper Bomb
    Targets    : Some Peppers
    Parameters :
    Description:
    Causes irritation, lowering attack and defence.
Bomb_Poison: poison gas bomb
    Trap       : Pepper Bomb
    Targets    : Poison
    Parameters : The name of the poison
    Description:
    Inflicts everyone with a horrible poison.
Bomb_Smoke: smoke bomb
    Trap       : Smoke Bomb
    Targets    : Something Wooden
    Parameters :
    Description:
    Causes blindness.
Bomb_Spores: spore bomb
    Trap       : Spore Bomb
    Targets    : Diseased Meat
    Parameters : The name of the disease
    Description:
    Causes disease.
Bomb_Water: water bomb
    Trap       : Water Bomb
    Targets    : Water container
    Parameters :
    Description:
    Extinguishes all flaming things.
BrokenLimbs: Broken Limbs
    Skill    : Broken Limbs
    Domain   : Anatomy
    Allows   : Anatomy I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : BREAKLIMB
    Usage    : BREAKLIMB [TARGET NAME] [PART]
    Example  : breaklimb orc arm
    This ability governs the careful breaking of body parts as a punishment for
    crimes.  The target is, amazingly, not harmed during the procedure, but merely
    breaks the specified limb.  The target must be bound.
BuildingSkill: BuildingSkill
Burning: Burning
    Spell    : Burning Hands
    Domain   : Alteration
    Available: Numerous Classes
    Allows   : Extended Altering I, Power Altering I, Reduced Altering I
    Allows   : Ignalist I, Ranged Altering I
    Use Cost : Mana (54)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "BURNING HANDS" [TARGET NAME]
    Example  : cast "burning hands" orc
    A fan of flames ignite before the casters hands, aimed at the target. This has
    the effect of hurting the target in many cases.
CatSpeak: Cat Speak
Chant: a Druidic Chant
    Skill    : CHANT
    Usage    : CHANT [CHANT NAME] [TARGET NAME]
    Example  : chant "shape change"
    Short(s) : CH
    Druids can invoke their magical abilities using the chant command.  Some chants
    require that you direct the magic at a target, while others only apply to the
    druid.  For help on a particular chant, enter help and then the name of the
    chant.
Chant_Burrowspeak: Burrowspeak
    Chant    : Burrowspeak
    Domain   : Animal affinity
    Allows   : Animal Affinity I
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CHANT, CH
    Usage    : CHANT "BURROWSPEAK"
    Example  : chant "burrowspeak"
    This chant will allow the druid to speak with any burrowing creatures, such as
    rodents, serpents, or worms that he or she happens to encounter, and have them
    intelligibly speak back.  Intelligent creatures, and creatures without their
    own language are not intelligible.
Chant_DruidicConnection: Druidic Connection
    Chant    : Druidic Connection
    Domain   : Enduring
    Allows   : Enduring I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CHANT, CH
    Usage    : CHANT "DRUIDIC CONNECTION"
    Example  : chant "druidic connection"
    If the druid is in a rural area, and has summoned his or her plants into at
    least 50% of the rooms in an area, then the druid will automatically create a
    connection with the area.  After this connection is made, the druid must remain
    in the area to maintain the connection.  Leaving will cause the connection to
    be broken, and most of his or her plants to wither away.

    Maintaining the connection with the area will allow the druid to gain a burst
    of experience every mud-day that the druid remains in the area.  Animals and
    animated plants in the area will also have higher attack and damage bonuses.

    See also myplants, summon plants, summon fungus, summon tree, summon coral,
    etc.
Chant_LandLegs: Land Legs
    Chant    : Land Legs
    Domain   : Shape shifting
    Allows   : Shapeshifting I
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CHANT, CH
    Usage    : CHANT "LAND LEGS"
    Example  : chant "land legs"
    This chant will allow the caster to grow a pair of legs, if they have none, and
    lose a tail, if any.  The caster will also lose any ability to breathe water,
    and gain the ability to breathe air, if they cannot.
ChickenSpeak: Chicken Speak
ChimpSpeak: Chimp Speak
CombatSleep: Combat Sleep
    Ability    : COMBATSLEEP
    Parameters :
    Example    :
    Example    :
    Description:
    This skill causes the target to go to sleep, if during combat.  It will end
    combat if successful.
CommonSkill: Common Skill
    Common Skills are the gathering skills, such as Foraging and Mining, and the
    Crafting skills, such as Carpentry and Blacksmithing.
Copyright: Copyright
    Property   : Copyright
    Targets    : Items
    Parameters : ([NAME OF COPYRIGHT])
    Example    :
    Example    : Bob
    Description:
    When placed on an item, it prevents it from being transcribed, copied by the
    duplicate spell, renamed or titled by the BookNaming or Titling skills, or
    edited by the BookEdit skill.
CowSpeak: Cow Speak
CraftingSkill: Crafting Skill
    Skill    : Clan Crafting
    Domain   : Crafting
    Available: Numerous Classes Several Classes
    Allows   : Quick Worker I, 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.  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.
Dance: a Dance
    Skill    : DANCE
    Usage    : DANCE [SONG NAME]
    Example  : dance foxtrot
    Short(s) : DA
    Bards can invoke their magical dances using the dance command.  Some songs
    require that you direct the energy at a target, while others only apply to the
    bard.  Dances can be stopped using the DANCE STOP command, or by simply moving
    to a new room. For help on a particular song, enter help and then the name of
    the song.
DeerSpeak: Deer Speak
DiligentStudying: Diligent Studying
    Skill    : Diligent Studying
    Allows   : Quick Worker I
    Invoked  : Automatic
    This character  is adept at learning, and gains an additional practice point
    every level.
Disease: Disease
    Disease    : Disease
    Parameters :
    Example    :
    Description:
    The base disease class.  Should not normally be used for anything.  Is not
    catchable.
Disease_Aids: Aids
    Disease    : AIDS
    Parameters :
    Example    :
    Description:
    Aids lowers ones defences against all other diseases, and last forever.  It is
    spread through sexual contact, and contracted by having sex with a monkey.
Disease_Alzheimers: Alzheimers
    Disease    : Alzheimers
    Parameters :
    Example    :
    Description:
    This disease lowers ones intelligence and wisdom, and makes them forget their
    skills.  It will also cause occasional wandering.  It is the consequence of
    extreme age.  It is not contagious, but is very hard to cure.
Disease_Amnesia: Amnesia
    Disease    : Amnesia
    Parameters :
    Example    :
    Description:
    Amnesia removes the ability to remember skills, spells, etc for a time. It is
    the occasional consequence of rejuvenating after death.  It is not contagious.
Disease_Anthrax: Anthrax
    Disease    : Anthrax
    Parameters :
    Example    :
    Description:
    This horrid disease depleats constitution until death.  It is the occasional
    affliction of sheep.  It is spread by contact.
Disease_Arthritis: Arthritis
    Disease    : Arthritis
    Parameters :
    Example    :
    Description:
    This disease lowers ones dexterity.  It is the occasional consequence of age,
    gonorrhea, and lyme disease.  It is not contagious.
Disease_Asthma: Asthma
    Disease    : Asthma
    Parameters :
    Example    :
    Description:
    This condition lowers ones movement rate by 75%.  It is not catchable by any
    known means.    It is not contagious.
Disease_Blahs: Blahs
    Disease    : Blahs
    Parameters :
    Example    :
    Description:
    Always fatigued, and impossible to understand when speaking, this disease is
    caused by excessive idle time.
Disease_Cancer: Cancer
    Disease    : Cancer
    Parameters :
    Example    :
    Description:
    This disease depleats constitution, taking mana, movement, and hit points with
    it until death.  It is the rare consequence of age.  It is not contagious.
Disease_Cannibalism: Cannibalism
    Disease    : Cannibalism
    Parameters :
    Example    :
    Description:
    This diseases causes the target to hunger only for the meat of his/her own
    race.
Disease_Carrier: Carrier of Disease
    Disease    : Carrier
    Parameters : Disease class name
    Example    : Disease_Cancer
    Description:
    This strange condition is not catchable, and probably not harmful.  Supposedly
    it carries other diseases.  It is not contagious.
Disease_Chlamydia: Chlamydia
    Disease    : Chlamydia
    Parameters :
    Example    :
    Description:
    This disease cuts movement in half, is spread sexually, and contracted as a
    very rare consequence roaming around swamps.  It also makes one infertile and
    uninterested in sex.
Disease_Cold: Cold
    Disease    : Cold
    Parameters :
    Example    :
    Description:
    Lowers strength and constitution, and does periodic minimal damage.  It is
    contracted by running around in cold weather without sufficient clothing. It is
    spread by proximity to one infected.
Disease_Depression: Depression
    Disease    : Depression
    Parameters :
    Example    :
    Description:
    Lowers attack and justice saves, creates a periodic sense of hunger, and actual
    fatigue and periodic sleep.  Depression is caused by successful pregnancy, and
    possibly by witnessing the death of a follower.
Disease_Fever: Fever
    Disease    : Fever
    Parameters :
    Example    :
    Description:
    Causes strange hallucinations.  Is the occasional consequence of flu, gengrene,
    infections, lyme disease, malaria, pneumonia, and syphilis.   It is not
    contagious.
Disease_Fleas: Fleas
    Disease    : Fleas
    Parameters :
    Example    :
    Description:
    Affects ones dexterity for a time.  Can be contracted from dogs and fidos. It
    is spread by contact, and proximity to the infected.
Disease_Flu: Flu
    Disease    : Flu
    Parameters :
    Example    :
    Description:
    A form of severe cold, which lowers strength, constitution, hit points, mana,
    and movement, and does some periodic damage.  Is the rare consequence of
    roaming around without sufficient clothing.  It is spread by proximity to the
    infected.
Disease_FrostBite: Frost Bite
    Disease    : FROSTBITE
    Parameters :
    Example    :
    Description:
    Frost bite afflicts a single extremety, which will fall off if the frost bite
    is not cured in time.
Disease_Gangrene: Gangrene
    Disease    : Gangrene
    Parameters :
    Example    :
    Description:
    This horrid condition lowers charisma, and depleats maximum hit points until
    death.  It is a consequence of an untreated infection.  Gangrene also lowers
    ones healing rate.
Disease_Giggles: Contagious Giggles
    Disease    : Giggles
    Parameters :
    Example    :
    Description:
    Other than being infectuous, this disease has no bad consequences.  It is the
    result of untreated smiles.  It is spread by proximity to the infected.
Disease_Gonorrhea: Gonorrhea
    Disease    : Gonorrhea
    Parameters :
    Example    :
    Description:
    This std lowers ones attack ability, and makes one infertile and uninterested
    in sex.  It is the rare result of wandering around jungles.  It is spread
    sexually.
Disease_HeatExhaustion: Heat Exhaustion
    Disease    : HEAT EXHAUSTION
    Parameters :
    Example    :
    Description:
    Someone suffering from heat exhaustion suffers hallucinations of other places
    until the disease runs its course or is cured.
Disease_Infection: Infection
    Disease    : Infection
    Parameters :
    Example    :
    Description:
    This condition lowers ones rate of healing, even by magical means.  It is the
    rare result of being badly hit in combat.  It is not contagious.
Disease_Leeches: Leeches
    Disease    : LEECHES
    Parameters :
    Example    :
    Description:
    Leeches prevent normal healing, but for the duration of the disease, will
    remove any poisons in the system of the one infected.
Disease_Lepresy: Leprosy
    Disease    : Leprosy
    Parameters :
    Example    :
    Description:
    This disease fools one into thinking the damage their are taking is not severe.
    It is occasionally found in Kobold meat.  It is spread by consumption only.
Disease_Lockjaw: Lockjaw
    Disease    : Lockjaw
    Parameters :
    Example    :
    Description:
    This disease prevents eating, drinking, and speaking.  It is the rare
    consequence of being hit in combat with a metal weapon in poor condition.
Disease_Lycanthropy: Lycanthropy
    Disease    : Lycanthropy
    Parameters :
    Example    :
    Description:
    Those with this disease will become werewolves during full moons.   It is
    spread by being scratched by the infected.
Disease_Lyme: Lyme Disease
    Disease    : Lyme Disease
    Parameters :
    Example    :
    Description:
    This disease causes headaches which make one forget their skills or spells.  It
    is spread by being scratched by the infected, or by consumption.
Disease_Magepox: Magepox
    Disease    : MagePox
    Parameters :
    Example    :
    Description:
    This disease causes mana to be lost along with movement and hit points.  It is
    the rare consequence of being under the affect of many malicious arcane spells.
     It is spread by proximity to the infected.
Disease_Malaria: Malaria
    Disease    : Malaria
    Parameters :
    Example    :
    Description:
    This horrid disease lowers strength, constitution, movement, mana, and hit
    points, as well as doing periodic damage.  It is the rare consequence of
    roaming around swamps and jungles.  It is spread by proximity to the infected.
Disease_Migraines: Migraine Headaches
    Disease    : Migraines
    Parameters :
    Example    :
    Description:
    Migraines make one forget their spells and skills.  It is the occasional result
    of drinking alcoholic beverages.  It is not contagious.
Disease_MummyRot: Mummy Rot
    Disease    : Mummy Rot
    Parameters :
    Example    :
    Description:
    This horrid disease depleats constitution until death.  It is only caught from
    combat with mummys.  It is not contagious.
Disease_Narcolepsy: Narcolepsy
    Disease    : Narcolepsy
    Parameters :
    Example    :
    Description:
    This curable disease causes one to fall asleep suddenly, to be weaker, and to
    suffer horrible fatigue.  This disease is caused by sleeping while being
    excessively idle.
Disease_Obesity: Obesity
    Disease    : OBESITY
    Parameters :
    Example    :
    Description:
    Obesity slows movement and increases weight.  It is possible to catch whenever
    one eats while one is full.  It is exacerbated when one eats while full.  Only
    engaging in extreme exercise and laying off the food when not hungry will fix
    it.
Disease_Plague: The Plague
    Disease    : Plague
    Parameters :
    Example    :
    Description:
    This disease lowers dexterity and constitution terribly, and does periodic
    damage.  It is caught from evil magic.  It is spread by proximity to the
    infected.
Disease_PlanarInstability: Planar Instability
    Disease    : Planar Instability
    Parameters :
    Example    :
    Description:
    This disease is contracted by frequent use of planar travel away from the prime
    material plane by its native denizens.  It does not last very long, but can
    become worse with increased planar travel.  It causes vulnerability to bad luck
    and a decreased chance to successfully travel the planes.
Disease_Pneumonia: Pneumonia
    Disease    : Pneumonia
    Parameters :
    Example    :
    Description:
    This disease lowers hit points, mana, movement, constutition and strength, as
    well as doing periodic damage.  It is a consequence of an untreated cold or
    flu. It is spread by proximity to the infected.
Disease_PoisonIvy: Poison Ivy
    Disease    : Poison Ivy
    Parameters :
    Example    :
    Description:
    This disease lowers dexterity and charisma.  It is the rare consequence of
    roaming around forests.  It is spread by contact with the infected.
Disease_SARS: SARS
    Disease    : SARS
    Parameters :
    Example    :
    Description:
    This disease lowers strength, constitution, hit points, mana, and movement, as
    well as causing bursts of damage.  It occasionally comes from infected rat
    meat.  It is spread by proximity to the infected.
Disease_Scurvy: Scurvy
    Disease    : SCURVY
    Parameters :
    Example    :
    Description:
    This disease causes ones gums to soften and spots to appear on the body,
    lowering charisma dramatically.  It is caused by riding in large sailing
    vessels too often. Luckily, it is easily cured by eating citris (orange,
    lemons, limes) or peppers.
Disease_SeaSickness: Sea Sickness
    Disease    : Sea Sickness
    Parameters :
    Example    :
    Description:
    This disease causes the afflicted to feel queasy and turn green, and reduces
    their mana and movement by half.  It can also make them puke from time to time
    and grow more dehydrated.  It can be cured by magic, but the easiest way to
    cure it is to get your feet back on dry land.  It is acquired by being on a
    water ship or boat.
Disease_Sleepwalking: Sleepwalking
    Disease    : Sleepwalking
    Parameters :
    Example    :
    Description:
    This disease causes people to walk around in their sleep.  It is not infectious
    and has no other effects.
Disease_Smiles: Contagious Smiles
    Disease    : Smiles
    Parameters :
    Example    :
    Description:
    This disease has no bad consequences except for being annoying and infectious.
    It is caught by being smiled at by an attractive member of the opposite sex. It
    is spread by proximity to the infected.
Disease_Syphilis: Syphilis
    Disease    : Syphilis
    Parameters :
    Example    :
    Description:
    This disease depleats constitution, mana, movement, and hit points until death.
    It is the rare consequence of roaming around caves.  It is spread sexually.
Disease_Tetnus: Tetanus
    Disease    : Tetanus
    Parameters :
    Example    :
    Description:
    This disease depleats dexterity until death.  It is the rare consequence of
    taking a hard hit from a metal weapon in poor condition.  It is spread through
    consumption only.
Disease_Tinnitus: Tinnitus
    Disease    : TINNITUS
    Parameters :
    Example    :
    Description:
    This ringing disease causes deafness.  It is the rare consequence of being hit
    on the head while wearing a metal helmet.  It is not contagious.
Disease_Vampirism: Vampirism
    Disease    : Vampirism
    Parameters :
    Example    :
    Description:
    This disease causes light sensitivity, raises charisma, and eliminates the
    ability to swim.  It is caught from the bodies of destroyed vampires.  It is
    spread through consumption only.
Disease_Yawning: Yawning
    Disease    : Yawning
    Parameters :
    Example    :
    Description:
    Other than being infectuous, this disease has no bad consequences.  It is the
    result of being fatigued.  It is spread by proximity to the infected.
DiseaseCure: A Cure
    Ability    : DISEASECURE
    Parameters : empty, or disease keyword
    Example    :
    Example    : cold
    Description:
    This skill removes the affects of a disease.  If no parameter is given, it
    removes the affects of all diseases.  Otherwise, it removes the affects only of
    the disease represented by the parameters.  Like a Disease, the DiseaseCute, if
    added to a drink, food, or armor, will impart its benefits when drank, eaten,
    or worn respectively.
DogSpeak: Dog Speak
Dragonbreath: Dragonbreath
    Ability    : Dragonbreath
    Parameters : acid/fire/cold/lightning/gas/dust/
    Parameters : pebbles/ooze/undead/slime (lesser)
    Example    : acid
    Example    : ooze lesser
    Usage      : DRAGONBREATH
    Description:
    Gives the creature the ability to use his or her breath weapon.
DuckSpeak: Duck Speak
Dueler: Dueler
    Ability    : Dueler
    Parameters :
    Example    :
    Description:
    This ability governs two dueling players.
ElephantSpeak: Elephant Speak
Encrypto: Encrypto
    A secret encryption language derived from common.
EnhancedCraftingSkill: Enhanced Crafting Skill
ExtAbility: an ability
Falling: Falling
    Ability    : Falling
    Parameters : REVERSED/NORMAL
    Example    : normal
    Description:
    This affect governs falling items and mobs, in either direction (up or down).
    Normal for up, reversed for down.
Fighter_CaveTactics: Cave Tactics
    Skill    : Cave Tactics
    Domain   : Nature lore
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in cave. The fighter can also hide themselves simply by sitting down
    on the ground and staying still for a few mins.
Fighter_FastSlinging: Fast Slinging
    Skill    : Fast Slinging
    Domain   : Martial lore
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    Example  :
    Fast Slinging is the ability to make extra attacks per round whenever using a
    ranged sling weapon that requires ammunition. The number of extra attacks will
    go up as the players level does.
Fighter_FieldTactics: Field Tactics
    Skill    : Field Tactics
    Domain   : Nature lore
    Allows   : Nature Lore I
    Invoked  : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in the proper area type for the skill. The fighter can also hide
    themselves simply by sitting down on the ground and staying still for a few
    mins.
Fighter_Hardiness: Hardiness
    Skill    : Hardiness
    Domain   : Fitness
    Allows   : Fitness I
    Invoked  : Automatic
    This ability makes the player more hardy, giving them extra movement points.
Fighter_ViciousBlow: Vicious Blow
    Skill    : Vicious Blow
    Domain   : Anatomy
    Allows   : Anatomy I
    Invoked  : Automatic
    The warrior is capable of more crippling blows due to growing up in a culture
    that encourages sadistic experimentation.  Critical hits scored by this
    character do considerably more damage than normal.
FighterSkill: FighterSkill
Firebreath: Firebreath
    Skill    : Firebreath
    Domain   : Racial ability
    Allows   : Ignalist I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 10
    Commands : FIREBREATH, BREATHEFIRE, BREATHFIRE
    Usage    : FIREBREATH [TARGET]
    Example  : firebreath bob
FowlSpeak: Fowl Speak
FrogSpeak: Frog Speak
Frostbreath: Frostbreath
    Skill    : Frostbreath
    Domain   : Racial ability
    Allows   : Aqualist I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 10
    Commands : FROSTBREATH
    Usage    : FROSTBREATH [TARGET]
    Example  : frostbreath bob
Gasbreath: Gasbreath
    Skill    : Gasbreath
    Domain   : Racial ability
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 10
    Commands : GASBREATH
    Usage    : GASBREATH [TARGET]
    Example  : gasbreath bob
GatheringSkill: GatheringSkill
GenAbility: an ability
    Spell    : an ability
    Domain   : Abjuration
    Allows   : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
    Allows   : Reduced Abjuring I
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    This ability is not yet documented.
GenCraftSkill: Crafting Skill
    Skill    : Crafting Skill
    Domain   : Crafting
    Allows   : Quick Worker I
    Use Cost : Movement (5)
    Quality  : Circumstantial
    Targets  : Items Creatures
    Range    : Touch, or not applicable
    Commands : CRAFT
    This skill is not yet documented.
GenLanguage: a language
    Skill    : a language
    Invoked  : Automatic
    This language is not yet documented.
GoatSpeak: Goat Speak
GooseSpeak: Goose Speak
GravityFloat: GravityFloat
GreatBirdSpeak: GreatBird Speak
HorseSpeak: Horse Speak
Immunities: Immunities
    Ability    : Immunities
    Parameters : [LIST OF IMMUNITIES]
    Example    : FIRE GAS JUSTICE
    Description:
    Creates immunities to certain attacks in a mob.  Immunities include: ALL ACID,
    WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE,
    POISON, UNDEAD, LEGAL.  List is space delimited. See also Prop_WeaponImmunity.
Inebriation: Inebriation
    Ability    : Inebriation
    Parameters :
    Example    :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores.  May result in a
    migraine.
Injury: Injury
    If you are hit in combat, you may receive damage to one or more limbs or body
    parts.  Once combat is over, your damaged parts will begin to heal at the same
    rate as your hit points are re-gained.  However, should a limb or body part
    become damaged 100% during combat, you will lose the use of that limb or body
    part, so be careful!
InvisibleInk: Invisible Ink
ItemRejuv: ItemRejuv
    Ability    : ItemRejuv
    Parameters : Don't worry about it
    Description:
    This ability governs rejuvenating items
Lighteningbreath: Lightningbreath
    Skill    : Lightningbreath
    Domain   : Racial ability
    Allows   : Airelist I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 10
    Commands : LIGHTNINGBREATH
    Usage    : LIGHTENINGBREATH [TARGET]
    Example  : lighteningbreath bob
Loyalty: Loyalty
    Property   : Loyalty
    Targets    : Mobs
    Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]
    Example    : NAME=Bob TELEPORT=false
    Description:
    This mob property makes a mob keep an eye out for a particular player and
    Follow them when they encounter them.  If TELEPORT=true, they will also attempt
    to teleport to the player before following them.
MonkeySpeak: Monkey Speak
MonkSkill: MonkSkill
Mood: Mood
    Command : MOOD
    Usage   : MOOD LIST/[MOOD NAME]
    Example : mood normal
    Example : mood list
    Short(s):
    This command changes how you interact with the world when speaking. You can
    enter MOOD LIST to get a list of valid moods.  Be aware that sometimes a mean
    mood can actually have an affect on the people you speak to!
MooseSpeak: Moose Speak
OwlSpeak: OwlSpeak
PaladinSkill: Paladin Skill
    Char Class: Paladin (Fighter)
    Max-Stats : Strength (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Strength 9+
    Races     : Human
    Prime Stat: Strength                   Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6) per lvl]    Trains    : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d6) /lvl]   Mana      : 100 +[(Int/8)+(1d3)/lvl]
    Movement  : 100 +[12X(Str/18) /lvl]    Damage Pts: +1 damage per 30 level(s)
    Weapons   : May use any weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives bonus conquest and duel experience.
    Limits    : Must remain good to avoid spell/skill failure chance.
    Desc.     :
    Paladins are holy fighters, possessing many of the traits of both Fighters and
    Clerics, though in less intensity than either class alone.  They may learn
    Cleric spells at higher levels, and possess numerous fighting techniques.
    Their weapons and armor choices are unlimited, but Paladins are restricted to a
    good alignment.

