Properties Reference

CoffeeMud 5.9

Behaviors
Properties/Affects

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.

Adorable: Adorable

 
Skill : Adorable
Domain : Racial ability
Invoked : Automatic
The character is just so adorable that higher level players and creatures
simply won't attack them, and they get a natural charisma boost.

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


			

Archon_Peacefully: Peacefully

 
Skill : Peacefully
Domain : Archon
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch - Range 10
Commands : PEACEFULLY
Usage : PEACEFULLY [COMMAND]
Example : peacefully kill bob
Allows the player to issue a command that would start combat, but then
immediately end combat before things get out of control.

ArchonSkill: an Archon Skill


			

ArtisanalFocus: Artisanal Focus

 
Skill : Artisanal Focus
Domain : Artistic
Allows : Artsy I
Use Cost : None
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Artisans can use their choices of skill training and expertises to focus in
certain areas, and thereby be known by that skill specialization. This can be
like "Farmer", "Rancher", "Smith", "Tailor", "Sculptor", "Prospector", "Chef",
"Carpenter", "Architect", or "Artist. This focus notoriety can be toggled by
entering ARTFOCUS, but is activated by default.

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.

Banishment: Banishment

Property   : Banishment 
Targets : Mobs
Parameters : [AREA NAME](;[AREA NAME] .. )
Example : Midgaard
Description:
This mob property makes them unable to enter the area. If the area has child
areas they will not be able to enter those either. Even recalling into the
area won't work.

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.

Blessing: Blessing

 
Skill : Blessing
Domain : Racial ability
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BLESSING
Usage : BLESSING [TARGET NAME]
Example : blessing orc
The character bestows a mundane blessing upon the target. This has the effect
of making the target feel better and more confident, giving a small armor bonus
and a good aura. It also has the bizarre effect of removing Curses, which
turned to be nothing more than illusions in the target's head to begin with.

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       : Poison Gas 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 : Ranged Altering I, Ignalist I, Reduced Altering I
Allows : Extended Altering I, Power 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.Chants typically consume mana at amounts that decrease as the player
gains levels. However, you might need to wait before using the same chant
again.

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.

Chant_Sunbeam: Sunbeam

 
Chant : Sunbeam
Domain : Weather mastery
Allows : Weather Mastering I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT SUNBEAM
Example : chant "sunbeam"
This chant will create a light beam of sunlight which will follow the druid
around, illuminating any dark places the druid may enter.

ChickenSpeak: Chicken Speak


			

ChimpSpeak: Chimp Speak


			

CombatFrenzy: Combat Frenzy

 
Skill : Combat Frenzy
Domain : Racial ability
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : COMBATFRENZY
Usage : COMBATFRENZY
Example : combatfrenzy
This ability allows one to enter a state of blind combative frenzy. Thus
worked up to, the player gains temporary hit points, hits more often and does
more damage in combat, but also becomes easier to hit.

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: Several Classes
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANCRAFT
Usage : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example : clancraft flag
: : clancraft list
: : clancraft list flag
: : clancraft list all
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill.
The majority of items crafted using this skill serve the CONQUEST system, and
only work on mobs in conquered areas. See the help on CONQUEST for more
information on how to use the items. The extent of the items which can be
crafted expands as the player goes up in level. To begin crafting, the player
must have placed the materials he or she wishes to make the item from on the
ground. Using better materials will increase both the strength and the
required level of the crafted item, and some material types require smaller
amounts to make the same items.

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. Dances typically consume mana at amounts that decrease as the player
gains levels. However, you might need to wait before starting the same dance
again.

DeerSpeak: Deer Speak


			

DiligentStudying: Diligent Studying

 
Skill : Diligent Studying
Allows : Quick Working I, 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_Anemia: Anemia

Disease    : Amemia 
Parameters :
Example :
Description:
This disease causes the sufferer to be weaker and slower than usual. It is not
contagious.

Disease_Anosmia: Anosmia

Disease    : Anosmia 
Parameters :
Example :
Description:
Anosmia is the inability to smell

Disease_Anthrax: Anthrax

Disease    : Anthrax 
Parameters :
Example :
Description:
This horrid disease depletes constitution until death. It is the occasional
affliction of sheep. It is spread by contact.

Disease_Apathy: Apathy

Disease    : Apathy 
Parameters :
Example :
Description:
This disease removes the will do use benevolent skills. It is spread by being
spoken to by someone else with it.

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_Blindness: Blindness

Disease    : Blindness 
Parameters :
Example :
Description:
Blindness is the inability to see.

Disease_Cancer: Cancer

Disease    : Cancer 
Parameters :
Example :
Description:
This disease depletes 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_ColorBlindness: Color Blindness

Disease    : Color Blindness 
Parameters :
Example :
Description:
Inhibits the ability to see color in the victim. Not contagious.

Disease_Deafness: Deafness

Disease    : Deafness 
Parameters :
Example :
Description:
Deafness is the inability to hear.

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_Diabetes: Diabetes

Disease    : Diabetes 
Parameters :
Example :
Description:
This disease causes the sufferer to be at a greater risk of obesity, and to
have occasional bouts of nausea.