    How to play: Paladin's have the potential of being the most powerful of
    classes, and the most desired of group members.  Their powerful combat skills
    and auras of power make them the perfect tanks for groups, especially since
    their Cleric healing abilities can allow them to fill this gap in a group.
    Alone, they can also flourish, vanquishing evil with the efficiency of the
    fighter.

    The only weakness of the Paladin is his reliance on goodness.  In most muds,
    this limits his adventuring choices greatly.  However, his strengths for
    lasting and winning in combat are so broad, he will quickly advance.
Paralysis: Paralysis
    Spell    : ClanEnchant Paralysis
    Domain   : Enchantment/charm
    Use Cost : Mana (all)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
    Example  : cast "clanenchant paralysis" breastplate 5
    When cast on an item, this spell will use up some of the clan's experience (how
    much depends on power put into the casting) to magically enhance the item with
    PARALYSIS damaging blasts, and resistances.  For what the different types of
    effects are, see HELP CLAN EQUIPMENT.
PigSpeak: Pig Speak
PlanarAbility: Planar Shifting Ability
Play: a song played
    Skill    : PLAY
    Usage    : PLAY [SONG NAME]
    Example  : play accompaniment
    Short(s) : PL
    Bards can invoke their magical instruments using the play command.  Some songs
    require that you direct the energy at a target, while others only apply to the
    bard.  For help on a particular song, enter help and then the name of the song.
Play_Instrument: Instruments
Poison: Poison
    Ability    : Poison
    Parameters :
    Example    :
    Description:
    The ability to poison, also the effect of a poison on an item, food, or drink.
    The standard poison does moderate strength/con damage, and moderate damage
    every few rounds.
Poison_Alcohol: Alcohol
    Ability    : Alcohol
    Parameters :
    Example    :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores.  May result in a
    migraine.
Poison_BeeSting: Bee Sting
    Ability    : Bee Sting
    Parameters :
    Example    :
    Description:
    Lowers strength and constitution by one point.  Does minute damage.
Poison_Bloodboil: Blood Boil
    Ability    : Bloodboil
    Parameters :
    Example    :
    Description:
    Lowers strength, con (more), and attack.  Does minute damage.
Poison_Caffeine: Poison_Hyper
    Ability    : Caffeine
    Parameters :
    Example    :
    Description:
    Gives the person a 1/4 attack, increases dexterity, and prevents
    sleeping/sitting.
Poison_Decreptifier: Decreptifier
    Ability    : Decreptifier
    Parameters :
    Example    :
    Description:
    Lowers strength, con, and dex by a LOT.  Does minute damage.
Poison_Firebreather: Firebreather
    Ability    : Firebreather
    Parameters :
    Example    :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores.  May result in a
    migraine.  Also, may randomly assault all in the room with breath of fire.
Poison_Ghoultouch: Ghoultouch
    Ability    : Ghoul Touch
    Parameters :
    Example    :
    Description:
    Lowers constitution and paralyzes the victim.
Poison_Glowgell: Glowgell
    Ability    : Glowgell
    Parameters :
    Example    :
    Description:
    This benign substance makes the items it is applied to glow.
Poison_GoblinDrip: Goblin Drip
    Ability    : Goblin Drip
    Parameters :
    Example    :
    Description:
    Lowers con a little, and strength by a LOT.  Does minute damage.
Poison_Heartstopper: Heartstopper
    Ability    : Heart Stopper
    Parameters :
    Example    :
    Description:
    Lowers con and strength a little, and does heavy damage for a few rounds (100hp
    total).
Poison_Hives: Hives
    Ability    : Hives
    Parameters :
    Example    :
    Description:
    This is actually an allergic reaction to a foreign substance, which poisons the
    body and causes it to react with itching burning hives.
Poison_Liquor: Liquor
    Ability    : Liquor
    Parameters :
    Example    :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores.  May result in a
    migraine.
Poison_Mindsap: Mindsap
    Ability    : MindSap
    Parameters :
    Example    :
    Description:
    Lowers con little, and intelligence a lot.
Poison_Peppersauce: Peppersauce
    Ability    : Peppersauce
    Parameters :
    Example    :
    Description:
    Lowers constitution, and blinds.
Poison_Rotten: Rotten
    Ability    : Rotten
    Parameters :
    Example    :
    Description:
    Lowers constitution and strength, and creates damaging stomach aches.
Poison_Slumberall: Slumberall
    Ability    : Slumberall
    Parameters :
    Example    :
    Description:
    Causes sleep.
Poison_Sting: Sting
    Ability    : Sting
    Parameters :
    Example    :
    Description:
    Lowers constitution by one point.  Does minute damage.
Poison_Venom: Venom
    Ability    : Venom
    Parameters :
    Example    :
    Description:
    Does moderate strength, and heavy constitution damage.  Does moderate damage
    every couple of rounds for 10 rounds or so.
Poison_XXX: XXX
    Ability    : XXX
    Parameters :
    Example    :
    Description:
    Does a little strength, and moderate constitution damage.  Does very heavy
    damage every couple of rounds for 20 rounds or so.
Power_OctoArms: Octo-Arms
Power_OctoGrapple: Octo-Grapple
Power_SuperClimb: Super Climb
Power_TrapSense: Trap Sense
Power_WebSpinning: Web Spinning
Prayer: a Prayer
    Prayer   : Dream Feast
    Domain   : Restoration
    Available: Cleric
    Allows   : Restoring I
    Alignment: pure goodness, good
    Use Cost : Mana (68)
    Quality  : Sometimes Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "DREAM FEAST" [TARGET NAME]
    Example  : pray "dream feast" bob
    This spell puts a blessing from the casters god upon the target.  When the
    target next sleeps, and they sleep for a sufficient amount of time, they will
    have dreams of feasts.  Upon having the dream and waking, they will find all
    hunger and thirst has been satisfied.
Prayer_AnimalSpirit: Animal Spirit
    Prayer   : Animal Spirit
    Domain   : Communing
    Allows   : Communing I
    Invoked  : Automatic
    Usage    : PRAY "ANIMAL SPIRIT" [TARGET NAME]
    Example  : pray "animal spirit" bob
    Causes the target to seek out their animal spirit and commune with it for a
    time.  Who knows what happens next?
Prayer_AuraStrife: Aura of Strife
    Prayer   : Aura of Strife
    Domain   : Communing
    Allows   : Communing I
    Alignment: pure evil, evil
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Creates an aura of strife bound by the Cleric to the area.  This causes those
    in the same room as the cleric to suffer a drop in charisma due to feelings of
    anger and hopelessness.  Will also cause confusion in combat among those not in
    the clerics group. The cleric must remain in the casting room for the prayer to
    remain effective.
Prayer_DivineFavor: Divine Favor
    Prayer   : Divine Favor
    Domain   : Communing
    Allows   : Communing I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "DIVINE FAVOR" [TARGET NAME]
    Example  : pray "divine favor" bob
    The target gains the favor of his or her god, gaining 10% bonus to experience
    gain, 10% decrease in experience loss, and possibly getting his or her enemies
    struck down!
Prayer_HealingAura: Healing Aura
    Prayer   : Healing Aura
    Domain   : Healing
    Allows   : Healing I
    Alignment: somewhat good, somewhat evil, pure neutral
    Invoked  : Automatic
    Anyone not in combat with the possessor of this aura will benefit from a
    periodic casting of cure light wounds, remove poison, and cure disease.
Prayer_Refresh: Refresh
    Prayer   : Refresh
    Domain   : Restoration
    Allows   : Restoring I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "REFRESH" [TARGET NAME]
    Example  : pray "refresh" bob
    Restores the all mana, hit points, and movement. Cures all hunger, thirst, and
    fatigue.
Prayer_Regrowth: Regrowth
    Prayer   : Regrowth
    Domain   : Healing
    Allows   : Healing I
    Alignment: pure goodness, good
    Use Cost : Mana (all)
    Quality  : Always Beneficial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "REGROWTH" [TARGET NAME]
    Example  : pray "regrowth" bob
    This prayers regrows any amputated limbs on the target.
Prayer_ReligiousDoubt: Religious Doubt
    Prayer   : Religious Doubt
    Domain   : Evangelism
    Allows   : Evangelising I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "RELIGIOUS DOUBT" [TARGET NAME]
    Example  : pray "religious doubt" bob
    Causes the target to begin doubting their religious faith, which makes them
    immune to religious conversion for a time.
Prayer_TaintOfEvil: Taint of Evil
    Prayer   : Taint of Evil
    Domain   : Cursing
    Allows   : Cursing I
    Alignment: pure evil, evil
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY "TAINT OF EVIL" [TARGET NAME]
    Example  : pray "taint of evil" orc
    This prayer causes the target to have the taint of evil curse.  This curse
    makes the target drawn towards malicious and evil actions. Others perceive all
    actions performed by the afflicted as less noble and good, resulting in less
    positive alignment gain from good actions.
Pregnancy: Pregnancy
    For direct REMORTING, if your mud supports it, please see help on the REMORT
    command.  Otherwise, remorting requires careful planning and, if you don't have
    the benefits of certain Druidic chants, lots of time.  Legacy remorting is done
    through your children.  Children are created by using the MATE social with a
    member of the opposite sex while the both of you are suitably undressed.  If
    pregnancy occurs in the female, birth will occur some 10 mud-months following
    this, though the time required to give birth is highly race-dependent.  The
    child should remain in the mothers inventory until it can walk, which occurs 9
    mud- months following birth (more or less, depending on race again).  If the
    baby is Christened by a Cleric with a player legal name, and if the child
    remains as a follower of either the father or the mother until it grows up, it
    will become a player, which occurs 18-27 mud-months after birth.  If the child
    does not remain an active follower, or if it is never Christened, it will grow
    up to be a mob, or perhaps not grow up at all! Should the named child grow up,
    the child will cease to be a following mob, and become a player which can be
    logged-in as.  The child may be a mixed breed of the mother and father if one
    of them is a Human and the other is not.  Racial benefits will be split between
    the mother and father, though children will have a bonus to one of their
    maximum stats when they become a player, making them a good choice for playing!
PresenceReaction: an ability
    Ability    : PresenceReaction
    Parameters : =[MOB/PLAYERNAME]
    Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]
    Parameters : +[COMMAND]=[PARMS]
    Example    : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~
    Description:
    This temporary property governs temporary reactions in the form of behaviors,
    properties, standard commands, or other effects.  These reactions persist only
    so long as the mob/player the property was invoked against remains in the same
    room as the invoker.  Intended as an tool for the faction system, this property
    can be invoked as a skill against the target, or used in other ways.  The
    parameters are a ~~ delimited list of ability, behavior, or command names
    followed by an = sign and any parameters.  If the ability name is empty, then
    it is assumed you are designating the mob or player being reacted to.  As it is
    required to designate a mob being reacted to, this must be eventually set
    either by parameters, or through invoking.

    This affect automatically removes itself and its subordinate effects whenever
    the reacted to player/mob is not in the same room as the invoking mob.
Prisoner: Prisoner
    One who is under the prisoner`s geas is unable to cast spells of recall or
    teleportation, and can not flee from combat.
Proficiency_Axe: Axe Proficiency
    Skill    : Axe Proficiency
    Domain   : Weapon use
    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.
Proficiency_BluntWeapon: Blunt Weapon Proficiency
    Skill    : Blunt Weapon Proficiency
    Domain   : Weapon use
    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.
Proficiency_Bow: Bow Proficiency
    Skill    : Bow Proficiency
    Domain   : Weapon use
    Invoked  : Automatic
    The player is proficient with bows, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Proficiency_Dagger: Dagger Proficiency
    Skill    : Dagger Proficiency
    Domain   : Weapon use
    Invoked  : Automatic
    The player is proficient with daggers, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Proficiency_EdgedWeapon: Edged Weapon Proficiency
    Skill    : Edged Weapon Proficiency
    Domain   : Weapon use
    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.
Proficiency_FlailedWeapon: Flailing Weapon Proficiency
    The player is proficient with flails, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Proficiency_Hammer: Hammer Proficiency
    Skill    : Hammer Proficiency
    Domain   : Weapon use
    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.
Proficiency_Natural: Natural Weapon Proficiency
    Skill    : Natural Weapon Proficiency
    Domain   : Weapon use
    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.
Proficiency_Polearm: Polearm Proficiency
    Skill    : Polearm Proficiency
    Domain   : Weapon use
    Invoked  : Automatic
    The player is proficient with polearms, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Proficiency_Ranged: Ranged Weapon Proficiency
    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.
Proficiency_Sling: Sling Proficiency
    Skill    : Sling Proficiency
    Domain   : Weapon use
    Invoked  : Automatic
    The player is proficient with slings, gaining the ability to use them even if
    their current class training would not make it feasible normally.
Proficiency_Staff: Staff Proficiency
    Skill    : Staff Proficiency
    Domain   : Weapon use
    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.
Proficiency_Sword: Sword Proficiency
    Skill    : Sword Proficiency
    Domain   : Weapon use
    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.
Proficiency_Weapon: Weapon Proficiency
    Skill    : Weapon Proficiency
    Domain   : Weapon use
    Invoked  : Automatic
    The player is proficient with all weapons, which negates any diggiculties
    presented by class training that would normally not allow particular weapons to
    be used.
Prop_AbilityImmunity: Ability Immunity
    Property   : Prop_AbilityImmunity
    Targets    : Anything
    Parameters : (OWNER;) (WEARER;)list of abilities with optional error string,
    ';' delimited
    Example    : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball
    Example    : Disease_Cold=<T-NAME> is immune to
    <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!
    Description:
    Makes the mob, item, or whatever immune to the listed disease, spell or similar
    affects.  Items will pass their immunity on to their owners if the OWNER flag
    is present, or the wielder if the WIELDER flag is present.
Prop_AbsorbDamage: Absorb Damage
    Property   : Prop_AbsorbDamage
    Targets    : Items, Mobs, Areas, Rooms
    Parameters : Damage Absorption percentages or amounts, the list of absorbed
    damage types
    Example    : 50% +ALL -SILVER -CLOTH -LEATHER
    Example    : 5 +ALL -MAGIC -SLASHING -FROSTING
    Example    : 25% +ALL -LEVEL15
    Example    : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, or anyone in the area or room with this property, they will attain
    damage absorption from the types and/or materials of weapons specified.  Damage
    absorption may be represented as a percentage or as a straight amount. Damage
    amounts must be before the type of damage absorbed in the parameters. Damage
    amounts/percentages in the negative will add to the damage. If the term
    "ENHANCED" is included in the parameters, and percentage absorption amounts are
    used, then this will also attempt to auto-save against skills according to the
    percentage change, or, if the percentage is negative, make the effect last
    longer. Here are the parameters:
    +ALL - Specifies that, by default, the mob has ALL damage absorbed.
    -[DAMAGETYPE]- Creates an exception to the +ALL rule by permitting normal
    damage of the given type.  Examples for DAMAGETYPE would be -PIERCING,
    -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.
    +[DAMAGETYPE]- Can be used instead of +ALL to absorb damage from the given
    damage type.  Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING,
    +BURNING, +MELTING, +NATURAL, +BASHING, etc.
    -[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal
    damage of the given class.  Examples for WEAPONCLASS would be -AXE, -BLUNT,
    -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF,
    -THROWN, etc.
    -[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given
    weapon class.  Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
    +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
    +THROWN, etc.
    -[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal
    damage of the given type of ability.  Examples for ABILITYCODE would be
    -THIEF_SKILL, -PRAYER, etc.  Do list abilitycodes.
    +[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given
    type of ability.  Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list
    abilitycodes.
    -[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal
    damage of the given domain of ability.  Examples for ABILITYDOMAIN would be
    -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.
    +[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given
    domain of ability.  Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list
    abilitydomains.
    -[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal
    damage of the given flagged abilities.  Examples for ABILITYFLAG would be
    -UNHOLY, -CHARMING, etc. Do list abilityflags.
    +[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given
    flagged abilities.  Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc..  Do
    list abilityflags.
    -[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage
    of the given specific ability.  Examples for ABILITYID would be
    -SPELL_FIREBALL, etc.
    +[ABILITYID]- Can be used instead of +ALL to absorb damage from the given
    specific ability.  Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..
    -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from
    magical spells and magical weapons.
    +MAGIC - If +ALL is not used, this will absorb damage from magical spells and
    weapons.
    -LEVELX - Creates an exception to the +ALL rule by permitting normal damage
    from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10,
    etc.
    +LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level
    is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
    -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
    normal damage from a weapon made of the given MATERIALTYPE.  Where MATERIALTYPE
    may be any valid material, such as SILVER, WOOD, COTTON, etc.  As for the
    damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage
    from materials a given material.
    -PARALYSIS - Creates an exception to the +All rule by permitting normal damage
    from paralysis spells.
    +PARALYSIS - If +All is not used, this absorbs damage from damage from fire
    spells.
    -FIRE - Creates an exception to the +All rule by permitting normal damage from
    fire spells.
    +FIRE - If +All is not used, this absorbs damage from damage from fire spells.
    -COLD - Creates an exception to the +All rule by permitting normal damage from
    cold spells.
    +COLD - If +All is not used, this absorbs damage from damage from cold spells.
    -WATER - Creates an exception to the +All rule by permitting normal damage from
    water spells.
    +WATER - If +All is not used, this absorbs damage from damage from water
    spells.
    -GAS - Creates an exception to the +All rule by permitting normal damage from
    gas spells.
    +GAS - If +All is not used, this absorbs damage from damage from gas spells.
    -MIND - Creates an exception to the +All rule by permitting normal damage from
    mind spells.
    +MIND - If +All is not used, this absorbs damage from damage from mind spells.
    -JUSTICE - Creates an exception to the +All rule by permitting normal damage
    from justice spells.
    +JUSTICE - If +All is not used, this absorbs damage from damage from justice
    spells.
    -ACID - Creates an exception to the +All rule by permitting normal damage from
    acid spells.
    +ACID - If +All is not used, this absorbs damage from damage from acid spells.
    -ELECTRICITY - Creates an exception to the +All rule by permitting normal
    damage from electric spells.
    +ELECTRICITY - If +All is not used, this absorbs damage from damage from
    electric spells.
    -POISON - Creates an exception to the +All rule by permitting normal damage
    from poison spells.
    +POISON - If +All is not used, this absorbs damage from damage from poison
    spells.
    -UNDEAD - Creates an exception to the +All rule by permitting normal damage
    from undead spells.
    +UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil
    spells.
    -DISEASE - Creates an exception to the +All rule by permitting normal damage
    from disease spells.
    +DISEASE - If +All is not used, this absorbs damage from damage from disease
    spells.
    -TRAPS - Creates an exception to the +All rule by permitting normal damage from
    traps spells.
    +TRAPS - If +All is not used, this absorbs damage from damage from traps
    spells.
Prop_AddDamage: Additional Damage
    Property   : Prop_AddDamage
    Targets    : Items, Mobs
    Parameters : Extra Damage percentages or amounts, the list of extra damage
    types
    Example    : 50% PIERCING
    Example    : 5 SLASHING FROST
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, they will do extra damage of the types specified.  Extra Damage may
    be represented as a percentage or as a straight amount. Damage amounts must be
    before the type of extra damage in the parameters. * Here are the classes of
    damage:
    PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.
    * Here are the types of damage attacks:
    PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON,
    UNDEAD, DISEASE, TRAPS, WEAPONATTACK.
Prop_Adjuster: Adjustments to stats
    Property   : Prop_Adjuster
    Targets    : Mobs
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example    : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example    : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Description:
    The listed effects will be given to the mob.  All parameters use the + or -
    adjuster, except the class, race, and gender parameters noted above. Valid
    parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst
    (stomach size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values.  However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added.  All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. This may seem a strange parameter for a mobs-only property, but
    perhaps you can find a use for it. :) See ZAPPERMASKS for more information on
    zapper mask syntax.
Prop_AreaForSale: Putting an area up for sale
    Property   : Prop_AreaForSale
    Targets    : Areas
    Parameters : (RENTAL )Price of the area
    Example    : 1000000
    Example    : Bob/100000
    Description:
    Makes this area available for purchase by a player.  To have a shopkeeper sell
    the area, you must create a GenTitle or StdTitle item with the area name as the
    property id and give it to the shopkeeper to sell.  The system will
    automatically maintain the integrity of any items left in the rooms, including
    restoring them on reboot. The title received for purchasing a room may be GIVEn
    or SELLed to change possession of the property.  The word rental followed by a
    space may preceed the price to make the price of the property be charged every
    month automatically out of a Bankers account.  Failure to make rent returns the
    property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price.  Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
Prop_Artifact: Artifact
    Property   : Prop_Artifact
    Targets    : Items
    Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]
    Example    : nomobs=false
    Description:
    The items with this property will persist in their last known location past
    reboots, and optionally always drop from players inventories when they quit, be
    invulnerable to damage, not be possessable by mobs, and not capable of being
    acted upon with skills or spells. By default, all of the above is true, though
    that can change by setting one of the following parameters to false:
    autodrop - the item drops from player inventories when they quit or shutdown
    nomobs - the item may not be picked up by a non-player
    nolocate - the item may not be located via Locate Object spell
    nocast - the item may not have ANY spells cast upon it
Prop_AstralSpirit: Astral Spirit
    Property   : Prop_AstralSpirit
    Targets    : MOBs
    Parameters :
    Example    :
    Description:
    This property makes the mob into an incorporeal spirit.  It is used to support
    the "Astral Projection" chant.
Prop_ClanEquipment: Clan Equipment
    Property   : Prop_ClanEquipment
    Targets    : Items
    Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]
    Example    : Acid 5 "The Skooters" "Guild"
    Description:
    Base property for clan equipment.  Do not use independent of the clan spells.
Prop_Climbable: Room/Exit navigation limitation
    Property   : Prop_Climbable
    Targets    : Exits, Rooms, Portals
    Parameters :
    Example    :
    Description:
    Forces players to climb, fly, or use a ladder through the exit or room with
    this property.
Prop_CloseCommand: Closing Command
    Property   : Prop_CloseCommand
    Targets    : Containers, Exits
    Parameters : [COMMAND WORD] ([PARMS...];...
    Example    : twist knob;tw knob;twi knob
    Example    : smack botto*
    Description:
    When applied to an open container or exit, this property will force the
    affected openable to close and maybe lock when the command phrase is entered by
    the user in its presence.  The command word must match exactly, and the command
    entered must otherwise be completely invalid.  PARMS arguments must also match
    exactly, although any PARM arg may end with * to use a starting string
    wildcard. A PARM argument may also end with ** to match the rest of the users
    entered command string.
Prop_ClosedDayNight: Day/Night Visibility
    Property   : Prop_ClosedDayNight
    Targets    : Items, Mobs, Rooms, Exits
    Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)
    Example    : DAY
    Example    : SLEEP HOURS=5-10
    Example    : "Home=My Area#123" SLEEP LOCKUP
    Example    : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"
    Description:
    Affects the thing with this property depending on the time of day. By default,
    this property activates at night.  If the DAY paramater is included, it will
    activate by day instead. The effect of the property is that rooms will go dark,
    exits will close, and items will become unseeable. Mobs will become unseeable
    by default, though if the sit or sleep flags are set, they will do that
    instead.  LOCKUP will cause the mob to lock up his starting room, if any doors
    with locks are found.  If a Home Room is specified with the HOME= parameter,
    the mob will track to that room at closing time, then back to their start room
    the next day.  For shopkeepers, you can specify a string for them to say
    whenever someone tries to interact with them as a shopkeeper during closed
    hours.
Prop_ClosedSeason: Contingent Visibility
    Property   : Prop_Closedseason
    Targets    : Items, Mobs, Rooms, Exits
    Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT
    Parameters :  DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE
    Parameters :  THUNDERSTORM/BLIZZARD/WINDY
    Parameters :  DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)
    Example    : DAY
    Example    : WINTER BLIZZARD
    Description:
    Affects the thing with this property depending on the weather, or time of the
    year. By default, this property does not activate.  You must specify one or
    more times, seasons, or conditions under which the object will no longer be
    visible.
Prop_CombatAdjuster: Adjust combat stats
    Property   : Prop_CombatAdjuster
    Targets    : MOB
    Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT
    NUMER])
    Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])
    Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER])
    Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER])
    Example    :
    Example    : ATTACK+25 DAMAGE-20 MANA=1000
    Description:
    This property either adjusts a mobs current stats by a percentage value as
    specified, or sets the value to a specific number.  This property is mostly
    useless for builders, but has internal uses.
Prop_CommonTwister: Common Twister
    Property   : Prop_CommonTwister
    Targets    : Anything
    Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW])
    (MATERIAL=[*/NEW]);([REPEAT])
    Example    : skill=Foraging mask=berries name="some corn" display="some corn is
    here" material=corn
    Example    : skill=* mask=* name="some stuff" display="some stuff";skill=*
    mask=* name="some other" display="some other"
    Example    :
    Description:
    This property changes the results from the use of common skills.  This property
    requires the SKILL and MASK parameters, and at least one of the other
    parameters (NAME, DISPLAY, or MATERIAL).  For each parameter, * may be used to
    match anything or a random thing.
Prop_Crawlspace: Room navigation limitation
    Property   : Prop_Crawlspace
    Targets    : Exits, Rooms, Areas
    Parameters :
    Example    :
    Description:
    Forces players to crawl through the exit or room with this property.
Prop_Doppleganger: Doppleganger
    Property   : Prop_Doppleganger
    Targets    : Mobs, Items
    Parameters : nothing, a level change + or -, a level %, or
    :          : MIN=[NUM], MAX=[NUM], LEVELADD=[NUM], LEVELPCT=[PCT%],
    :          : PLAYERSONLY=[true/false], PLAYERSNFOLS=[true/false]
    :          : ASMATERIAL=[RESOURCE]
    Example    :
    Example    : 10
    Example    : 150%
    Example    : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false
    Example    : MAX=20 MIN=5 ASMATERIAL=IRON
    Description:
    When this property is on a mob, it makes the mob the same level as those in the
    room with it, or as those who are fighting it.  The mob will only change,
    however, if the mob is at full hit points, to prevent mobs from being "softened
    up". When the property is on armor or a weapon, it will adjust the strength and
    level of the item appropriate to its owner.

    A parameter may be given to always adjust the level of the item up or down from
    normal, be multiplied by the level as a percentage, or a number of parameter
    variables like: MIN to set a minimum level, MAX to set a maximum level,
    LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage
    by the level, PLAYERSONLY to limit the level calculating mobs to players only,
    PLAYERSNFOLS to limit the level calculating mob to players or their followers
    only, and ASMATERIAL to change the material of the item only for stat
    calculation purposes.
Prop_EnlargeRoom: Change a rooms movement requirements
    Property   : Prop_EnlargeRoom
    Targets    : Rooms, Areas
    Parameters : number or adjustment of movement points
    Example    : 2
    Example  : +2
    Example  : -2
    Example  : /2
    Example  : *2
    Example  : /2.5
    Example  : *1.5
    Description:
    Change the number of movement points required to cross the room, the +-/* signs
    may be used to adjust the amount for a given room, or an absolute value may be
    given.
Prop_EnterAdjuster: Room entering adjuster
    Property   : Prop_EnterAdjuster
    Targets    : Rooms, Exits
    Parameters : statistic names followed by a +, -, or = and a value
    Example  : and/or spells separated by semicolons, and an optional mask
    Example    : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;
    Example    : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Example    : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf
    Description:
    Upon entering this room or exit, the listed effects or spells will be
    PERMANENTLY ADDED to the mob.  All parameters use the + or - adjuster, except
    the class, race, and gender parameters noted above. Valid parameters are as
    follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic, experience, practices trains, questpoints, coins.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Familiar: Find Familiar Property
    Property   : Prop_Familiar
    Targets    : MOB
    Parameters : The familiar code number or name
    Example    : rat
    Description:
    This property is a special MOB property created for the find familiar spell. It
    handles all the special benefits of the familiar type, along with the benefits
    to the owner.  It will also destroy the familiar when no longer following the
    owner.
Prop_FightSpellCast: Casting spells when properly used during combat
    Property   : Prop_FightSpellCast
    Targets    : Weapon (Item)
    Parameters : A percentage, and proper spell names separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : 50%;Spell_Invisible;Prayer_Sanctuary
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf
    Description:
    Causes a spell to be cast upon the target being struck during melee combat.
    This property also supports a % chance of triggering.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveAdjuster: Adjustments to stats when owned
    Property   : Prop_HaveAdjuster
    Targets    : Items
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example    : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example    : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Description:
    So long as the item with this property is owned, the listed effects will be
    given to the owner.  All parameters use the + or - adjuster, except the class,
    race, and gender parameters noted above. Valid parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values.  However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added.  All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveEnabler: Granting skills when owned
    Property   : Prop_HaveEnabler
    Targets    : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will be granted the
    spells, skills listed.  The percentage given is optional, and will be the
    proficiency of the skill.  If a percentage is not given, the default is 100%.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveResister: Resistance due to ownership
    Property   : Prop_HaveResister
    Targets    : Items
    Parameters : resistance names followed by percentages
    Parameters : Parameters may be followed by an optional mask
    Example    : magic 50% poison -10%
    Example    : magic poison 50% pierce -10% MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will gain certain
    resistances and immunities in the parameters. The effects which may be included
    are:
    Resistances: gas fire electricity mind magic cold acid water evil (undead)
    Resistances: justice (as per many thief abilities)
    Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
    Resistances:  -- weapons get reduced % damage per round, lvl based, with
    limits.
    :          :  -- always modifier makes weapon resists always work, no limits.
    Resistances: spell chant song prayer thief_skill (ability types)
    Resistances: enchantment/charm kicking vexing conjuration (ability domains)
    Immunities : teleport (includes gate, summon) holy disease poison

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveSpellCast: Casting spells when owned
    Property   : Prop_HaveSpellCast
    Targets    : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will be under the
    effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell
    to make all the effects non-dispellable until the property no longer applies;
    use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a
    spell name to force all the listed effects be cast at a different level than
    default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of spell
    casts.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveZapper: Restrictions to ownership
    Property   : Prop_HaveZapper
    Targets    : Items
    Parameters : masking parameters described below, optional zap message
    Example    : -class +mage -race +elf -evil
    Example    : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage
    Description:
    Whenever this item is picked up by a mob, the item will be zapped out of the
    mobs hands if they meet the parameters.  An optional MESSAGE parameter can
    define what is seen when the zap occurs. Also optionally, the parameters can
    start with the word ACTUAL to change zapping behavior to look at actual values
    instead of perceived values (this about a class check applied to a Charlatan.)
    Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_HereAdjuster: Adjustments to stats when here
    Property   : Prop_HereAdjuster
    Targets    : Rooms
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example    : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example    : str+2 dex-2 move+100 MASK=-RACE +Dwarf
    Description:
    So long as the room with this property is occupied, the listed effects will be
    given to the occupants.  All parameters use the + or - adjuster, except the
    class, race, and gender parameters noted above. Valid parameters are as
    follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HereEnabler: Granting skills on arrival
    Property   : Prop_HereEnabler
    Targets    : Rooms, Areas
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    Whenever someone enters the room or area, they will be granted the spells,
    skills listed.  The percentage given is optional, and will be the proficiency
    of the skill.  If a percentage is not given, the default is 100%.  When they
    leave, they lose the spells/skills.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HereSpellCast: Casting spells when here
    Property   : Prop_HereSpellCast
    Targets    : Rooms
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the room with this property is occupied, the occupants will be under
    the effect of the listed spells. The flag NOUNINVOKE can be substituted for a
    spell to make all the effects non-dispellable until the property no longer
    applies; use this flag with care! The flag LEVEL=[NUMBER] can also be
    substituted for a spell name to force all the listed effects be cast at a
    different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted
    the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Hidden: Persistent Hiddenness
    Property   : Prop_Hidden
    Targets    : MOB
    Parameters : (UNLOCATABLE)
    Example    :
    Example    : unlocatable
    Description:
    An alternative to setting a mob permanently hidden, this will keep the MOB
    hidden until the mob performs some act which would normally un-hide the mob.
    After that, a period of time must elapse before the property reengages and
    makes the mob hidden again.