Disease_Diarrhea: Diarrhea

Disease    : Diarrhea 
Parameters :
Example :
Description:
This humiliating stomach ailment makes one susceptible to certain kinds of
humiliating attacks, and to make matters worse, makes one likely to soil
themselves.

Disease_Eczema: Eczema

Disease    : Eczema 
Parameters :
Example :
Description:
This itchy skin condition affects ones dexterity and charisma for a time. It
is contracted in dry conditions, but is not contagious.

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_FilthFever: Filth Fever

Disease    : Filth Fever 
Parameters :
Example :
Description:
Caused by injury while being filthy, this disease causes extreme loss of
charisma, and a bit of constitution. It persists even after getting cleaned
up.

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_FootFungus: Foot Fungus

Disease    : Foot Fungus 
Parameters :
Example :
Description:
Foot Fungus afflicts the feet horribly. It makes it impossible to wear shoes,
reduces movement by half, produces a horrid foot smell, prevents running, and
causes one to limp. It is caught by wandering around swamps.

Disease_FrostBite: Frost Bite

Disease    : Frostbite 
Parameters :
Example :
Description:
Frost bite afflicts a single extremity, 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 depletes 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 depletes constitution until death. It is only caught from
combat with mummys. It is not contagious.

Disease_Muteness: Muteness

Disease    : Muteness 
Parameters :
Example :
Description:
Being Mute is the inability to speak.

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_Nausea: Nausea

Disease    : Nausea 
Parameters :
Example :
Description:
This temporary condition causes one to throw up. While not strictly contagious,
it can cause those who witness the vomiting to become sympathetically nauseous
for a short time.

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_RadiationSickness: Radiation Sickness

Disease    : Radiation Sickness 
Parameters :
Example :
Description:
This serious condition causes ones constitution to decrease slowly over time
until death. It is difficult to cure, and can occasionally cause migraines or
diarrhea.

Disease_RoyaltyRot: Royal Rot

Disease    : Royalty Rot 
Parameters :
Example :
Description:
This serious condition, also known as the Royal Disease, or Hemophilia, causes
excess and more frequent bleeding, a loss of strength, and a chance to faint
when walking around. It is associated with proximity to the undead.

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_Scabies: Scabies

Disease    : Scabies 
Parameters :
Example :
Description:
This disease has causes itching in the crotch reason. It is spread sexually.

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 depletes 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 depletes 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_Tourettes: Tourettes

 
Skill : Tourettes
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISEASE
Disease : Tourettes
Parameters :
Example :
Description:
The disease of tourettes syndrome is a genetic disorder that causes the victim
to spontaneously blurt out curses and obscenities. The mundane form of this
disease 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_Vertigo: Vertigo

Disease    : Vertigo 
Parameters :
Example :
Description:
This condition causes dizziness and loss of direction, making the sufferer
occasionally fall down or go in some unintended direction.

Disease_WritersBlock: Writers Block

Disease    : Writers Block 
Parameters :
Example :
Description:
This disease makes one too uninspired to do any more writing for anywhere from
a single tick up to a mud month. It is caused by frequently writing garbage.

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.

Disease_Zika: Zika

Disease    : Zika 
Parameters :
Example :
Description:
This difficult-to-detect diseases causes a loss of maximum intelligence, but is
not contagious.

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.

DrugCutting: Drug Cutting


			

Druid_ShapeShift10: Tenth Totem


			

Druid_ShapeShift11: Eleventh Totem


			

Druid_ShapeShift6: Sixth Totem


			

Druid_ShapeShift7: Seventh Totem


			

Druid_ShapeShift8: Eighth Totem


			

Druid_ShapeShift9: Ninth Totem


			

DuckSpeak: Duck Speak


			

Dueler: Dueler

Ability    : Dueler 
Parameters :
Example :
Description:
This ability governs two dueling players.

Dusty: Dusty


			

ElephantSpeak: Elephant Speak


			

Encrypto: Encrypto

A secret encryption language derived from common.

EnhancedCraftingSkill: Enhanced Crafting Skill


			

ExtAbility: an ability


			

ExtraData: Extra Data

Ability    : ExtraData 
Parameters : [XML Document]
Example : <VARNAME>my value</VARNAME>
Description:
An internal use property for attaching random keypair data to any Modifiable
and Generic object.

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.

Familiarity_Armor: Armor Familiarity

 
Skill : Armor Familiarity
Domain : Armor use
Allows : Armor Optimizing I
Invoked : Automatic
The player is familiar with armor they have crafted themselves, gaining an
armor bonus from wearing the product of their own hands.

Familiarity_Bow: Bow Familiarity

 
Skill : Bow Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with bows they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.

Familiarity_Dagger: Dagger Familiarity

 
Skill : Dagger Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with daggers they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.

Familiarity_FlailedWeapon: Flailed Weapon Familiarity

 
Skill : Flailed Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with flailed weapons they have crafted themselves,
gaining an attack bonus from wielding the product of their own hands.