    Optional flags include:
    Unlocatable - makes the item unlocatable by spells, or an area unrecommended by
    the WHERE command.
Prop_IceBox: Works like an ice box
    Property   : Prop_IceBox
    Targets    : Items,Rooms
    Parameters :
    Example    :
    Description:
    Any items placed in the room or container with this property will not spoil.
    When removed, however,spoilage will resume.
Prop_ImproveGather: Improve Gathering Skills
    Property   : Prop_ImproveGather
    Targets    : Items,Rooms,Mobs,Areas
    Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST]
    Example    : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging
    Description:
    Alls the mob, item, or location to bestow the ability to multiply the yield
    from certain gathering skills.  SKILLS can be either a list of Ability IDs, or
    the word "ALL" to apply to all gathering skills.  A MASK would always apply to
    the person doing the skill, and the AMT is the integer number to multiply the
    yield by (or 0 to make it go away altogether!).

    +SYSOP (allow archons to bypass the rules), -SYSOP (improve archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (improve)
    -PLAYER (improve all players),  -MOB (improve all mobs/npcs)
    -CHANCE 50 (improve the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (improve only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not improve objs of -classes)
    -CLASS +thief +mage +ranger (improve all but excepted char classes)
    +CLASS -thief -mage  -ranger (improve only listed classes)
    -BASECLASS +thief +mage (improve all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (improve only listed base char classes)
    -RACE +elf +dwarf (improve all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (improve only listed races)
    -RACECAT +elf +insect +humanoid (improve all but listed racial categories)
    +RACECAT -elf -humanoid (improve only listed racial categories)
    -ALIGNMENT +evil +neutral +good (improve all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (improve only listed alignments)
    -GENDER (improve genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (improve only listed genders)
    -FACTION (improve all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (improve only faction range code)
    -NAMES +bob "+my name" (improve all except those with given names)
    +NAMES -bob "-my name" (improve only those with one of the given names)
    -SUBNAMES +*ending +*inside* (improve all except those with partial name)
    +SUBNAMES -*ending -*insid* (improve only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (improve all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (improve only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (improve all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (improve those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (improve all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (improve only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (improve all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (improve only those with current class level range)
    +ANYCLASS -thief -mage (improve only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (improve all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (improve only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (improve all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(improve only those with listed flags)
    -MOOD +grumpy +normal (improve all except those with given moods)
    +MOOD -grumpy -normal (improve only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (improve all except those in listed clan)
    +CLAN -Killers "-Avengers" (improve only those in a listed clan)
    -DEITY +Apollo "+Grothon" (improve all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (improve only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (improve all except those with a multi-class)
    -STR X (improve those with strength greater than X)
    +STR X (improve those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (improve those in groups larger than X)
    +GROUPSIZE X (improve those in groups smaller than X)
    -AREA +thatarea "+my areaname" (improve all except those in listed area)
    +AREA -thatarea "-my areaname" (improve only those in listed area)
    -HOME "+area name" (improve all except those from listed home/beacon area)
    +HOME "-my areaname" (improve only those from listed home/beacon area)
    -ISHOME (improve all npcs not currently in their home/beacon areas)
    +ISHOME (improve all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (improve only those with an item name)
    -WORN "+item name" etc... (improve only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (improve only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not improve items of -materials)
    -RESOURCES "+OAK" etc.. (improve only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not improve items of -resources)
    -IF <CONDITION> (improve, unless they meet Scriptable conditions)
    +IF <CONDITION> (never improve anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (improve, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (improve those with a stat value)
    -VALUE X (improve those with value or money less than X)
    +VALUE X (improve those with value or money greater than X)
    -WEIGHT X (improve those weighing less than X)
    +WEIGHT X (improve those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (improve armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (improve armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (improve only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not improve items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (improve only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not improve only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (improve only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not improve those with -senses)
    -ABILITY X (improve those with magical ability less than X)
    +ABILITY X (improve those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (improve always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (improve those only when the hour/month/day is X)
    -SEASON +FALL (improve those only when season is FALL)
    +SEASON -SPRING (improve those whenever the season is SPRING)
    -WEATHER +DROUGHT (improve those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (improve those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (improve those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (improve those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (improve all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (improve only those with listed effect)
    -SKILLS +Spell_Sleep(75) (improve all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (improve only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (improve all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (improve only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (improve all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (improve only those with listed achievements)
Prop_InstantDeath: a Property
    Property   : Prop_InstantDeath
    Targets    : MOB, Item, Room, Area
    Parameters : zapper mask
    Example    : mask="-race +dwarf"
    Description:
    Will cause the death of anyone using the item, attacking the mob, or entering
    the room or area. If a mask if given, only those matching the mask are killed.

    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players),  -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage  -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Prop_Invisibility: Persistent Invisibility
    Property   : Prop_Invisibility
    Targets    : MOB
    Parameters :
    Example    :
    Description:
    An alternative to setting a mob permanently invisible, this will keep the MOB
    invisible until the mob performs some act which would normally dispel the
    invisibility.  After that, a period of time must elapse before the property
    reengages and makes the mob invisible again.
Prop_ItemBinder: Allows an item to be bound to player, account, or clan.
    Property   : Prop_ItemBinder
    Targets    : Items
    Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG]
    Example    : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
    Description:
    Allows an item to be bound when an event occurs to the person, account, or clan
    that either picks it up or first equips it.  Once bound, an item can only be
    picked up by that same player, account, or clan.  The zap message is also
    configureable.
Prop_ItemNoRuin: Prevents deletion/corruption from corpses
    Property   : Prop_ItemNoRuin
    Targets    : ITEM
    Parameters :
    Example    :
    Description:
    When placed on an item, that item will be exempt from your systems loot policy.
     The item will not be deleted, corrupted, ruined, or otherwise affected by the
    policy, regardless of your ini file settings.
Prop_ItemSlot: Has slots for enhancement items
    Property   : Prop_ItemSlot
    Targets    : ITEM
    Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (REMOVEABLE=[TRUE/FALSE]) ;
    [XML]
    Example    : NUM=4 TYPE=Gems REMOVEABLE=TRUE
    Description:
    When placed on an item, that item will have available slots into which other
    items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT
    command. When this is done, the item with this property will gain the effect
    benefits of the other item in addition to its own.

    The NUM parameter determines how many slots are available.  The TYPE parameter
    must match the TYPE parameter from the Prop_ItemSlotFiller of the item being
    PUT.  The REMOVEABLE property sets whether the items in the slots may be
    removed.  See also Prop_ItemSlotFiller.
Prop_ItemSlotFiller: Provides for enhanced item slots.
    Property   : Prop_ItemSlotFiller
    Targets    : ITEM
    Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
    Example    : NUM=4 TYPE=Gems REMOVEABLE=TRUE
    Description:
    When placed on an item, that item will put able to be PUT, using the PUT
    command, into the slots provided on an item with the Prop_ItemSlot property.
    When this is done, the item into which this item is PUT will gain all the
    effect benefits of this item.

    The NUM parameter determines how many slots this item takes up.  The TYPE
    parameter must match the TYPE parameter from the Prop_ItemSlot of the item
    being PUT into.  The SKIPS property is a comma delimited list of Ability IDs
    which should be ignored when determining which effects on this item should be
    applied to the slotted item.
Prop_ItemTransporter: Item Transporter
    Property   : Prop_ItemTransporter
    Targets    : Rooms, MOBs, Items (Containers)
    Parameters : The transporter KEY
    Example    : KEYX123
    Description:
    Any room, items, or mob with this property becomes a medium for transportation
    to another mob, room, or item with the Prop_ItemTransReceiver property with the
    same key.  Any items dropped in the room, picked up or give to the mob, or
    placed inside the containers with this property will be instantly transported
    to another room/item/mob with the Prop_ItemTransReceiver property which has the
    exact same KEY parameter.  If there is more than one Prop_ItemTransReceiver
    found with the proper key, the destination will go randomly to one of the
    choices.
Prop_ItemTransReceiver: Item Transporter Receiver
    Property   : Prop_ItemTransReceiver
    Targets    : Rooms, MOBs, Items (Containers)
    Parameters : The transporter KEY
    Example    : KEYX123
    Description:
    See Prop_ItemTransporter above.
Prop_LangTranslator: Language Translator
    Property   : Prop_LangTranslator
    Targets    : Mobs, Items, Rooms
    Parameters : nothing, a list of languages optionally preceded by a % chance
    Example    :
    Example    : 100% Dwarven 50% Elvish
    Example    : Dwarven Elvish
    Example    : 75% Dwarven Elvish
    Description:
    This is property allows the mob or item to translate any words spoken in the
    room in a language other than Common, into Common.  The mob or item will SAY
    the translation out loud.  The percentage chance given, which defaults to 100%,
    will be the chance that the mob or item will translate any given sentence.
Prop_LanguageSpeaker: Forces language speaking
    Property   : Prop_LanguageSpeaker
    Targets    : Mobs, Items, Rooms, Exits, Areas
    Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
    Parms(Cont):    (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK])
    Example    : LANGUAGE=Dwarven
    Example    : LANGUAGE=Dwarven players=true ; -NAMES +BOB
    Example    : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB
    Description:
    This is property forces the mobs who become affected by this property to speak
    the designated language until something else stops them.  On a mob, the
    affected mob will speak the language.  On a room, those who enter or are born
    in a room may be speak the language.  On an area, those who enter or are born
    in a room may speak the language. On an exits, those who enter the exit may
    speak the language. On an item, those who pick up the item may start speaking
    the language, while putting it down will stop them.

    The parameters affect who will start speaking the language.  By default, any
    non-player mob will become affected.  HOMEONLY will force only those whose
    starting room is in the area to speak.  NOMOBS will eliminate all non-players
    from consideration.  PLAYERS will allow players to be affected.  An optional
    zapper mask may follow a semicolon to add additional masks. +SYSOP (allow
    archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_LimitedItems: Limited Item
    Property   : Prop_LimitedItems
    Targets    : Items
    Parameters : The number of items with this name to maintain
    Example    : 3
    Description:
    This property will ensure that no more than the given number of items with the
    same name as the ones with this property will exist, either in the inventory of
    players, or in rooms.  It works by removing the excess items from the map when
    someone first enters a room with one of the excess items.  For this reason,
    limited items are automatically marked as non-locatable to block them from
    spells like Locate Object.

    This property will cause all player records to be loaded into memory at the end
    of the normal boot cycle, which will increase boot time and may cause a delay
    for the first person logging in.
Prop_LocationBound: Leave the specified area, or room
    Property   : Prop_LocationBound
    Targets    : Items, Mobs
    Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]
    Example    : AREA
    Example    : ROOM
    Example    : My Happy Area
    Example    : My Area#12321
    Description:
    This property will ensure that the affected mob or item is unable to leave or
    be taken away from its home location, which is determined by the parameters.
    Use ROOM or AREA to prevent it from leaving whatever its current room or area
    is.  Using a specific area name or room id is more helpful, however, as it will
    not only prevent movement away from the given area or room, but will whisk the
    mob or item BACK to its home if it is ever able to be removed for some reason
    ANYWAY.
Prop_LotForSale: Buy a room once, get all adjacent rooms free
    Property   : Prop_LotForSale
    Targets    : Room
    Parameters : (RENTAL) Price of the first room on the lot
    Example    : 1000000
    Example    : Bob/100000
    Description:
    Makes this room and future adjacent rooms available for purchase as  a single
    lot. This property is an extension of the Prop_RoomForSale property, and
    includes all of its capabilities, PLUS, when this room is sold, adjacent lots
    will automatically be created, allowing the player to expand his or her
    property.  When the property is sold, or falls out of a players possession, the
    system will automatically retract the created rooms. The word rental followed
    by a space may preceed the price to make the price of the property be charged
    every month automatically out of a Bankers account.  Failure to make rent
    returns the property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price.  Entering this sort of parameter directly is the quick way to give
    players or clans property.

    This property is similar to prop_lotsforsale, except that the players don't
    have to purchase each room.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
Prop_LotsForSale: Putting many rooms up for sale
    Property   : Prop_LotsForSale
    Targets    : Room
    Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of each room on the lot
    Example    : 1000000
    Example    : GRID 1000000
    Example    : Bob/100000
    Example    : Bob/ RENTAL 100000
    Description:
    Makes this room and future adjacent rooms available for purchase.  This
    property is an extension of the Prop_RoomForSale property, and includes all of
    its capabilities, PLUS, when this room is sold, adjacent lots will
    automatically be created and put up for sale, allowing the player to expand his
    or her property.  When the properties are sold, or fall back out of any players
    possession, the system will automatically retract the created rooms. The word
    RENTAL followed by a space may preceed the price to make the price of the
    property be charged every month automatically out of a Bankers account.
    Failure to make rent returns the property to sellable status.  The word GRID
    followed by a space may preceed the price to make new rooms automatically link
    to other rooms via demolishable walls.

    When property is sold, it will be listed as the owner with a slash and the
    price.  Entering this sort of parameter directly is the quick way to give
    players or clans property.