Familiarity_Natural: Racial Weapon Familiarity

 
Skill : Racial Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with natural racial weapons they have crafted
themselves, gaining an attack bonus from wielding the product of their own
hands.

Familiarity_Polearm: Polearm Familiarity

 
Skill : Polearm Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with polearms they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.

Familiarity_Weapon: Weapon Familiarity

 
Skill : Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with weapons they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.

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_CrescentKick: Crescent Kick

 
Skill : Crescent Kick
Domain : Kicking
Allows : Iron Kicking I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the fighter is unarmed, he or she has this ability to deliver an
extra attack per round using a swift, sweeping crescent kick.

Fighter_FastSlinging: Fast Slinging

 
Skill : Fast Slinging
Domain : Martial lore
Allows : Martial Lore I, Combat Fluidity 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_SnapKick: Snap Kick

 
Skill : Snap Kick
Domain : Kicking
Allows : Iron Kicking I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the fighter is unarmed, he or she has this ability to deliver an
extra attack per round using a swift, forward kick.

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

FoodBegging: Food Begging

 
Skill : Food Begging
Domain : Racial ability
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BEG4FOOD, BEGFORFOOD, FOODBEGGING
Usage : BEG4FOOD [TARGET]
Example : beg4food joe
This skill allows the character to begin making cute faces at the target,
compelling them to give up any food they might have.

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

Gait: Mood

Command : GAIT 
Usage : GAIT LIST/[MOOD NAME]
Example : gait normal
Example : gait list
Short(s):
This command changes how you normally walk from room to room. You can enter
GAIT LIST to get a list of valid gaits.

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 : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power 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, Advanced Crafting I, Quick Crafting 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
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SPEAK
This language is not yet documented.

GoatSpeak: Goat Speak


			

GooseSpeak: Goose Speak


			

Gore: Gore

 
Skill : Gore
Domain : Racial ability
Invoked : Automatic
This ability makes the character especially deadly with natural piercing
weapons, dealing considerably more damage.

GravityFloat: GravityFloat


			

Grazing: Grazing

 
Skill : Grazing
Domain : Racial ability
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : GRAZE
Usage : GRAZE
Example : graze
The player is able to feast off the land of the open plains to satiate his or
her hunger. And when continueing to graze even after, can fill additional
stomachs, allowing him or her to "chew their cud" to satiate hunger without
eating in the future.

GreatBirdSpeak: GreatBird Speak


			

Hamstring: Hamstring

 
Skill : Hamstring
Domain : Racial ability
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HAMSTRING
Usage : HAMSTRING [TARGET NAME]
Example : hamstring orc
This brutal skill allows the player to lash out at the enemy?s leg, attempting
to severe crucial tendons. If successful, the target will lose maximum
movement, dexterity, and be unable to flee or run for the duration of the
effect. Fortunately for the target, this effect is cured by healing and
bandaging.

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.

MasterPaintingSkill: Master Painting Skill


			

Milkable: Milkable

 
Skill : Milkable
Domain : Racial ability
Invoked : Automatic
Usage : MILK (ok/no)
Usage : MILK [TARGET] (INTO) [CONTAINER]
Example : milk ok
Example : milk cow bucket
The creature is capable of being milked for some amount per day. The creature
can use the MILK command to enable or disable their cooperation with being
milked by entering MILK OK, or MILK NO. Another character can then milk the
cooperative creature by giving a target milkable creature, and a container for
the milk to go into. Please note that the arguments for this command are
opposite to the FILL command, depite being similar in purpose.

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


			

PaintingSkill: Painting Skill

 
Skill : Painting
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 12.
Allows : Warrants, Quick Working I, Decorating, Quick Worker I
Allows : Master Floristry, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAINT, PAINTING
Usage : PAINT WALL/[ITEM NAME]
Example : paint wall
: : paint a sheet of canvas
This skill allows a player to make artistic paintings on either canvas or
silkscreen, such as those made with the Papermaking skill. The player is also
able to create and destroy "wall" paintings in a privately owned room. "Wall"
paintings are unlisted, ungettable items in a room which can nevertheless be
LOOKed at.

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 +[7X(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 and lawful 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 purity. 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

 
Prayer : Remove Paralysis
Domain : Restoration
Available: Healer Oracle
Allows : Restoring I
Alignment: pure goodness, good
Use Cost : Mana (58)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REMOVE PARALYSIS" [TARGET NAME]
Example : pray "remove paralysis" bob
Removes any unholy paralysis from the target.

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.
Songs typically consume mana at amounts that decrease as the player gains
levels. However, you might need to wait before starting the same song again.

Play_Instrument: Instruments

 
Skill : Play Instrument
Domain : Artistic
Available: Numerous Classes
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.

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 constitution, and strength and attack a lot. 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: Decrepifier

Ability    : Decrepifier 
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.

PoisonousBite: Poisonous Bite

 
Skill : Poisonous Bite
Domain : Racial ability
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BITE
Usage : PBITE [TARGET NAME]
Example : pbite orc
This ability allows one to deliver a vicious mundane bite that does a bit of
damage, but will also sometimes inflict a poison.

Power_OctoArms: Octo-Arms


			

Power_OctoGrapple: Octo-Grapple


			

Power_SuperClimb: Super Climb


			

Power_TrapSense: Trap Sense


			

Power_WebSpinning: Web Spinning


			

Prayer: a Prayer

 
Prayer : Silent
Domain : Corruption
Available: Cleric Necromancer
Allows : Corrupting I
Alignment: pure evil, evil
Use Cost : Mana (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "SILENT" [TARGET NAME]
Example : pray "silent" bob
The caster inflicts the inability to speak upon the target, inhibiting wand
usage, verbal spellcasting, and other important speaking abilities.

Prayer_AnimalSpirit: Animal Spirit

 
Prayer : Animal Spirit
Domain : Communing
Allows : Communing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : ANIMALSPIRIT
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
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
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_TaintOfChaos: Taint of Chaos

 
Prayer : Taint of Chaos
Domain : Cursing
Allows : Cursing I
Alignment: pure chaotic, chaotic
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "TAINT OF CHAOS" [TARGET NAME]
Example : pray "taint of chaos" orc
This prayer causes the target to have the taint of a chaotic curse. This curse
makes the target drawn towards wilful and chaotic actions. Others perceive all
actions performed by the afflicted as less lawful and orderly, resulting in
less lawful alignment gain from orderly actions.

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_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_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_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_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_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...]/NOCLOSE/MESSAGE=[STR];...
Example : twist knob;tw knob;twi knob;noclose
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. In addition to a series of command words, you can also
use the NOCLOSE keyword to also disable the standard close command for the
exit/item, or use MESSAGE= to change the message sent to the room, which can
use <S-NAME> for the actor, and <T-NAME> for the item.

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, MATERIAL, or SUBTYPE). 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, Rooms, Areas
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], DIFFADD=[NUM], DIFFPCT=[PCT%]
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. The difficulty of the mob relative to the level change
can also be affected using DIFFADD and DIFFPCT. These will change the
difficulty of the mob relative to their level.

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 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 all spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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_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
Misc : debuf-duration (pct is the maximum debuf ticks remain)

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 all
spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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_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.).
The parameters can also start with the word CONTENT to have the zapper apply
equally to a container and its contents (at least until the thing with the
zapper is separated from the container). See AHELP ZAPPERMASK, where allowed
can possess, and disallowed is zapped.

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 all spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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_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!).

See AHELP ZAPPERMASK, where allowed is improved, and disallowed is not.

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.


See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared.

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]) (LEVEL=NONE/HIGH/ADD)
Parameters : (REMOVABLE=[TRUE/FALSE]) ; [XML]
Example : NUM=4 TYPE=Gems REMOVABLE=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 REMOVABLE property sets whether the items in the slots may be
removed. The LEVEL argument affects how slot fillers affect the item level:
none, equal to the highest, or added together. See also Prop_ItemSlotFiller.

Prop_ItemSlotFiller: Provides for enhanced item slots.

Property   : Prop_ItemSlotFiller 
Targets : ITEMS (NOT CONTAINERS)
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
Parameters : (ADDS=[ID(args),...])
Example : NUM=4 TYPE=Gems REMOVABLE=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.

The ADDS property is a comma delimited list of Ability IDS should should be
added to an item whose slot is filled by this one. Arguments to the ablilities
can be given in parenthesis().

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)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-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)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-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_LimitedContents: Limited Content Types

Property   : Prop_LimitedContents 
Targets : Items, Rooms, Areas
Parameters : [MAX NUM] ([MASK]) (; [...] / MSG="[MESSAGE]" ACTUAL=[T/F])
Example : 3 -javaclass +genweapon
Example : 3;msg="Can't do it!"
Description:
This property will ensure that no more than the given number of items that
match the given mask may be either put into the container, or dropped in a
room. Multiple masks may be specified.

Prop_LimitedEquip: Limited Equips Item

Property   : Prop_LimitedEquip 
Targets : Items
Parameters : [MAX EQUIPPED](;ID="[IDENTIFIER]" MESSAGE="[MESSAGE]")
Example : 3
Example : 3;id="my unique id" message="Can't do it!"
Description:
This property will ensure that no more than the given number of items with the
same name (or ID) as the ones with this property can be equipped by someone at
the same time.

Prop_LimitedItems: Limited Item

Property   : Prop_LimitedItems 
Targets : Items
Parameters : [MAX ITEMS](;ID="[IDENTIFIER]")
Example : 3
Description:
This property will ensure that no more than the given number of items with the
same name (or ID) 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]
Parameters : (;ABSOLUTE) (;PLAYEROK) (;TIMEOUT=[SEC])
Example : AREA
Example : ROOM PLAYEROK TIMEOUT=44
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. If the PLAYEROK argument is given, then the item can be moved anywhere
so long as a player is holding, riding, or being followed by the bound thing.
If the TIMEOUT argument is given, then the item can be moved outside its bound
only until the timer expires. If the ABSOLUTE argument is given, then the AREA
and ROOM argument are no longer relative, but absolute to the starting room of
the bound item, as if the room number or area name had been specified.