    This property is similar to prop_lotforsale, except that the players must buy
    each room.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
Prop_MagicFreedom: Magic Neutralizing
    Property   : Prop_MagicFreedom
    Targets    : Room
    Parameters :
    Example    :
    Description:
    Cancels all magical effects in the room.  If placed on a mob, will cancel
    magical effects in the same room as the mob.
Prop_MOBEmoter: a Property
    Property   : Prop_MOBEmoter
    Targets    : Room, Area, Item, Mob, Exit
    Parameters : Same as Emoter Behavior
    Parameters : Same as Emoter Behavior
    Description:
    This property is simply an ability/effect encapsulation of the Emoter behavior.
     Please do AHELP Emoter for information on the proper use and parameters of
    this property.
Prop_ModExperience: Modifying Experience Gained
    Property   : Prop_ModExperience
    Targets    : MOBs, Items, Rooms, Areas
    Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])
    Example    : 500
    Example    : 500;-race +orc
    Example    : =10%
    Example    : +20% SELF
    Example    : +20%;-class +Fighter +Mage -Race +Elf
    Example    : *2
    Description:
    Allows the archon to modify the amount of experience gained by each player for
    slaying the mob. If placed on a mob, the experience will be granted according
    to the parm, so long as the player meets the mask parameters (optional). The
    property will apply to the mob with this property him or herself only if the
    word SELF is included in the first parameters. If placed on an item, the
    experience will be granted to the wearer (or wielder or holder), so long as the
    mob killed meets the mask (optional).  If placed on a Room or Area, the
    experience will be greated to another who meets the (optional) mask
    requirements.If no mask is given, the experience is always granted. Valid masks
    are:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_ModFaction: Modifying Faction Gained
    Property   : Prop_ModFaction
    Targets    : MOBs, Items, Rooms, Areas
    Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
    Example    : alignment.ini: 500
    Example    : alignment.ini: 500;-race +orc
    Example    : =10%
    Example    : examples/reputation.ini: +20%
    Example    : +20%;-class +Fighter +Mage -Race +Elf
    Example    : +alignment.ini:*2
    Description:
    Allows the archon to modify the amount of faction gained or lost by each player
    for slaying the mob. If placed on a mob, the faction will be granted according
    to the parm, so long as the player meets the mask parameters (optional) and so
    long as the faction being changed is the one specified in the parameters (also
    optional). The faction id is left empty to specify affecting all factions.  The
    faction id can be preceeded by a + to only affect faction gains, - to only
    affect faction losses, or neither to affect both.  You can also use REACTION as
    a faction ID to only apply to factions that have reactions defined.  If this
    property placed on an item, the faction will be altered for the wearer (or
    wielder or holder), so long as the mob killed meets the mask (optional).  If
    placed on a Room or Area, the faction will be changed for one who meets the
    (optional) mask requirements.  If no faction id is given, all factions are
    changed.  If no mask is given, the faction is always granted. Valid masks are:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_NarrowLedge: The Narrow Ledge
    Property   : Prop_NarrowLedge
    Targets    : Rooms, Exits
    Parameters : check=[%] name=[NAME OF THE LEDGE]
    Example    : check=16 name="the narrow ledge"
    Example    : check=25 name="a tightrope"
    Description:
    Whenever a player enters or exits the room or exit with this property, that
    player is in great danger.  If the player fails to roll beneath their Dexterity
    on a roll from 1-the "check" parameter, the player will fall to their death.
    The check parameter can be made smaller to give those with less dexterity a
    better survival chance, or made higher to make it more difficult to survive.
Prop_NewDeathMsg: NewDeathMsg
    Property   : Prop_NewDeathMsg
    Targets    : MOB
    Parameters : the new death string
    Example    :
    Description:
    Makes the mob with this property emote a different death string than the normal
    one.
Prop_NoChannel: Channel Neutralizing
    Property   : Prop_NoChannel
    Targets    : Room, Area, MOB
    Parameters : Semicolon delimited list of channel names and or flags QUIET;
    SENDOK
    Example    : SENDOK;GOSSIP;CHAT
    Example    : GOSSIP;QUIET
    Description:
    Without any parameters, this property will cancel all channel message sending
    from the room, or by the mob/player with the property.  You can limit the
    channels that are blocked by naming them in the parameters, separating them
    with semicolons.  You can also have the property block reception of channel
    messages using the QUIET flag. Lastly, you can override the no-channel-sending
    using the SENDOK flag, thereby allowing channel messages to be sent.
Prop_NoCharm: Charm Spell Neutralizing
    Property   : Prop_NoCharm
    Targets    : MOBS, Room, Area
    Parameters :
    Example    :
    Description:
    Disallows the casting of charm like affects in the area, or against the target
    mob.
Prop_NoCraftability: Not Learnable for Crafting
    Property   : Prop_NoCraftability
    Targets    : ITEMS
    Parameters :
    Example    :
    Description:
    Disallows the item with this property from being learned as a recipe for
    crafting, even if otherwise qualified.
Prop_NoDamage: No Damage
    Property   : Prop_NoDamage
    Targets    : Mobs, Weapons
    Parameters :
    Example    :
    Description:
    Makes a weapon or mob incapable of doing any real damage.
Prop_NoOrdering: Group/Ordering Neutralizing
    Property   : Prop_NoOrdering
    Targets    : MOBs, Room, Area
    Parameters :
    Example    :
    Description:
    Disallows ordering by non-admins in the area, or against the target mob.
Prop_NoPKill: No Player Killing
    Property   : Prop_NoPKill
    Targets    : Room, Area
    Parameters :
    Example    :
    Description:
    Cancels all player killing in the room or area.
Prop_NoPurge: Prevents automatic purging
    Property   : Prop_NoPurge
    Targets    : Rooms, Containers, Items
    Parameters :
    Example    :
    Description:
    Prevents items in the room from being destroyed as refuse over time.  When
    placed on an item, this property makes the item immune to "garbage collection"
    regardless of where in the world it is.
Prop_NoRecall: Recall Neuralizing
    Property   : Prop_NoRecall
    Targets    : Room, Area, Items
    Parameters :
    Example    :
    Description:
    Disallows recalling in the room.  If placed on items, the item must be
    possessed by the mob or player trying to recall for prevention to work.
Prop_NoSummon: Summon Spell Neutralizing
    Property   : Prop_NoSummon
    Targets    : Room, Area
    Parameters : (ALLOWNONAGGR)
    Example    :
    Description:
    Disallows summoning of creatures or people INTO the affected place. The
    optional ALLOWNONAGGR parm may be added to disallow summoning only of
    aggressive mobs.
Prop_NoTeleport: Teleport-INTO Spell Neutralizing
    Property   : Prop_NoTeleport
    Targets    : Room, Area
    Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]
    Example    :
    Example    : exceptions="area name#12,other area name"
    Description:
    Disallows the casting of gate, teleport, portal, plantpass, and other spells
    INTO this area.  If this is placed on an area, specific room or area exceptions
    may be given.
Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing
    Property   : Prop_NoTeleportOut
    Targets    : Room, Area
    Parameters :
    Example    :
    Description:
    Disallows the casting of gate, teleport, portal, plantpass, and other spells
    OUT OF this area.
Prop_NoTelling: Tel Neutralizing
    Property   : Prop_NoTelling
    Targets    : Room, Area, Mobs
    Parameters :
    Example    :
    Description:
    Cancels all tell message sending in or to the room, area, or mob.  You can also
    add this to player mobs as punishment or to shut them up. Admins are exempt
    from the restrictions imposed.
Prop_OpenCommand: Opening Command
    Property   : Prop_OpenCommand
    Targets    : Containers, Exits
    Parameters : [COMMAND WORD] ([PARMS...];...
    Example    : twist knob;tw knob;twi knob
    Example    : smack botto*
    Description:
    When applied to a locked container or exit, this property will force the
    affected openable to unlock and open when the command phrase is entered by the
    user in its presence.  The command word must match exactly, and the command
    entered must otherwise be completely invalid.  PARMS arguments must also match
    exactly, although any PARM arg may end with * to use a starting string
    wildcard. A PARM argument may also end with ** to match the rest of the users
    entered command string.
Prop_OpenPassword: Opening Password
    Property   : Prop_OpenPassword
    Targets    : Containers, Exits
    Parameters : ([LANGUAGEID];)[PASSWORD/PASSPHRASE]
    Example    : open sesame
    Example    : Orcish;open sesame
    Description:
    When applied to a locked container or exit, this property will force the
    affected openable to unlock and open when the magic word specified in the
    parameter is spoken in its presence.  A language and a semicolon may be
    optionally given to require that a particular language is being spoken.
Prop_OutfitContainer: Remembers whats put in, and wear the contents when worn
    Property   : Prop_OutfitContainer
    Targets    : Containers
    Parameters : ;[XML TAGS...]
    Description:
    When applied to a container, this property will allow the container to remember
    which things were put into it by a player.  Then, whenever the player attempts
    to wear/hold/wield the container, has the container has items/armor/weapons
    inside, the player will actually wear the containing items instead.  The
    automatic wearing of the contained items will automatically remove conflicting
    items as normal. Later, when the remembered items are removed, they will
    automatically be put back into the container that remembers them.
Prop_PeaceMaker: Strike Neuralizing
    Property   : Prop_PeaceMaker
    Targets    : Rooms, Areas, MOBs
    Parameters : optional list of mob statements, room emotes, semicolon delimited
    Example    :
    Example    : No Fighting Here!;Make Love, not War!;You should not do that.
    Description:
    Cancels any fighting in the room.
Prop_PracticeDummy: Practice Dummy
    Property   : Prop_PracticeDummy
    Targets    : Mobs
    Parameters : (KILLABLE)
    Example    :
    Example    : KILLABLE
    Description:
    Prevents a mob from fighting back.  If the KILLABLE parameter is NOT included,
    the mob will also never run out of hit points or be missed in combat.
Prop_PrivateProperty: Physical Property
    Property   : Prop_PrivateProperty
    Targets    : Items
    Parameters : OWNER="[NAME]" (PRICE=[price]) (EXPIRESEC=[SECONDS])
    Example    : owner="bob" expiresec=60
    Description:
    Marks the item as belonging to a particular person or clan. Items so marked can
    only be sold by that person, an associate, or clan member. PRICE does nothing.
    EXPIRESEC can be set to make this property temporary, so that an item dropped
    becomes "unowned" once the owner is gone for the number of seconds given.
Prop_ReqAlignments: Alignment Limitations
    Property   : Prop_ReqAlignments
    Targets    : Rooms, Areas, Exits
    Parameters : alignment masks listed below
    Example    : -all +good
    Description: (DEPRECATED -- See PropReqEntry)
    Creates alignment restrictions for entering a room.  Followers will be allowed
    unless explicitly disallowed.  Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all alignments)
    nofol (disallow followers of appropriate alignment)
    +evil +good +neutral (create exceptions to -all)
    -evil -good -neutral (disallow only listed alignments)
Prop_ReqCapacity: Capacity Limitations
    Property   : Prop_ReqCapacity
    Targets    : Areas, Room
    Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX]
    INDOOR=[T/F]
    Parameters : CONTAINERSOK=[T/F] ROOMS=[MAX]
    Example    : people=2
    Example    : players=3 mobs=2 indoor=true
    Example    : weight=2000 items=10
    Description:
    Creates a capacity limit of one or more types for the room or area with this
    affect. The ITEMS, or WEIGHT parameters may be used to limit the number of
    items, or maximum weight respectively.  The CONTAINERSOK parameter will create
    an exception for putting items in containers (but not for dropping the
    containers themselves). The PEOPLE parameter lets you limit the total number of
    players and/or mobs.  Otherwise, the PLAYERS or MOBS can be used to limit the
    number of players or non-player mobs respectively.  The optional INDOOR flag
    only matters if this property is added to an area; it makes the property only
    enforce itself on indoor rooms types.

    If no parameters at all are given, a PEOPLE capacity of 2 is assumed.

    When this property is on an entry room with Prop_LotsForSale or
    Prop_LotForSale, then this property will be automatically propogated to each
    new room created.  Also, in this case, and the optional parameter ROOMS can be
    specified to limit the maximum number of contiguous new rooms that can be
    generated.
Prop_ReqClasses: Class Limitations
    Property   : Prop_ReqClasses
    Targets    : Rooms, Areas, Exits
    Parameters : class masks listed below
    Example    : -all +thief
    Description: (DEPRECATED -- See PropReqEntry)
    Creates class restrictions for entering a room.  Followers will be allowed
    unless explicitly disallowed.  Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all classes)
    nofol (disallow followers of appropriate class)
    +thief +mage +bard (create exceptions to -all)
    -thief -mage -bard (disallow only listed classes)
Prop_ReqEntry: All Room/Exit Limitations
    Property   : Prop_ReqEntry
    Targets    : Rooms, Areas, Exits, Portals
    Parameters : (nosneak) (nofollow) ("message=my message") mask
    Example    : -race +elf
    Example    : nosneak -race +elf
    Example    : "message=Elves Only in there!" nofollow -race +elf
    Description:
    Creates restrictions for entering a room.  Followers will be allowed unless
    explicitly disallowed.  Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers)
    "message= ... " (override the default no-entry message.
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_ReqHeight: Height Restrictions
    Property   : Prop_ReqHeight
    Targets    : Areas, Room, Exit
    Parameters : a maximum height to enter
    Example    : 12
    Description:
    Creates a maximum height in order to enter a room.  Similar to Prop_Crawlspace.
Prop_ReqLevels: Level Limitations
    Property   : Prop_ReqLevels
    Targets    : Room, Areas, Exits
    Parameters : ==, <=, >=, >, or < followed by a level number
    Example    : <=10 >=5
    Description:
    Creates level restrictions for entering a room.  Followers will be allowed
    unless the NOFOL parameter appears.  The parameter should describe only the
    allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added
    to the parameter to disallow sneaking past your criteria.
Prop_ReqNoMOB: Monster Limitations
    Property   : Prop_ReqNoMOB
    Targets    : Room, Areas, Exit
    Parameters : optional nosneak parameter
    Example    :
    Example    : nosneak
    Description:
    Prevents non-player mobs without followers from entering the room. The term
    "NOSNEAK" may be added to the parameters to disallow sneaking past your
    criteria.
Prop_ReqPKill: Playerkill ONLY Zone
    Property   : Prop_ReqPKill
    Targets    : Room, Exit, Area
    Parameters :
    Example    :
    Description:
    Allows access only to those players who have their playerkill flag set.
Prop_ReqRaces: Room/Exit Race Limitations
    Property   : Prop_ReqRaces
    Targets    : Rooms, Areas, Exits
    Parameters : room masks listed below
    Example    : -all +elf
    Description: (DEPRECATED -- See PropReqEntry)
    Creates race restrictions for entering a room.  Followers will be allowed
    unless explicitly disallowed.  Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all races)
    nofol (disallow followers of appropriate alignment)
    +elf +half +human (create exceptions to -all)
    -elf -half -human (disallow only listed races)
Prop_ReqStat: Require stat values
    Property   : Prop_ReqStat
    Targets    : Rooms, Areas, Exits, Portals
    Parameters : mob character stat expressions as shown in example
    Example    : strength<10 intelligence==5 wisdom>=3
    Description:
    Creates restrictions for entering a room.  Players must pass every expression
    test in order to enter.  Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers)
    STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..
Prop_ReqTattoo: Tattoo Limitations
    Property   : Prop_ReqTattoo
    Targets    : Rooms, Areas, Exits, Items
    Parameters : optional msg; tattoo masks listed below
    Example    : -all +manlymen
    Example    : You can't go here!;-all +manlymen
    Description:
    Creates tattoo restrictions for entering a roomor possessing an item.
    Followers will be allowed unless explicitly disallowed.  See the help on
    Tattoos. Understood masks include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers of appropriate alignment)
    -all (disallow unless has one of the following +tattoos)
    +all (allow unless has any of the followng -tattoos)
    +none (must have all +tatoos, and lack all -tattoos)
    +TATTOONAME (must have tattoo)
    -TATTOONAME (must not have tattoo)
    Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.
Prop_ReRollStats: Re Roll Stats
    Property   : Prop_ReRollStats
    Targets    : MOB
    Parameters : (BONUSPOINTS=[NUM]) (PICKCLASS=TRUE/FALSE)
    Example    :
    Example    : BONUSPOINTS=5 PICKCLASS=TRUE
    Description:
    Allows a player a one-time opportunity to redesignate their stats, completely
    from scratch, and potentially re-pick their class.
Prop_Resistance: Resistance to Stuff
    Property   : Prop_Resistance
    Targets    : MOB
    Parameters : see Prop_HaveResister
    Example    : see Prop_HaveResister
    Description:
    Gives a mob natural resistances and immunities. See Prop_HaveResister for more
    information.
Prop_RestrictSkills: Specific Skill Neutralizing
    Property   : Prop_RestrictSkills
    Targets    : Room, Area, MOB, Item
    Parameters : SKILLS="[ABILITYID,...]" MESSAGE="[STRING]"
    Parameters : ONLYROOMS="[DOMAIN,...]" NEVERROOMS="[DOMAIN,...]"
    Example    : SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!"
    ONLYROOMS="UNDERWATER,AIR"
    Description:
    Cancels the effects of the listed spells/skills, and can be restricted by
    location.  The only required parameter is SKILLS, which is a comma-delimited
    list of Ability IDs. Optional parameters includes MESSAGE, to change the skill
    users error message, ONLYROOMS to restrict the skill everywhere except the
    comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill
    only in the comma delimited list of DOMAIN strings.  DOMAINS include: CITY,
    WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT,
    HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER,
    AIR, WATERSURFACE, METAL.   When this property is on a mob, it only affects the
    mob.  When on an item, it only affects the owner of the item.  If you want to
    limit spells/skills used AGAINST a mob, look at immunities.
Prop_RestrictSpells: Specific Spell Neutralizing
    Property   : Prop_RestrictSpells
    Targets    : Room, Area
    Parameters : proper spell names separated by semicolons
    Example    : Spell_Sleep;Skill_Recall;
    Description:
    Cancels the effects of the listed spells when cast on or in the room.
Prop_Retainable: Ability to set Price/Retainability of a pet.
    Property   : Prop_Retainable
    Targets    : Mobs
    Parameters : The value of the mob to shopkeepers
    Parameters : Price of the mob per period;number of days per period
    Example    : 100000
    Example    : 100;10
    Description:
    This property serves many a purpose: to allow you to set a value to mobs when
    being sold as pets by shopkeepers.  It also allows you to create mobs which
    will be saved in the database when the system is shut down, so long as the mob
    has this property, and the mob is presently on someone's personal home, such as
    a Prop_RoomForSale room.  The second parameter following the semicolon, if
    present, will also make the mob automatically draw money from the property
    owners bank account periodically.  The second parameter refers to the number of
    mud-days between each pay period.  If a pay period passes and the mob can not
    find a bank account of the owners from which to get paid, or has not been
    placed on someone's personal property as described above, the mob will quit and
    disappear.
Prop_RideAdjuster: Adjustments to stats when ridden
    Property   : Prop_RideAdjuster
    Targets    : Items and Mobs
    Parameters : see Prop_HaveAdjuster
    Example    : see Prop_HaveAdjuster
    Description:
    Whenever the item or mob having this property is mounted or ridden, the
    statistics of the rider will be adjusted as described in the parameters.
    Dismounting will remove the effects. See Prop_HaveAdjuster for more information
    on the valid parameters for this property.
Prop_RideEnabler: Granting skills when ridden
    Property   : Prop_RideEnabler
    Targets    : Items and MOBS
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being mounted or ridden, the owner
    will be granted the spells, skills listed.  The percentage given is optional,
    and will be the proficiency of the skill.  If a percentage is not given, the
    default is 100%.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideResister: Resistance due to riding
    Property   : Prop_RideResister
    Targets    : Items and Mobs
    Parameters : see Prop_HaveResister
    Example    : see Prop_HaveResister
    Description:
    Whenever the item having this property is mounted or ridden, the rider gains
    certain resistances and immunities described in the parameters.  When exited,
    the resistances and immunities are also cancelled.  See Prop_HaveResister for
    more information on valid parameters for this property.
Prop_RideSpellCast: Casting spells when ridden
    Property   : Prop_RideSpellCast
    Targets    : Items and MOBS
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being mounted or ridden, the owner
    will be under the effect of the listed spells. The flag NOUNINVOKE can be
    substituted for a spell to make all the effects non-dispellable until the
    property no longer applies; use this flag with care! The flag LEVEL=[NUMBER]
    can also be substituted for a spell name to force all the listed effects be
    cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used
    to shorted the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideZapper: Restrictions to riding
    Property   : Prop_RideZapper
    Targets    : Items and Mobs
    Parameters : masking parameters described below, optional zap message
    Example    : -class +mage -race +elf -evil
    Example    : MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage
    Description:
    Whenever the rider of the item or mob with this property mounts the item, they
    will be zapped unless it is allowed by the listed parameters.
    An optional MESSAGE parameter can define what is seen when the zap occurs. Also
    optionally, the parameters can start with the word ACTUAL to change zapping
    behavior to look at actual values instead of perceived values (this about a
    class check applied to a Charlatan.) Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_RoomDark: Darkening Property
    Property   : Prop_RoomDark
    Targets    : Areas, Room
    Parameters :
    Example    :
    Description:
    Makes a room dark, so that you need a light to see it.
Prop_RoomForSale: Putting a room up for sale
    Property   : Prop_RoomForSale
    Targets    : Room
    Parameters : (RENTAL) Price of the room
    Example    : 1000000
    Example    : Bob/1000000
    Description:
    Makes this room available for purchase by a player.  The room will be
    automatically listed in the stock of any ShopKeeper in the SAME AREA who is
    designated a LandSeller, or any shopkeeper who has the proper StdTitle item in
    its selling inventory.  The system will automatically maintain the integrity of
    any items left in the room, including restoring them on reboot.  After a room
    is sold, the player need only enter "LOOK ID" to see the rooms ID for the
    purposes of identifying his or her lot in the future.  The title received for
    purchasing a room may be GIVEn or SELLed to change possession of the property.
    The word rental followed by a space may preceed the price to make the price of
    the property be charged every month automatically out of a Bankers account.
    Failure to make rent returns the property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price.  Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
Prop_RoomLit: Lighting Property
    Property   : Prop_RoomLit
    Targets    : Areas, Room
    Parameters :
    Example    :
    Description:
    Makes a room lit, even at night.
Prop_RoomPlusForSale: Putting an expandable room up for sale
    Property   : Prop_RoomsPlusForSale
    Targets    : Room
    Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of the first room
    Example    : 1000000
    Example    : GRID 1000000
    Example    : The Bob Clan/1000000
    Example    : The Bob Clan/RENTAL 1000000
    Description:
    Makes this room available for purchase by a player.  If you have more than one
    room for sale, they MUST be separated by at least one room which is not for
    sale, otherwise both groups will be considered one.  This property is identicla
    to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are
    permitted to add new rooms to it. See Prop_RoomForSale for more information on
    sold rooms and the rental flag.