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
Example : GRID 1000000
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. 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_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 : ([BEHAVIOR ID] [BEHAVIOR ARGUMENTS])
Description:
This property, by default, 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. However, if the first word of the arguments is a
valid Behavior ID, then this property can encapsulate ANY behavior with all
arguments after the first being the arguments of that behavior.

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. Other arguments include:
NEGATIVE to apply only to lost experience, or POSINEGA to apply to positive and
negative experience. POSITIVE experience only is the default. 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. For valid
masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not
modified.

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. For valid masks,
see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not.

Prop_MoveRestrictor: Moving restrictor

Property   : Prop_MoveRestrictor 
Targets : MOBs, Rideables
Parameters : (CHANCE=[NUMBER 0-100])
Parameters : (NOLOCALES="[LOCALE],...") (ONLYLOCALES="[LOCALE],...")
Parameters : (NODOMAINS="[DOMAIN],...") (ONLYDOMAINS="[DOMAIN],...")
Parameters : (SEARCH="[STR]") (ISEARCH="[STR]") (MSEARCH="[STR]")
Parameters : (MESSAGE="<S-NAME> [PREDICATE]") (PUBLIC=TRUE/FALSE)
Parameters : (DISMOUNT=[TRUE/FALSE]) (CAST="[ABILITY ID];...")
Example : nolocales="WOODS,SWAMP" message="<S-NAME> will not enter!"
public=true
Description:
According to the given percentage CHANCE (default 100%), this property
restricts the ability of a mob or rideable to enter rooms of a particular spec.
NODOMAINS can list the types of rooms that cannot be entered, whereas
ONLYDOMAINS lists the types of rooms that can be entered, restricting all
others. Both are comma-delmited lists. Indoor DOMAINS include: STONE, WOODEN,
CAVE, MAGIC, and METAL. Outdoor DOMAINS include: CITY, WOODS, ROCKY, PLAINS,
UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
SPACEPORT, SEAPORT.

NOLOCALES can list the types of rooms that cannot be entered, whereas
ONLYLOCALES lists the types of rooms that can be entered, restricting all
others. Both are comma-delmited lists. See LIST LOCALES for a list of valid
room locale ids.

The SEARCH string allows room restricting based on a key phrase in the
potential room title or description. MSEARCH restricts based on mobs in the
potential room, and ISEARCH based on items in the potential room.

The MESSAGE parameter allows you to set the string that the person trying to
move into the room sees when it is restricted. Use <S-NAME> as a substitute
for the persons name. The PUBLIC parameter decides whether everyone sees the
message (true), or only the person trying to move (false).

The DISMOUNT will automatically dismount any riders on the affected.

The CAST parameter allows you to cause a spell to be cast upon all the
properties mover, or upon all the riders, when they try to enter a room that is
restricted.

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..] (NOSUMMON=TRUE)
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. By default, mob summoning skills, such as monster summoning, ARE
allowed, but can also be disabled with nosummon=true.

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...]/NOOPEN/MESSAGE=[STR];...
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. In addition to a series of command words, you can also
use the NOOPEN keyword to also disable the standard open command for the
exit/item, or use MESSAGE= to change the message sent to the room, which can
use <S-NAME> for the actor, and <T-NAME> for the item.

Prop_OpenPassword: Opening Password

Property   : Prop_OpenPassword 
Targets : Containers, Exits
Parameters : [PASSWORD]/[LANGUAGEID];[PASSWORD]{;[MESSAGE])
Example : open sesame
Example : Orcish;open sesame
Example : ;open sesame;<T-NAME> opens!
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. If a
language (or blank) is specified, then an open message may also be specified.

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, if 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] SIEGEWEAPONS=[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.
See AHELP ZAPPERMASK, where allowed can enter, and disallowed is not.

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 ([PARMS])
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. The parm
MESSAGE="message" may be added to change the error message seen.

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 : 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:
Gives a mob natural resistances and immunities. 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
Misc : debuf-duration (pct is the maximum debuf ticks remain)

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_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
Parameters : (PERSIST=true)
Example : 100000
Example : 100 persist=true;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.

If persist is set to true, then the mob will stop following the player, but
remain in the game when the player logs out.

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 : 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:
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. 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
Misc : debuf-duration (pct is the maximum debuf ticks remain)

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_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 all spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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_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.) For valid masking parameters, see AHELP
ZAPPERMASK, where allowed can ride, and disallowed is zapped.

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_RoomRedirect: Room Redirect Property

Property   : Prop_RoomRedirect 
Targets : Areas, Room
Parameters : [ROOM ID]=[ZAPPERMASK](;[ROOM ID]=[ZAPPERMAKS] ... )
Example : Midgaard#3001=-name +bob;Midgaard#3005=-name +joe
Description:
Allows a room or area to redirect players into another room based on a
zappermask check of them. Multiple masks and entries may be included, and each
entry is separated by semicolons. An entry is a room id followed by an equal
sign and a zapper mask. An empty room ID will let the player enter the room or
area as normal. This property allows players to be redirected based on a mask,
but won't fool more programmatic mapping systems, such as concierge behavior or
tracking skills. Once active, only SYSMSGS can be used to re-enter the based
room regardless of settings.

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_ShortEffects: Short Effects

Property   : Prop_ShortEffects 
Targets : MOB
Parameters : ([MAX TICKS];)([ABILITY MASK])
Example : 3;+SKILLFLAG -DANCING -SINGING -PLAYING
Description:
Makes the mob with this property more resiliant against effects by limiting
their tick-down time. Useful for bosses and elite mobs.

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_Sounder: Reactive Noise

Property   : Prop_Sounder 
Targets : Areas, Room, Item, Mobs, Exits
Targets : Room, MOBs, Items, Areas
Parameters :([EMOTE TRIGGER] [EMOTE STRING];)
Example : enter wiggles his bottom.;sleep smiles evilly.;mount burps!
Example : wear $p looks good on you.;remove Now you don't look so
good.;remove_room $n doesn't look so good.

A lightweight alternative to the Emoter and Sounder behaviors, this allows you
to create very simple emoting triggers based on event triggers instead of
pro-active tick triggers, such as getting an item, or leaving a room. Each
emote trigger is semicolon (;) separated. Valid emote triggers include the
following:
GET - if an item is gotten (or THE item), this will emote to the getter.
GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
the getter).
DROP - if an item is dropped (or THE item), this will emote to the getter.
DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
(not the getter).
PUSH - if an item is pushed (or THE item), this will emote to the pusher.
PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
(not the pusher).
PULL - if an item is pulled (or THE item), this will emote to the pulled.
PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
(not the puller).
EAT - if an item is eaten (or THE item), this will emote to the eater.
EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
the getter).
MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
(not the getter).
DRINK - if an item is drunk (or THE item), this will emote to the drinker.
DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
(not the getter).
SIT - if an item is sat on (or THE item), this will emote to the sitter.
SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
the getter).
SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
(not the getter).
WEAR - if an item is worn (or THE item), this will emote to the wearer.
WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
the getter).
OPEN - if an item is opened (or THE item), this will emote to the wearer.
OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
(not the getter).
CLOSE - if an item is closed (or THE item), this will emote to the wearer.
CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
(not the getter).
HOLD - if an item is held (or THE item), this will emote to the wearer.
HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
the getter).
WIELD - if an item is wielded (or THE item), this will emote to the wearer.
WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
(not the getter).
REMOVE - if an item is removed (or THE item), this will emote to the remover.
REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
(not the getter).
PORTAL_ENTER - if the room is entered, this will emote to the one entering.
PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
the room.
PORTAL_EXIT - if the room is left, this will emote to the one leaving.
PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
room.
DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
hurting.
DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
others in the room.
FIGHT - if the object is attacking, or used to attack, this will emote to the
one attacking.
FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
the others in the room.

The emote strings may be any text, and the following codes may be included:
$p - the name of the item with the behavior.
$n - the name of the source of the emote, or the source of the trigger.
$e - the he/she of $n.
$s - the his/her of $n.

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) (SKILLS)
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 : (MESSAGE="[message]") (AMBIANCE="[ambiance]") (DROPOFF=[T/F])
Example : message="You can't sell that."
Description:
Makes the mob or item unable to be sold to a shopkeeper. The message shown and
whether the item has an ambiance can also be set, and whether this property is
automatically removed when the item is dropped.

Prop_UseAdjuster: Adjusting stats when used

Property   : Prop_UseAdjuster 
Targets : Items
Parameters : statistic names followed by a +, -, or = and a value
Parameters : (reversed)
Parameters : The above parameters may be followed by an optional mask
Example : move+100 class=thief race=elf gender=F
Example : dex-1 reversed MASK=-Race +Dwarf
Description:
When the item with this property is used in a particular way, the listed
effects will be permanently given to the owner. For items, trigger use
includes:
Food, Drink: EAT/DRINK
Weapon: Doing damage with (can be reversed)
Container: Putting something into
Armor: Taking damage while wearing properly
The REVERSED parameter is special, and means that instead of the effect going
to the owner of the item, it goes to the other party in a trigger, such as to
the target instead of the owner when a weapon does damage, or to the attacker
instead of the owner when taking damage with an armor.
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_UseEmoter: Emoting when used

Property   : Prop_UseEmoter 
Targets : Item
Parameters : Flags, pct chance, emote strings, ';' separated.
Example : chance=25;wiggles his bottom.;smiles evilly.;burps!
Example : smell chance=25 ;smells horrible!;is really stinky!
Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
Example : broadcast sound chance=25;grumbles!;eeeks!
Example : chance=25;sound grumbles!;visual leers broadly.;social smile
Description:
This property defines a serious of emotes, one of which is triggered when an
item is used, such as armor worn, weapon wielded, container filled, drinkable
filled. All emote strings are separated by the semicolons shown above. The
first parameter can be empty for defaults,the percent chance of occurrence
after the event occurs, a list of rooms where the emoter MUST be for the emoter
to work (inroom=...), a tag to make the emote sound based (sound), a tag to
make the emote smell based (smell), a tag to make the emote broadcast to
adjacent rooms (broadcast), or a tag to make the message private to the actor
(private).
You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
the type of emote for the rest of the string. The last example shows how to
enter a mixed emote.