    When property is sold, it will be listed as the owner with a slash and the
    price.  Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
Prop_RoomsForSale: Putting a cluster of rooms up for sale
    Property   : Prop_RoomsForSale
    Targets    : Room
    Parameters : (RENTAL) Price of the group of rooms
    Example    : 1000000
    Example    : The Bob Clan/1000000
    Description:
    Makes this room part of a group of rooms available for purchase by a player.
    The rooms will be sold as a group by the shopkeeper.  If you have more than one
    group of rooms for sale, they MUST be separated by at least one room which is
    not for sale, otherwise both groups will be considered one.  See
    Prop_RoomForSale for more information on sold rooms and the rental flag.

    When property is sold, it will be listed as the owner with a slash and the
    price.  Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
Prop_RoomUnmappable: Unmappable Room/Area
    Property   : Prop_RoomUnmappable
    Targets    : Areas, Room
    Parameters : (MAPOK) (NOEXPLORE)
    Example    :
    Example    : NOEXPLORE
    Description:
    Makes a room unable to be mapped, explored, or seen with regional awareness.
    Turning off exploration requires the NOEXPLORE parameter.  MAPOK parameter
    disables the unmappable aspect.
Prop_RoomView: Different Room View
    Property   : Prop_RoomView
    Targets    : Exits, Rooms, Items
    Parameters : Room ID of the room to show
    Example    : Midgaard#3001
    Description:
    Allows players looking at the room or exit to actually SEE the room description
    specified in the parameter.  Useful for high-up views of the countryside.
Prop_RoomWatch: Different Room Can Watch
    Property   : Prop_RoomWatch
    Targets    : Rooms
    Parameters : Room IDs of the rooms that may watch here or var defs ; delimited
    Example    : Midgaard#3001;Midgaard#3002;Midgaard#3012
    Example    : Midgaard#3001;prefix=Throw the window you see ;Midgaard#3012
    Description:
    Allows players in one of the listed rooms to see everything going on in the
    host room as if they were there.  They will be unable to interact with the
    things they see (LOOKing at, or similar), but can at least witness them.  The
    parameters are the list of rooms, though you can also use prefix=message to
    define a string to show before the remote messages.
Prop_SafePet: Unattackable Pets
    Property   : Prop_SafePet
    Targets    : MOB
    Parameters : MSG=[NEW DISPLAY MESSAGE]
    Example    : MSG="<S-NAME> is forbidden to harm <T-NAMESELF>."
    Description:
    Makes the mob with this property completely unattackable.  The default message
    can be changed with parameters.
Prop_ScrapExplode: Scrap Explode
    Property   : PROP_SCRAPEXPLODE
    Targets    : Items
    Parameters :
    Description:
    Makes an item explode when scrapped.
Prop_Smell: A Smell
    Property   : Prop_Smell
    Targets    : MOBS, Items, Rooms
    Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...)
    Example    : <T-NAME> smells flowery!
    Example    : <T-NAME> smells awful!;<T-NAME> smells BAD!
    Example    : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD!
    Example    : EMOTE BROADCAST <T-NAME> smells awful!
    Description:
    Makes the object with this property respond to a SNIFF command.  More than one
    smell may be given, separated by semicolons.  Each smell may have a chance of
    being selected during a sniff using the CHANCE parameter.  ONLY MOBS with this
    property have other options, including an absolute duration before going away
    using the TICKS parameter, the opportunity to emote periodically using the
    EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST
    flag.
Prop_Socials: Local Social creating property
    Property   : Prop_Socials
    Targets    : Areas, Room, Item, Mobs, Exits
    Parameters : NAME=[SOCIAL NAME] SRCCODE=[CODE] TGTCODE=[CODE] YOUSEE="[MSG]"
    :          : (TARGET="[TARGET CODE]") (OTHSEE="[MSG]") (TGTSEE="[MSG]")
    :          : (NOTARGSEE="[MSG]") (MSPFILE=[FILENAME]) (;[MORE SOCIALS]...)
    Parameters : MASK="[ZAPPER MASK]" ; ...
    Parameters : WORNONLY=TRUE/FALSE ; ...
    Parameters : LOAD="[SOCIALS INI FILE PATH]" ; ...
    Example    : name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...
    Example    : load="specialSocials.txt"
    Description:
    Creates and defines socials that apply to players in the affected area, room,
    or near the affected exit, or possessing the affected item.

    The parameters may be a LOAD command for a resource file containing a standard
    socials definition list (see your resources/socials.txt file).  These files
    have a single social definition per line, where each part is separated by a tab
    character.

    The parameters may also contain a MASK= definition for a zapper mask that will
    determine whether the given invoker player or mob can use the social.  See help
    on ZAPPERMASK for more information on how to use masks.  A WORNONLY variable
    can be set to TRUE or FALSE to determine whether an item with this property
    must be worn in order for the social to be usable.

    The parameters may also be a semicolon (;) separated list of social definitions
    using the VARIABLE=VALUE format.  The required variables are NAME, SRCCODE,
    TGTCODE, and YOUSEE.  Each variable definition set is separated by semicolons
    to define as many socials as are needed.

    The allowed variables and valid values are as follows:
    NAME = the keyword/name of the social -- the command
    SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement
    TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual
    TARGET = target: <T-NAME> SELF ALL <I-NAME> <V-NAME> <E-NAME> [ITEM]
    YOUSEE = What the command invoker sees (<S-NAME>) sees.
    OTHSEE = What others see the invoker do
    TGTSEE = What the target (if any) sees
    NOTARGSEE = What the invoker sees when the target is not present
    MSPFILE = name of msp sound file in your sounds directory
Prop_SparringRoom: Player Death Neutralizing
    Property   : Prop_SparringRoom
    Targets    : Areas, Room
    Parameters : (ROOMID)
    Example    : SparringArea#123
    Description:
    Creates a room or area where death is of little consequence.  Players (not
    mobs) who die in this area will lose neither equipment, nor experience, but
    will be brought back to their Start room (not their death room), or to any room
    designated in the parameters.  Players also cannot flee or recall.
Prop_SpellAdder: Casting spells on oneself
    Property   : Prop_SpellAdder
    Targets    : Rooms, Items, MOBs
    Parameters : See Prop_HereSpellCast
    Parameters : See Prop_HereSpellCast
    Example    : 50%;Spell_Invisible;Prayer_Sanctuary
    Description:
    Casts the spells in the parameters on the next one to enter the same room. as
    the item, mob, or room with this property.
Prop_SpellReflecting: Spell reflecting property
    Property   : Prop_SpellReflecting
    Targets    : MOBs, Items
    Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])
    Example    : min=1 max=30 chance=100 fade=0 remain=100
    Example    : max=10 chance=75 fade=1 remain=50
    Description:
    This complex property allows the archon to set up mobs or items which, when
    worn, are capable of reflecting spells cast at the mob back to the source.  The
    min and max parms describe the levels of spells which may be reflected.  The
    chance parm describes the % chance of a spell being reflected.  Remain is the
    number of spell levels which may be reflected.  Every time a spell is
    reflected, the level of the spell is subtracted from the remain value.  When
    remain reaches below 0, the item or mob will no longer reflect spells.  Fade
    describes whether the property is persistent or destructive.  If fade is equal
    to 1 or more, then the property is destructive, meaning that the mob will never
    again gain the fading benefit from this property after remain reaches below 0.
    If the property was on an item, it will be destroyed. If fade is equal to 0,
    then the property is persistent.  The property will still stop working when the
    remain value reaches below 0, but the item will not be destroyed, and will
    begin to regain its strength at a rate of 1 point every 5 minutes or so.
Prop_StatAdjuster: Char Stats Adjusted MOB
    Property   : Prop_StatAdjuster
    Targets    : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
    Parameters : (ADJMAX=TRUE/FALSE)
    Example    :
    Example    : CON=1
    Example    : STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1
    Description:
    This property adjusts a mobs basic stats up or down.  Normally, these stats
    won't go above the mobs max stats.  However, if ADJMAX is set to true, the max
    stat will also be adjusted.
Prop_StatTrainer: Good training MOB
    Property   : Prop_StatTrainer
    Targets    : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
    Parameters : (BASEVALUE=#) (NOTEACH)
    Example    :
    Example    : BASEVALUE=10 CON=10
    Example    : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
    Description:
    This property changes a mobs basic 6 stats.  With no parameter, it will set all
    stats to 25 (or the base value), making the mob a suitable trainer.  Other
    parameters may be entered in order to set the stats of the mob to the specified
    values.  Any values not given will default to 25 (or the base value).  If you
    do not want the mob to also be a trainer, you may include the NOTEACH flag. Use
    BASEVALUE to change the base value from 25 to something else.  A BASEVALUE of
    -1 will prevent any alteration of that stat.
Prop_StayAboard: Stays on mounted thing
    Property   : Prop_StayAboard
    Targets    : MOB, ITEM
    Parameters :
    Example    :
    Description:
    Put this property on mobs or items that you want to be perpetually mounted on
    whatever it is initially mounted on/to.  This is especially useful for
    Patrollers in chaotic environments where a gust of wind or a nasty current may
    throw things out of whack.
Prop_Tattoo: A Tattoo
    Property   : Prop_Tattoo
    Targets    : MOB
    Parameters : tattoo names delimited by semicolons
    Example    : ;UNDEADKILLER;MANLYMEN;
    Description:
    This property WAS used to give MOBs tattoos.  It is deprecated now. They are
    now stored on MOB objects.  See Help TATTOO.
    Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.
Prop_TattooAdder: A TattooAdder
    Property   : Prop_TattooAdder
    Targets    : MOBs, Items, Exits, Rooms,
    Targets    : Areas, Weapons, Food, Drink, Armor
    Parameters : tattoo name to grant or remove
    Example    : MANLYMEN
    Example    : -MANLYMEN
    Example    : +-MANLYMEN
    Example    : +~MANLYMEN
    Example    : +-~MANLYMEN
    Example    : +34 MANLYMEN
    Description:
    This property is used to give MOBs tattoos based on an action taken.  The
    tattoo is given by the object with this property, based on an action which
    depends on the type of object with this property.
    The tattoo parameter is prefixed with - to remove it when the trigger occurs.
    The tattoo parameter is prefixed with + (or nothing) to add it when the trigger
    occurs.
    The tattoo parameter is prefixed with +- to add or remove it when the trigger
    occurs.
    The tattoo parameter (after any +- marks) is prefixed with ~ to disable
    emoting.
    The tattoo parameter is prefixed (after +- or ~) with a number to make it
    decay.
    The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.
    The actions which trigger the tattoo include:
    MOB - death
    Item - get
    Exit - enter
    Room - enter
    Area - enter
    Weapon - use in battle
    Food - eat
    Drink - drink
    Armor - wear
Prop_TicketTaker: Ticket Taker
    Property   : Prop_TicketTaker
    Targets    : Mobs, Items
    Parameters : Cost of boarding
    Example    : 100
    Description:
    This property makes a mob or item the master of a carriage, horse, or other
    rideable item.  They will require the payment of gold specified in the
    parameters before allowing anyone else to board.  Non-player mobs will always
    be allowed to board.  The ticket taker must be riding either the carriage, or
    riding a horse pulling it, or actually BE the carriage.
Prop_Trainer: THE Training MOB
    Property   : Prop_Trainer
    Targets    : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)
    Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES)
    Example    :
    Example    : CON=10
    Example    : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
    Example    : all Fighter all Cleric
    Description:
    This property makes a mob a suitable target for the TRAIN command for players.
    With no parameter, it will set all stats to 25, give them 0 levels in all
    classes, and give them all expertises.  Other parameters may be entered in
    order to set the stats of the mob to the specified values.  Any values not
    given will default to 25.  If you do not want the mob to also be a trainer, you
    may include the NOTEACH flag.  Listing one or more class names will make that
    trainer have 0 levels in those classes (able to train to it).  Not listing any
    will give the mob ALL classes at level 0.  Listing expertise IDs works
    similarly.
Prop_Transporter: Room entering adjuster
    Property   : Prop_Transporter
    Targets    : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor
    Parameters : Room ID (; (SENDENTER=[TRUE/FALSE]))
    Example    : Midgaard#3001
    Example    : Midgaard#3001;sendenter=true
    Description:
    This property is used to transport mobs to a particular place based on an
    action taken.  The actions which trigger the transport include:
    Rideable - mount
    MOB - speak
    Item - get
    Exit - enter
    Room - enter
    Area - enter
    Weapon - use in battle
    Food - eat
    Drink - drink
    Armor - wear

    Normally, this skill bypasses any normal notifications, but behaves as if the
    transported mob is "just there".  Add a semicolon and set "sendenter" to true
    for scripts to see the movement.
Prop_Trashcan: Auto purges items put into a container
    Property   : Prop_Trashcan
    Targets    : Room, Container Item
    Parameters : (DELAY=[#TICKS])
    Example    :
    Example    : DELAY=4
    Description:
    Causes all items dropped, or placed in the host container to be  destroyed and
    to cease to exist.  If a delay parameter is used, the destruction of the items
    in the can will not occur until that time has passed.
Prop_Uncampable: Can't be camped on
    Property   : Prop_Uncampable
    Targets    : Items, Rooms, Mobs
    Parameters :
    Example    :
    Description:
    If this mob, room, or item is otherwise rejuvenating, this property will
    prevent the rejuvenation from actually occurring if PCs are in the same room as
    the rejuvenation, but an admin is not present.
Prop_Unsellable: Unsellable stuff
    Property   : Prop_Unsellable
    Targets    : Items, Mobs
    Parameters :
    Example    :
    Description:
    Makes the mob or item unable to be sold to a shopkeeper.
Prop_UseSpellCast: Casting spells when used
    Property   : Prop_UseSpellCast
    Targets    : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    When the item with this property is worn or wielded, filled or has something
    placed in it, the owner will be affected by the listed spells.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_UseSpellCast2: Casting spells when used
    Property   : Prop_UseSpellCast2
    Targets    : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Example    : Spell_MageArmor;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    When the item with this property is touched, or in the case of food and drink,
    eaten or drank, the owner will be affected by the listed spells.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WeakBridge: Weak Rickity Bridge
    Property   : Prop_WeakBridge
    Targets    : Rooms, Exits
    Parameters : max=[WEIGHT] chance=[%] down=[# TICKS]
    Example    : max=400 chance=75 down=300
    Description:
    Whenever a player enters or exits the room or exit with this property, that
    player is in great danger.  If their total weight exceeds the weight specified
    by the max parameter, there is a % chance equals to the chance parameter that
    the bridge beneath them will break.  If the property is on an exit, that means
    instant death for the player.  If the property is on an InTheAir type room with
    a place to fall beneath it, they will fall.  If the property is on any other
    kind of room, instant death will result.  The down property describes how many
    ticks the bridge will remain "down" once it has been broken by a heavy player.
    Flying can always overcome this property.
Prop_WeaponImmunity: Weapon Immunity
    Property   : Prop_WeaponImmunity
    Targets    : Items, Mobs
    Parameters : List of immunities
    Example    : +ALL -SILVER -CLOTH -LEATHER
    Example    : +ALL -MAGIC -SLASHING -FROSTING
    Example    : +ALL -LEVEL15
    Example    : +BASHING +IRON +STEEL +MAGIC
    Example    : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, they will attain damage immunities to the types and/or materials of
    weapons specified.  Here are the parameters:
    +ALL - Specifies that, by default, the mob is immune to ALL damage.
    -DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the
    given type.  Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING,
    -BURNING, -MELTING, -NATURAL, -BASHING, etc.
    +DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given
    damage type.  Examples for DAMAGETYPE would be +PIERCING, +GASSING,
    -WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the
    given type.  Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED,
    -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.
    +WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of
    the given type.  Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
    +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
    +THROWN, etc.
    -MAGIC - Creates an exception to the +ALL rule by permitting damage from
    magical spells and magical weapons.
    +MAGIC - If +ALL is not used, this will create an immunity to magical spells
    and weapons.
    -MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from
    magical spells, chants, songs, or prayers.
    +MAGICSKILLS - If +ALL is not used, this will create an immunity to magical
    spells, chants, songs, and prayers.
    -LEVELX - Creates an exception to the +ALL rule by permitting damage from
    weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.
    +LEVELX - Can be used instead of +ALL to create an immunity to weapons whose
    level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
    -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
    damage from a weapon made of the given MATERIALTYPE.  Where MATERIALTYPE may be
    any valid material, such as SILVER, WOOD, COTTON, etc.  As for the damage types
    above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a
    given material.
    -PARALYSIS - Creates an exception to the +All rule by permitting damage from
    paralysis spells.
    +PARALYSIS - If +All is not used, this creates an immunity to damage from
    paralysis spells.
    -FIRE - Creates an exception to the +All rule by permitting damage from fire
    spells.
    +FIRE - If +All is not used, this creates an immunity to damage from fire
    spells.
    -COLD - Creates an exception to the +All rule by permitting damage from cold
    spells.
    +COLD - If +All is not used, this creates an immunity to damage from cold
    spells.
    -WATER - Creates an exception to the +All rule by permitting damage from water
    spells.
    +WATER - If +All is not used, this creates an immunity to damage from water
    spells.
    -GAS - Creates an exception to the +All rule by permitting damage from gas
    spells.
    +GAS - If +All is not used, this creates an immunity to damage from gas spells.
    -MIND - Creates an exception to the +All rule by permitting damage from mind
    spells.
    +MIND - If +All is not used, this creates an immunity to damage from mind
    spells.
    -JUSTICE - Creates an exception to the +All rule by permitting damage from
    justice spells.
    +JUSTICE - If +All is not used, this creates an immunity to damage from justice
    spells.
    -ACID - Creates an exception to the +All rule by permitting damage from acid
    spells.
    +ACID - If +All is not used, this creates an immunity to damage from acid
    spells.
    -ELECTRICITY - Creates an exception to the +All rule by permitting damage from
    electric spells.
    +ELECTRICITY - If +All is not used, this creates an immunity to damage from
    electric spells.
    -POISON - Creates an exception to the +All rule by permitting damage from
    poison spells.
    +POISON - If +All is not used, this creates an immunity to damage from poison
    spells.
    -UNDEAD - Creates an exception to the +All rule by permitting damage from
    undead spells.
    +UNDEAD - If +All is not used, this creates an immunity to damage from
    undead/evil spells.
    -DISEASE - Creates an exception to the +All rule by permitting damage from
    disease spells.
    +DISEASE - If +All is not used, this creates an immunity to damage from disease
    spells.
    -TRAPS - Creates an exception to the +All rule by permitting damage from traps
    spells.
    +TRAPS - If +All is not used, this creates an immunity to damage from traps
    spells.
Prop_WearAdjuster: Adjustments to stats when worn
    Property   : Prop_WearAdjuster
    Targets    : Items (armor and weapons principally)
    Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag
    Example    : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example    : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf
    Description:
    Whenever the item having this property is wielded or worn, the statistics of
    the owner will be adjusted as described in the parameters.  Removing the item
    will remove the effects.  The Layered flag may be used to prevent bonus or
    penalty stacking due to multiple items worn on the same location. See
    Prop_HaveAdjuster for more information on the valid parameters for this
    property.
Prop_WearEnabler: Granting skills when worn/wielded
    Property   : Prop_WearEnabler
    Targets    : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Parameters : The above parameters may include optional LAYERED flag
    Example    : Spell_MageArmor;Spell_Shield
    Example    : Spell_MageArmor;LAYERED;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is worn, wielded, or held, the owner
    will be granted the spells, skills listed.  The percentage given is optional,
    and will be the proficiency of the skill.  If a percentage is not given, the
    default is 100%.  The layered flag means that, among layers of armor, only the
    top layer will grant its effect.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearOverride: Wearable Unzapper
    Property   : Prop_WearOverride
    Targets    : Items
    Parameters : masking parameters described below
    Example    : -class +mage -race +elf -evil
    Description:
    Whenever the owner of the item with this property tries to wear or wield the
    item, they will be be permitted only if allowed by the mask argument.
    Additionally, if they are permitted, then any wear restrictions that would
    normally prevent them from wearing the item will be suspended until the item is
    removed.  This is so that you can make special armor for creatures that
    normally can't wear standard gear, such as barding for horse backs, and so
    forth.
    Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_WearResister: Resistance due to worn
    Property   : Prop_WearResister
    Targets    : Items (armor and weapons principally)
    Parameters : see Prop_HaveResister, and may include optional LAYERED flag
    Example    : magic 50% poison -10%
    Example    : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf
    Description:
    Whenever the item having this property is wielded or worn, the owner gains
    certain resistances and immunities described in the parameters.  When removed,
    the resistances and immunities are also cancelled.  The Layered flag may be
    used to prevent resistance stacking due to multiple items worn on the same
    location. See Prop_HaveResister for more information on the valid parameters
    for this property.
Prop_WearSpellCast: Casting spells when worn
    Property   : Prop_WearSpellCast
    Targets    : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Parameters : The above parameters may include optional LAYERED flag
    Example    : Spell_MageArmor;Spell_Shield
    Example    : Spell_MageArmor;LAYERED;Spell_Shield
    Example    : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example    : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being worn or wielded, the owner will
    be under the effect of the listed spells. The layered flag means that, among
    layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE
    can be substituted for a spell to make all the effects non-dispellable until
    the property no longer applies; use this flag with care! The flag
    LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed
    effects be cast at a different level than default.The flag MAXTICKS=[NUMBER]
    can be used to shorted the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask.  This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearZapper: Restrictions to wielding/wearing/holding
    Property   : Prop_WearZapper
    Targets    : Items
    Parameters : masking parameters described below, optional zap message
    Example    : -class +mage -race +elf -evil
    Example    : MESSAGE="<O-NAME> falls out of <S-NAME>'s hands!" -class +mage
    Description:
    Whenever the owner of the item with this property tries to wear or wield the
    item, they will be zapped unless it is allowed by the listed parameters.
    An optional MESSAGE parameter can define what is seen when the zap occurs. Also
    optionally, the parameters can start with the word ACTUAL to change zapping
    behavior to look at actual values instead of perceived values (this about a
    class check applied to a Charlatan.) Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_Weather: Weather Setter
    Property   : Prop_Weather
    Targets    : Areas
    Parameters : the weather type and/or one or more climate masks
    Example    : RAIN
    Example    : RAIN CLIMATE_WET
    Description:
    Makes this area always have the same weather.  Valid weather values include:
    "CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT",
    "SLEET","BLIZZARD","DUST","DROUGHT","COLD"