Prop_UseEmoter2: Emoting when used

Property   : Prop_UseEmoter2 
Targets : Item
Parameters : Flags, pct chance, emote strings, ';' separated.
Example : See Prop_UseEmoter
Description:
This property defines a serious of emotes, one of which is triggered when an
item is used, such as item gotten, food ate or drank, or liquid poured. All
emote strings are separated by the semicolons shown above. The first parameter
can be empty for defaults,the percent chance of occurrence after the event
occurs, a list of rooms where the emoter MUST be for the emoter to work
(inroom=...), a tag to make the emote sound based (sound), a tag to make the
emote smell based (smell), a tag to make the emote broadcast to adjacent rooms
(broadcast), or a tag to make the message private to the actor (private).
You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
the type of emote for the rest of the string. The last example shows how to
enter a mixed emote.

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 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 all spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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 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 all spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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.
For valid masking parameters see AHELP ZAPPERMASK, where allowed can wear, and
disallowed is not.

Prop_WearResister: Resistance due to worn

Property   : Prop_WearResister 
Targets : Items (armor and weapons principally)
Parameters : resistance names followed by percentages
Parameters : Parameters may be followed by an optional mask
Parameters : May include optional LAYERED flag
Example : magic 50% poison -10%
Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
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. 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
Misc : debuf-duration (pct is the maximum debuf ticks remain)

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_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 all spell casts.
The flag TICKS=[NUMBER] can be used to shorted the length of all subsequent
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_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.) For valid masking parameters, See AHELP
ZAPPERMASK, where allowed can wear, and disallowed is zapped.

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 or *
Example : Don't worry about it
Example : *
Description:
Either a temporary affect automatically added to all quest mobs and items both
created and existing, or , if the parameter is *, a permanent effect to
restrict an item or mob from being selected for a quest. 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.

QuickSwipe: Quick Swipe

 
Skill : Quick Swipe
Domain : Racial ability
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : QUICKSWIPE, QSWIPE
Usage : QUICKSWIPE [TARGET NAME]
Example : quickswipe orc
The thief will attempt to take a random small worn item, or a bit of shiny
money from the target, and then immediately flee.

Quills: Quills

 
Skill : Quills
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : QUILLS
Usage : QUILLS [TARGET]
Example : quills orc
Being covered in sharp quills, this ability will automatically harm an attacker
who gets in range. It can also be used to project quills at a nearby enemy for
extra piercing damage.

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


			

Scavenge: Scavenge

 
Skill : Scavenge
Domain : Racial ability
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : SCAVENGE
Usage : SCAVENGE [TARGET BODY]
Example : scavenge body
With this skill, a dead body can be scavanged for parts, especially the last
bits of meat.

Shaming: Shaming

One who is being publicly shamed, and cannot be interacted with, or even
directly spoken to or about.

SheepSpeak: Sheep Speak


			

ShootWeb: Shoot Web

 
Skill : Shoot Web
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : SHOOTWEB
Usage : SHOOTWEB [TARGET]
Example : shootweb orc
This spell will cause a glob of sticky web-like material to assault the target.
The target will be unable to move until they can break free.

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_Bafoo: Bafoo

 
Skill : Bafoo
Domain : Influential
Allows : Influencing I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BAFOO
This ability is not yet documented.

Skill_BearForaging: Bear Foraging

Usage    : BEARFORAGE 
Example : bearforage
This instinctive skill allows the player to sniff out food nearby, even in
containers, and even in the possession of others. The target will be tracked
until found, and then, if possible, pounced on and the food containers taken,
emptied, and the food eaten.

Skill_Boop: Boop

 
Skill : Boop
Domain : Punching
Allows : Iron Punching I, Combat Fluidity I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BOOP
This ability is not yet documented.

Skill_BoulderThrowing: Boulder Throwing

 
Skill : Boulder Throwing
Domain : Martial lore
Allows : Martial Lore I, Combat Fluidity 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 : Racial ability
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 Adaptation

 
Skill : Cultural Adaptation
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 : Racial ability
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_FindClanHome: Find Clan Home


			

Skill_FindClanShip: Find Clan Ship


			

Skill_Flee: Flee

 
Skill : Flee
Domain : Dirty fighting
Allows : Dirty Fighting I, Combat Fluidity 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_HighJump: High Jump

 
Skill : High Jump
Domain : Racial ability
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIGHJUMP
Usage : HIGHJUMP ([DIRECTION])
Example : highjump
Allows the character to leap into another room, where gravity will take it from
there. The higher the players expertise, the more air rooms the character will
jump through, allowing them to jump to great heights. However, after jumping,
inevitably comes the falling...

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 items 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 : Vice-Gripping I, Combat Fluidity 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_Nahamrauko: Nahamrauko

 
Spell : Nahamrauko
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power Abjuring I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
This ability is not yet documented.

Skill_RacialEnemy: Racial Enemy

 
Skill : Racial Enemy
Domain : Racial ability
Invoked : Automatic
Example :
A specific and instinctive hatred towards a particular kind of creature,
granting an attack and damage bonus advantage against those creatures.