    Can also change the climate settings.  Valid climate mask values include:

    ORMAL","CLIMATE_WET","CLIMATE_COLD","CLIMATE_WINDY","CLIMATE_HOT","CLIMATE_DRY"
Prop_WizInvis: Wizard Invisibility
    Property   : Prop_WizInvis
    Targets    : MOBs
    Parameters :
    Example    :
    Description:
    Grants the MOB unlimited sensory knowledge as well as complete undetectibility.
Property: a Property
QuestBound: QuestBound
    Property   : QuestBound
    Targets    : Mobs, Items
    Parameters : Class reference code of a Quest object
    Example    : Don't worry about it
    Description:
    A temporary affect automatically added to all quest mobs and items both created
    and existing. Its purpose is to detect when a reset, shutdown, or other
    disaster is about to happen to the mob or item so that the quest can be
    stopped.  This prevents unwanted properties/behaviors/changes from being saved
    to the database on accident.
RabbitSpeak: Rabbit Speak
RavenSpeak: Raven Speak
Regeneration: Stat Regeneration
    Prayer   : Regeneration
    Domain   : Restoration
    Available: Several Classes
    Allows   : Restoring I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (75)
    Quality  : Always Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : PRAY, PR
    Usage    : PRAY REGENERATION
    Example  : pray regeneration
    The caster recovers hit points, mana, and movement at FOUR times the normal
    rate, for the duration of the prayer.
RodentSpeak: Rodent Speak
SheepSpeak: Sheep Speak
Sinking: Sinking
    Ability    : Sinking
    Parameters :
    Example    :
    Description:
    This affect governs sinking items and mobs, in either direction (up or down).
Skill_AllBreathing: All Breathing
    Skill    : All Breathing
    Invoked  : Automatic
    Params   :
    Example  :
    Desc.    :
    Allows the mob to breath in any conditions or environments.  Great for golems
    and other non-breathing creatures.
Skill_BoulderThrowing: Boulder Throwing
    Skill    : Boulder Throwing
    Domain   : Martial lore
    Allows   : Combat Fluidity I, Martial Lore I
    Invoked  : Automatic
    This skill allows the player to throw ammunition, especially siege weapon
    ammunition, from the deck of a sailing ship, at another sailing ship with which
    the player's ship is already in combat.
Skill_Buck: Buck
    Skill    : Buck
    Domain   : Animal affinity
    Allows   : Animal Affinity I
    Use Cost : Movement (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : BUCK
    Usage    : BUCK
    Example  : buck
    The centaur, horse or other rideable attempts to buck off all his or her riders
    off of them.
Skill_BurrowHide: Burrow Hide
    Skill    : Burrow Hide
    Domain   : Stealthy
    Allows   : Stealthy I
    Invoked  : Automatic
    Whenever the player is in an appropriate outdoor room with a burrowing
    creature, such as a serpent, rodent, or worm, the creature will alert the
    player to incoming danger from aggressive enemies.
Skill_ConsumeCorpse: Consume Corpse
    Skill    : Consume Corpse
    Domain   : Corruption
    Allows   : Corrupting I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : CONSUMECORPSE
    Usage    : CONSUMECORPSE [TARGET NAME]
    Example  : consumecorpse body
    This twisted semi-magical skill causes the mouth of the caster to grow large
    enough to consume a corpse in one gulp.  Doing so gives the caster back lots of
    health, mana, and movement, depending on the level of the corpse.
Skill_CulturalAdaptation: Cultural Adaption
    Skill    : Cultural Adaption
    Domain   : Influential
    Allows   : Influencing I
    Invoked  : Automatic
    The character is so good at adapting to other cultures that he or she
    automatically gains or loses 20% more faction than other characters.
Skill_DevourCorpse: Devour Corpse
    Skill    : Devour Corpse
    Domain   : Fitness
    Allows   : Fitness I
    Invoked  : Automatic
    Usage    : EAT BODY
    Example  : eat body
    This skill grants the ability to eat the corpses of creatures up to those
    moderately larger than the character.  The corpse must be emptied of any
    equipment before doing so, and the corpses of other players may be restricted.
Skill_EagleEyes: Eagle Eyes
    Description:
    The character?s vision is so acute that they rarely overlook weaker creatures
    within their line of sight.
Skill_Explosive: Explosive Touch
    Skill    : Explosive Touch
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : EXPLOTOUCH
    Params   :
    Example  :
    Desc.    :
    A high-damage skill.
Skill_Flee: Flee
    Skill    : Flee
    Domain   : Dirty fighting
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : FLEE
    Usage   : FLEE ([DIRECTION])
    Example : flee
    While in combat, your character may need to quickly disengage and flee the
    room.  A direction may be specified, but if one is not specified, a direction
    will be chosen for you.  Fleeing from combat can cause you to lose experience
    points in many cases, so use this command sparingly.  If all of your opponents
    are asleep, paralyzed, or bound, however, no loss is recorded for using this
    command.
Skill_Keenvision: Keenvision
    Skill    : Keenvision
    Domain   : Alert
    Allows   : Vigilantly I
    Invoked  : Automatic
    This skill allows the player to a chance, when in the wild to spot hidden or
    trapped item or exits.  It also grants a bonus when using a ranged weapon.
Skill_LongBreath: Long Breath
    Skill    : Long Breath
    Domain   : Fitness
    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.
Skill_MindSuck: Mind Suck
    Skill    : Mind Suck
    Domain   : Grappling
    Allows   : Combat Fluidity I, Vice-Gripping I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : MINDSUCK
    Usage    : MINDSUCK [TARGET NAME]
    Example  : mindsuck orc
    The character begins to suck the brain out of the target for nourishment. If
    the target is following the character, or is otherwise bound or asleep, and can
    remain so, the character can begin to suck at the targets brain. After a short
    strain, the killing act is completed, and the character is relieved of any
    hunger.
Skill_Slip: Slip
    Skill    : Slip
    Domain   : Dirty fighting
    Allows   : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SLIPPIFY
    Usage    : SLIP [TARGET NAME]
    Example  : slip orc
    This skills causes someone to slip and fall.
Skill_Stonecunning: Stonecunning
    Skill    : Stonecunning
    Domain   : Alert
    Allows   : Vigilantly I
    Invoked  : Automatic
    This skill allows the player to a chance, when in mountains, caves, or stone
    rooms, to spot hidden or trapped item or exits.
Skill_TailSwipe: Tail Swipe
    Usage    : TAILSWIPE [TARGET NAME]
    Example  : tailswipe orc
    The character uses their tail to make a powerful swipe at the legs of his or
    her enemies with their tail.  This will result in some damage, and possibly
    tripping them.
Skill_Track: Tracking
    Skill    : Tracking
    Use Cost : Movement (50)
    Quality  : Sometimes Beneficial
    Targets  : Creatures Rooms
    Range    : Touch, or not applicable
    Commands : TRACKTO
    Parames  : mob name, or rooms separated by ;
    Example  : Hassan is here
    Example  : Midgaard#3001;Midgaard#3002;Midgaard#3003
    Descrip. :
    Allows the mob track to a particular mob or room.  Unlike the ranger track,
    this skill will force mobs to automatically unlock, open, close and lock doors
    that obstruct them.
Skill_UndeadInvisibility: Undead Invisibility
    Skill    : Undead Invisibility
    Domain   : Death lore
    Allows   : Death Lore I
    Invoked  : Automatic
    Example  :
    Allows the priest or paladin to walk among the undead without being assaulted.
SlowLearner: Slow Learner
    Skill    : Slow Learner
    Invoked  : Automatic
    The character does not learn from experience the way most do, gaining fewer
    experience points than most.
SnakeSpeak: Snake Speak
Soiled: Soiled
Song: a Song
    Song     : Lullaby
    Domain   : Singing
    Available: Bard
    Allows   : Sharp Singing I, Echoed Singing I, Resounding Singing I
    Use Cost : Mana (72)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 2
    Commands : SING, SI
    Usage    : SING LULLABY
    Example  : sing lullaby
    Enemies of the bard who hear this song fall fast asleep.
SoundEcho: Sound Echo
    Property   : SoundEcho
    Targets    : Areas, Rooms
    Parameters : [RANGE]
    Example    : 4
    Description:
    Causes sound to echo around the area or room when it occurs.
Specialization_Weapon: Weapon Specialization
    Skill    : Weapon Specialization
    Domain   : Weapon use
    Allows   : Weaponsmithing, Master Weaponsmithing
    Invoked  : Automatic
    The player is a weapon master, gaining bonuses to attack when armed.   Can also
    allow the use of higher level weapons if the focus expertise is taken.
Spell: a Spell
    Spell    : Gravity Slam
    Domain   : Alteration
    Available: Alterer
    Allows   : Extended Altering I, Power Altering I, Reduced Altering I
    Allows   : Ranged Altering I
    Use Cost : Mana (72)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch - Range 5
    Commands : CAST, CA, C
    Usage    : CAST "GRAVITY SLAM" [TARGET NAME]
    Example  : cast "gravity slam" orc
    The caster causes the target to drift upwards momentarily, and then to slam
    back to the ground.  This does horrible damage to the target, and even more so
    to creatures already flying.
Spell_AstralStep: Astral Step
    Spell    : Astral Step
    Domain   : Conjuration
    Allows   : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
    Allows   : Power Conjuring I
    Use Cost : Mana (all)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "ASTRAL STEP" [DIRECTION] (...)
    Example  : cast "astral step" east
    This spell allows the caster to pass through doors by going through the astral
    plane of existence.  The more expertise the caster has, the more doors he or
    she can pass through in a single casting.
Spell_BaseClanEq: Enchant Clan Equipment Base Model
Spell_ClanDonate: Clan Donate
    Spell    : Clan Donate
    Domain   : Conjuration
    Use Cost : Mana (536870912)
    Quality  : Circumstantial
    Targets  : Items
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "CLAN DONATE" [TARGET NAME]
    Example  : cast "clan donate" scroll
    When cast on an item, this spell will send it to the room designated by the
    casters clan boss as the donation room.
Spell_ClanExperience: Clan Experience
    Spell    : Clan Experience
    Domain   : Enchantment/charm
    Use Cost : Mana (5)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])
    Example  : cast "clan experience" 100
    Example  : cast "clan experience" 100 "rough riders"
    This spell drains an amount of experience from the caster and grants it to
    their clan, or the specified clan if they belong to more than one.
Spell_ClanHome: Clan Home
    Spell    : Clan Home
    Domain   : Conjuration
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "CLAN HOME"
    Example  : cast "clan home"
    This spell sends the caster back to the room designated by the casters clan
    boss as the home room.
Spell_DarknessGlobe: Darkness Globe
    Spell    : Darkness Globe
    Domain   : Invocation/evocation
    Allows   : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
    Allows   : Reduced In/Evoking I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "DARKNESS GLOBE"
    Example  : cast "darkness globe"
    Causes an enormous globe of darkness to follow the caster around, enveloping
    everyone in the room, and making the room as dark as a moonless night whereever
    the caster is.
Spell_Exhaustion: Exhaustion
    Spell    : Exhaustion
    Domain   : Alteration
    Allows   : Extended Altering I, Power Altering I, Reduced Altering I
    Allows   : Ranged Altering I
    Use Cost : Mana (50)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Range 1 - Range 5
    Commands : CAST, CA, C
    Usage    : CAST EXHAUSTION [TARGET NAME]
    Example  : cast exhaustion bob
    This spell causes the target to suffer immediate fatigue.
Spell_Flagportation: Flagportation
    Spell    : Flagportation
    Domain   : Conjuration
    Use Cost : Mana (50)
    Quality  : Circumstantial
    Targets  :
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST FLAGPORTATION
    Example  : cast flagportation
    This spell will teleport the caster and his or her group to a random clan flag
    on the map.  The caster must be a clan enchanter or other high member of the
    clan for this spell to work.
Spell_Untraceable: Untraceable
    Spell    : Untraceable
    Domain   : Abjuration
    Allows   : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
    Allows   : Reduced Abjuring I
    Use Cost : Mana (50)
    Quality  : Sometimes Beneficial
    Targets  : Caster only
    Range    : Touch, or not applicable
    Commands : CAST, CA, C
    Usage    : CAST "UNTRACEABLE"
    Example  : cast "untraceable"
    This spell causes the caster to be undetectable to trackers, hunters,
    assassination trackers, gate, and divination spells that attempt to find the
    casters location.
Spell_WellDressed: Well Dressed
    An affect common to wearing exquisite clothing, that results in extra Charisma.
SpellCraftingSkill: Spell Crafting Skill
StdAbility: an ability
StdBomb: a bomb
StdLanguage: Languages
    Command : LANGUAGES
    Usage   : LANGUAGES
    Example : LANGUAGES
    Short(s): LANGS
    Lists any languages that you know, along with your proficiency in them.  To use
    a language type SPEAK [LANGUAGE NAME].
StdSkill: StdSkill
StdTrap: standard trap
SuperPower: a Super Power
    Command  : LIST
    Usage    : LIST POWERS (DOMAIN)
    Example  : list powers
    Shows all the superpower java class names (ability ids) available to your
    archons.
TechSkill: a Tech Skill
    Command  : LIST
    Usage    : LIST TECHSKILLS
    Example  : list techskills
    Shows the list of tech skill java classes (ability ids) available to archons.
TemporaryAffects: Temporary Affects
    Property   : Temporary Affects
    Targets    : Mobs, Items, Exits, Rooms
    Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
    Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
    Parameters : -[ABILITYID/BEHAVIORID]
    Example    : +Mood 10 HAPPY
    Example    : +Clericness 20 Healer
    Example    : +Prop_Hidden 10
    Description:
    Allows the builder to temporarily affect a mob, item, exit, or room with a
    property or behavior that would normally be permanent if applied in a normal
    way.  The first parameter is the ability id or the behavior id, the second is
    the number of ticks that it will last, while the last parameter is optional
    parameters for THAT ability or behavior.  The parameters may be prefixed with a
    plus(+) sign to allow it to stack with other temporary affects.  A minus(-)
    sign followed by an ability or behavior id will prematurely remove the
    temporary affect.
TemporaryImmunity: Temporary Immunity
    Property   : TemporaryImmunity
    Targets    : Mobs
    Parameters : Ability ID/Start time in millis;etc..
    Example    : Disease_Cold/12312312323;Spell_Fireball/123123132
    Description:
    This is used by diseases primarily to provide a mob or player with temporary
    (30 mud hour) immunity to a set of diseases.
Thief_DisassembleTrap: Disassemble Traps
    Skill    : Disassemble Traps
    Domain   : Find/remove traps
    Allows   : Trap Disabling I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Items Exits
    Range    : Touch, or not applicable
    Commands : DISTRAP, DISASSEMBLETRAPS
    Usage    : DISTRAP [ITEM, DIRECTION]
    Example  : distrap east
    Example  : distrap chest
    If an item is trapped, the thief can attempt to disable and safely disassemble
    the trap, recovering the components used to create it.
Thief_ImprovedCaltrops: Improved Caltrops
    Skill    : Improved Caltrops
    Domain   : Trapping
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : IMPROVEDCALTROPS
    Usage    : IMPROVED CALTROPS
    Example  : improvedcaltrops
    The thief drops numerous small light sharp metal objects on the ground around
    him or her. While the thief will be able to avoid them, anyone entering,
    leaving, advancing, or retreating from the room will be have have to avoid them
    or having them pierce deeply into their flesh, doing horrible damage.
Thief_Poison: Deprecated Poison
    Skill    : Deprecated Poison
    Domain   : Poisoning
    Allows   : Poisoning I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : DOPOISON
    Usage    : DOPOISON [TARGET NAME]
    Example  : dopoison orc
    The thief attempts to inflict a poisonous wound the target, making them suffer
    and wither to death.
Thief_Search: Search
    Skill    : Search
    Domain   : Alert
    Allows   : Vigilantly I
    Use Cost : Mana (25) Movement (25)
    Quality  : Circumstantial
    Targets  : Creatures
    Range    : Touch, or not applicable
    Commands : SEARCH
    Usage    : SEARCH
    Example  : search
    This skill allows a thief 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.
Thief_SlickCaltrops: Slick Caltrops
    Skill    : Slick Caltrops
    Domain   : Trapping
    Allows   : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality  : Malicious
    Targets  : Rooms
    Range    : Touch, or not applicable
    Commands : SLICKCALTROPS
    Usage    : SLICK CALTROPS
    Example  : slickcaltrops
    The thief drops numerous small slick metal objects on the ground around him or
    her. While the thief will be able to avoid them, anyone entering, leaving,
    advancing, or retreating from the room will be have have to avoid them or risk
    slipping and hitting the ground, possibly also taking heavy damage from the
    caltrops.
Thief_UnderwaterSounds: Underwater Sounds
    Allows the player to use the Listen skill under water.
ThiefSkill: a Thief Skill
    Command  : LIST
    Usage    : LIST THIEFSKILLS (DOMAIN)
    Example  : list thiefskills
    Shows the list of thief skill java classes (ability ids) available to archons.
Trap_AcidPit: acid pit
    Trap       : Acid Pit
    Targets    : Rooms
    Parameters :
    Description:
    A pit full of acid, triggered when someone enters. Requires some lemons or
    limes.
Trap_AcidSpray: acid spray
    Trap       : Acid Spray
    Targets    : Containers, Doors
    Parameters :
    Description:
    Causes a blast of acid damage. Requires some limes.
Trap_AcidThruPit: small acid pit
    Trap       : Small Acid Pit
    Targets    : Rooms
    Parameters :
    Description:
    A pit full of acid, triggered when someone moves through.
Trap_Avalanche: avalanche
    Trap       : Avalanche
    Targets    : Mountain rooms
    Parameters :
    Description:
    Causes a horrible avalanche of rock to fall on everyone.
Trap_BearTrap: bear trap
    Trap       : Bear Trap
    Targets    : Rooms
    Parameters :
    Description:
    Delivers piercing damage, and makes the victim unable to leave.
Trap_Boomerang: boomerang
    Trap       : Boomerang
    Targets    : Items
    Parameters :
    Description:
    A trap which causes the item to magically return to the inventory of the
    trapper.  This trap is only triggered when someone other than the trapper
    attempts to pick up the item.
Trap_Boulders: boulders
    Trap       : Boulders
    Targets    : Rocky rooms (mountains, hills, etc)
    Parameters :
    Description:
    A trap which causes rocks to assault the victim.  Use stone to build this trap
    and make sure you are in the proper type of room.
Trap_CaveIn: cave-in
    Trap       : Cave-In
    Targets    : Cave Rooms
    Parameters : ('[invoker]') ("[msg]" ...) (: [level])
    Description:
    A trap which causes rocks to fall in front of the exits, blocking all entry and
    exit from the room.  [msg] is replacement messaging for this skill.
Trap_CrushingRoom: crushing room
    Trap       : Crushing Room
    Targets    : Indoor Rooms
    Parameters :
    Description:
    A trap which causes exits to be blocked while the walls close in, crushing all
    those unfortunate enough to be inside when it goes off.
Trap_Darkfall: darkfall
    Trap       : Darkfall
    Targets    : Rooms
    Parameters :
    Description:
    A trap which causes darkness to fall on the area.
Trap_DeepPit: deep pit
    Trap       : Deep Pit
    Targets    : Rooms
    Parameters :
    Description:
    A trap which causes the victim to fall into a deep pit, taking extra damage.
    Triggered on entry.
Trap_DeepThruPit: small deep pit
    Trap       : Small Deep Pit
    Targets    : Rooms
    Parameters :
    Description:
    A trap which causes the victim to fall into a deep pit, taking extra damage.
    Triggered when someone moves through the room.
Trap_ElectricShock: electric shock
    Trap       : Electric Shock
    Targets    : Doors and Containers
    Parameters :
    Description:
    A trap which causes the victim to take shocking damage.
Trap_Enter: Entry Trap
    Trap       : Trap_Enter
    Targets    : Rooms, Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when entering one of the above.
Trap_EnterBlade: Entry Blade Trap
    Trap       : Trap_EnterBlade
    Targets    : Rooms
    Parameters :
    Example    :
    Description:
    A blade trap triggered when entering one of the above.
Trap_EnterGas: Entry Gas Trap
    Trap       : Trap_EnterGas
    Targets    : Rooms, Exits
    Parameters :
    Example    :
    Description:
    A gas trap triggered when entering one of the above.
Trap_EnterNeedle: Entry Needle Trap
    Trap       : Trap_EnterNeedle
    Targets    : Rooms, Exits
    Parameters :
    Example    :
    Description:
    A needle trap triggered when entering one of the above.
Trap_EnterPit: Entry Pit Trap
    Trap       : Trap_EnterPit
    Targets    : Exits
    Parameters :
    Example    :
    Description:
    A pit trap triggered when entering one of the above.
Trap_EnterSpell: Entry Spell Trap
    Trap       : Trap_EnterSpell
    Targets    : Rooms, Exits
    Parameters : Name of the spell; parameters
    Example    : Spell_Fireball
    Example    : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when entering one of the above.
Trap_ExitPit: Entry Pit Trap
    Trap       : Trap_ExitPit
    Targets    : Rooms
    Parameters :
    Example    :
    Description:
    A pit trap triggered when leaving the room.
Trap_ExitRoom: Exit Trap
    Trap       : Trap_ExiRoom
    Targets    : Rooms
    Parameters :
    Example    :
    Description:
    A trap triggered when entering or leaving the room.
Trap_FloodRoom: flood room
    Trap       : Flood Room
    Targets    : Indoor Rooms
    Parameters :
    Description:
    A trap which causes the exits to be blocked while the room fills with water.
Trap_Get: Get Trap
    Trap       : Trap_Get
    Targets    : Items
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when getting an item.
Trap_GetBlade: Get Blade Trap
    Trap       : Trap_GetBlade
    Targets    : Items
    Parameters :
    Example    :
    Description:
    A blade trap triggered when getting an item.
Trap_GetGas: Get Gas Trap
    Trap       : Trap_GetGas
    Targets    : Items
    Parameters :
    Example    :
    Description:
    A gas trap triggered when getting an item.
Trap_GetNeedle: Get Needle Trap
    Trap       : Trap_GetNeedle
    Targets    : Items
    Parameters :
    Example    :
    Description:
    A needle trap triggered when getting an item.
Trap_GetSpell: Get Spell Trap
    Trap       : Trap_GetSpell
    Targets    : Items
    Parameters : Name of the spell; parameters
    Example    : Spell_Fireball
    Example    : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when getting one of the above.
Trap_Gluey: gluey
    Trap       : Gluey
    Targets    : Items
    Parameters :
    Description:
    Covers an item in glue, making it not droppable or removable except by
    anti-curse magic.
Trap_Greasy: greasy
    Trap       : Greasy
    Targets    : Items
    Parameters :
    Description:
    Covers an item in grease, making the person picking it up drop it immediately.
Trap_Ignition: ignition trap
    Trap       : Ignition
    Targets    : Burnable Items
    Parameters :
    Description:
    A trap which makes the item ignite when picked up.
Trap_Infected: infected
    Trap       : Infected
    Targets    : Items
    Parameters :
    Description:
    A trap which gives the victim a disease when the item is picked up.
Trap_Launcher: launcher trap
    Trap       : Launcher
    Targets    : Containers and Doors
    Parameters :
    Description:
    A trap which makes a ranged weapon fire when the item or door is opened.
Trap_MonsterCage: monster cage
    Trap       : Monster Cage
    Targets    : Rooms
    Parameters :
    Description:
    This trap requires a caged monster.  When triggered, the victim is attacked by
    the monster or monsters in the cage.
Trap_Needle: poisoned needle
    Trap       : Poisoned Needle
    Targets    : Containers and Doors
    Parameters : Name of the poison
    Description:
    Causes a poisoned needle to strike the victim.
Trap_NeedlePrick: poisoned pricker
    Trap       : Poisoned Pricker
    Targets    : Items
    Parameters : Name of the poison
    Description:
    Causes a poisoned needle to prick the victim getting the item.
Trap_Noise: noisy trap
    Trap       : Noisy Trap
    Targets    : Containers and Doors
    Parameters :
    Description:
    Causes a loud noise to be heard througout the whole area when triggered.
Trap_Open: Open Trap
    Trap       : Trap_Open
    Targets    : Items (Containers), Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when opening one of the above.
Trap_OpenBlade: Open Blade Trap
    Trap       : Trap_OpenBlade
    Targets    : Items (Containers), Exits
    Parameters :
    Example    :
    Description:
    A blade trap triggered when opening one of the above.
Trap_OpenGas: Open Gas Trap
    Trap       : Trap_OpenGas
    Targets    : Items (Containers), Exits
    Parameters :
    Example    :
    Description:
    A gas trap triggered when opening one of the above.
Trap_OpenNeedle: Open Needle Trap
    Trap       : Trap_OpenNeedle
    Targets    : Items (Containers), Exits
    Parameters :
    Example    :
    Description:
    A needle trap triggered when opening one of the above.
Trap_OpenSpell: Open Spell Trap
    Trap       : Trap_OpenSpell
    Targets    : Items (Containers), Exits
    Parameters : Name of the spell; parameters
    Example    : Spell_Fireball
    Example    : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when opening one of the above.
Trap_PoisonGas: poison gas
    Trap       : Poison Gas
    Targets    : Containers and Doors
    Parameters : Name of the poison
    Description:
    Causes everyone to be struck with a poisonous gas.
Trap_Popper: popping noise
    Trap       : Popping Noise
    Targets    : Items
    Parameters :
    Description:
    Causes a loud popping noise to be heard througout the area when the item is
    picked up.
Trap_RatPit: rat pit
    Trap       : Rat Pit Trap
    Targets    : Rooms
    Parameters :
    Description:
    Creates a pit full of hungry rats from a cage of rats. Triggered on entry.
Trap_RatThruPit: small rat pit
    Trap       : Small Rat Pit Trap
    Targets    : Rooms
    Parameters :
    Description:
    Creates a pit full of hungry rats from a cage of rats. Triggered when moving
    through.
Trap_RoomPit: pit trap
    Trap       : Pit Trap
    Targets    : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit, taking damage. Triggered on entry.
Trap_RoomThruPit: small pit trap
    Trap       : Small Pit Trap
    Targets    : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit, taking damage. Triggered when moving
    through.
Trap_SleepGas: sleep gas
    Trap       : Sleep Gas
    Targets    : Rooms and Containers
    Parameters :
    Description:
    Causes all victims to go to sleep.
Trap_SnakePit: snake pit
    Trap       : Snake Pit
    Targets    : Rooms
    Parameters :
    Description:
    Creates a pit full of angry snakes from a cage of them. Triggered on entry.
Trap_SnakeThruPit: small snake pit
    Trap       : Small Snake Pit
    Targets    : Rooms
    Parameters :
    Description:
    Creates a pit full of angry snakes from a cage of them. Triggered when moving
    through.
Trap_Snare: snare trap
    Trap       : Snare Trap
    Targets    : Rooms
    Parameters :
    Description:
    Causes the victim to be caught in a snaring net.
Trap_Spark: sparking trap
    Trap       : Sparking Trap
    Targets    : Items
    Parameters :
    Description:
    Causes the victim to take fire damage when getting the item.
Trap_SpellBlast: spell blast
    Trap       : Spell Blast
    Targets    : Doors and Containers
    Parameters : The name of the spell
    Description:
    Causes the victim to be struck with a spell.
Trap_SpikePit: spike pit
    Trap       : Spike Pit
    Targets    : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit of spikes, taking bad damage. Triggered on
    entry.
Trap_SpikeThruPit: small spike pit
    Trap       : Small Spike Pit
    Targets    : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit of spikes, taking bad damage. Triggered
    when moving through.
Trap_SporeTrap: spore trap
    Trap       : Spore Trap
    Targets    : Doors and Containers
    Parameters : The name of the disease
    Description:
    Causes the victim to be infected with a disease.
Trap_Trap: a Trap!
    Trap       : Trap_Trap
    Targets    : Items, Exits, Rooms
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when doing something to one of the above.  This is a base
    class for other traps.  Do not use!
Trap_Tripline: tripline
    Trap       : Tripline
    Targets    : Rooms
    Parameters :
    Description:
    Causes the victim to trip and fall down.
Trap_Unlock: Unlock Trap
    Trap       : Trap_Unlock
    Targets    : Items (Containers), Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when unlocking one of the above.
Trap_UnlockBlade: Unlock Blade Trap
    Trap       : Trap_UnlockBlade
    Targets    : Items (Containers), Exits
    Parameters :
    Example    :
    Description:
    A blade trap triggered when unlocking one of the above.
Trap_UnlockGas: Unlock Gas Trap
    Trap       : Trap_UnlockGas
    Targets    : Items (Containers), Exits
    Parameters :
    Example    :
    Description:
    A gas trap triggered when unlocking one of the above.
Trap_UnlockNeedle: Unlock Needle Trap
    Trap       : Trap_UnlockNeedle
    Targets    : Items (Containers), Exits
    Parameters :
    Example    :
    Description:
    A needle trap triggered when unlocking one of the above.
Trap_UnlockSpell: Unlock Spell Trap
    Trap       : Trap_UnlockSpell
    Targets    : Items (Containers), Exits
    Parameters : Name of the spell; parameters
    Example    : Spell_Fireball
    Example    : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when unlocking one of the above.
Trap_Vanishing: vanishing trap
    Trap       : Vanishing Trap
    Targets    : Items
    Parameters :
    Description:
    Causes the item to become invisible when picked up.
Trap_WeaponSwing: weapon swing
    Trap       : Weapon Swing
    Targets    : Doors and Containers
    Parameters :
    Description:
    Causes a weapon to strike the victim.
Truce: Truce
    Ability    : Truce
    Parameters : Empty, or Name of other party
    Example    : DECLARETRUCE bob
    Description:
    This affect, when applied, prevents combat between the affected mob and one
    other for a period. The period is very brief with automatically applied (from
    wands, etc), and longer otherwise.

    When applied as a permanent property with a Name parameter, the truce will
    exist with mobs of that name forever.  When applied as a permanent property
    with No parameter, the truce will begin the moment the affected mob kills any
    mob, and persist for 30 seconds.
Undead_ColdTouch: Cold Touch
    Ability    : Undead_ColdTouch
    Parameters :
    Example    :
    Description:
    An attack which, if successful, gives the target a strength and constitution of
    3.
Undead_EnergyDrain: Energy Drain
    Ability    : Undead_EnergyDrain
    Parameters :
    Example    :
    Description:
    An attack which, if successful, drains the target of temporary levels.
Undead_LifeDrain: Drain Life
    Ability    : Undead_LifeDrain
    Parameters :
    Example    :
    Description:
    An attack that is almost identical to the mage Drain spell, without the magical
    nature.  It causes the target to lose mana.
Undead_WeakEnergyDrain: Weak Energy Drain
    Ability    : Undead_WeakEnergyDrain
    Parameters :
    Example    :
    Description:
    An attack which, if successful, drains the target of temporary levels for a
    short time.
WanderHomeLater: WanderHomeLater
    Ability    : WanderHomeLater
    Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false)
    Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false)
    Parameters : (RESPECTFOLLOW=true/false)
    Example    : once=false areaok=true minticks=10 maxticks=20
    Description:
    By default, as soon as a mob with this ability finds himself able to move, and
    no longer in combat, and not following anyone, and the room clear of PCs, he
    will wander back to his start room until he finds himself, once again, far from
    home.

    The default behavior can be modified with parameters.  AREAOK will allow the
    mob to wander, so long as he stays in his home area, only returning home if he
    finds himself outside his area.  IGNOREPCS will allow the mob to wander home
    even if other PCs are in the room watching him.  IGNOREFOLLOW will allow the
    mob to wander home even if he is following someone, magically or otherwise.
    RESPECTFOLLOW will immediately negate this property if the mob is ever
    following anyone. ONCE will make this property work only one time, deleting
    itself after the mob has gone home. MINTICKS and MAXTICKS set a limit on how
    long the mob can be away from home before considering a return trip; by
    default, MINTICKS and MAXTICKS are 0, meaning the mob is constantly trying to
    get home.
WeakParalysis: Weak Paralysis
    Ability    : WeakParalysis
    Parameters :
    Example    :
    Description:
    An attack which, if successful, paralyzes the victim for a few short ticks.
WingFlying: Winged Flight
    Ability    : WingFlying
    Parameters :
    Example    :
    Usage      : FLAP
    Description:
    The ability to control winged flight.
WolfSpeak: Wolf Speak
WormSpeak: Worm Speak