Skill_Slip: Slip

 
Skill : Slip
Domain : Dirty fighting
Allows : Dirty Fighting I, Combat Fluidity 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 items 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 : Track Friend
Domain : Racial ability
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FTRACK, TRACKFRIEND, FRIENDTRACK
Usage : FTRACK [FRIEND NAME]
Example : ftrack bob
The player attempts to find a trail leading from where he or she is at present,
to the location of the indicated friend, which is a group or clan member! When
walking around, the player will become aware of which direction seems best.

Skill_TrackFriend: Track Friend

 
Skill : Track Friend
Domain : Racial ability
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FTRACK, TRACKFRIEND, FRIENDTRACK
Usage : FTRACK [FRIEND NAME]
Example : ftrack bob
The player attempts to find a trail leading from where he or she is at present,
to the location of the indicated friend, which is a group or clan member! When
walking around, the player will become aware of which direction seems best.

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.

SmellsLikeCherries: Smells Like Cherries

 
Skill : Smells Like Cherries
Domain : Racial ability
Invoked : Automatic
This creature emits an aroma that is unpleasant to predators, enabling them to
usually move past hostile animals unmolested.

SnakeSpeak: Snake Speak


			

Soiled: Soiled


			

Song: a Song

 
Skill : Play Instrument
Domain : Artistic
Available: Numerous Classes
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.

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
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 : Enlightenment
Domain : Transmutation
Available: Numerous Classes
Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
Allows : Ranged Transmuting I
Use Cost : Mana (62)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "ENLIGHTENMENT" [TARGET NAME]
Example : cast "enlightenment" bob
This spell grants the target increased intelligence.

Spell_AstralStep: Astral Step

 
Spell : Astral Step
Domain : Conjuration
Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
Allows : Ranged 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] ("[CLAN NAME]")
Example : cast "clan donate" scroll
Example : cast "clan donate" scroll "super clan"
When cast on an item, this spell will send it to the room designated by the
casters clan boss as the donation room. If you are a member of several clans,
you may also specify the clan name.

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" ("[CLAN NAME]")
Example : cast "clan home"
Example : cast "clan home" super clan
This spell sends the caster back to the room designated by the casters clan
boss as the home room. An optional clan name can be specified.

Spell_ClanWard: Clan Ward

 
Spell : Clan Ward
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power Abjuring I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN WARD" [RANK]/REVOKE
Example : cast "clan ward" TREASURER
This spell must be used in a room that is owned by the casters clan. When
cast, it will prevent anyone from entering the room who is a member of the
casters clan, but is BELOW the given rank. The spell effect is permanent until
revoked by the same spell. For the given example, that casting would restrict
the room to treasurers and above in rank. This spell only restricts your
fellow clan members, and can be sneaked past. See also Improved Clan Ward.

Spell_DarknessGlobe: Darkness Globe

 
Spell : Darkness Globe
Domain : Invocation/evocation
Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
Allows : Power 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 : Ranged Altering I, Reduced Altering I, Extended Altering I
Allows : Power 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 ([CLAN NAME]")
Example : cast flagportation
Example : cast flagportation super clan
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. A clan name can optionally be specified.

Spell_ImprovedClanWard: Improved Clan Ward

 
Spell : Improved Clan Ward
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power Abjuring I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "IMPROVED CLAN WARD" [RANK]/REVOKE
Example : cast "improved clan ward" TREASURER
This spell must be used in a room that is owned by the casters clan. When
cast, it will prevent anyone from entering the room who is a member of the
casters clan, but is BELOW the given rank. The spell effect is permanent until
revoked by the same spell. For the given example, that casting would restrict
the room to treasurers and above in rank. This spell only restricts your
fellow clan members, and can NOT be sneaked past.

Spell_LightBlindness: Light Blindness

 
Spell : Light Blindness
Domain : Transmutation
Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
Allows : Ranged Transmuting I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST LIGHT BLINDNESS [TARGET NAME]
Example : cast "light blindness" orc
If successful, this spell makes the target hyper sensitive to light. In dark
areas, the target is able to see clearly, but is blinded in well lit areas.

Spell_MagicBullets: Magic Bullets

 
Spell : Magic Bullets
Domain : Enchantment/charm
Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
Allows : Reduced Enchanting I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "MAGIC BULLETS" [TARGET BULLETS]
Example : cast "magic bullets" bullets
Enchants the targeted bullets to become magically more deadly, doing extra
bashing damage when they strike their target.

Spell_Untraceable: Untraceable

 
Spell : Untraceable
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power 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


			

Stigma: Stigma

 
Skill : Stigma
Domain : Racial ability
Invoked : Automatic
The characters reputation always precedes them in an exaggerated fashion. For
all of their factions, the world will react both normally, AND as if they are
at one extreme or the other, depending on current leanings.

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. This
trap is permanent on owned property, but won't affect those who live there.

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. This trap is permanent on owned property, but won't affect those who
live there.

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.

ThinAbility: a Thin Ability


			

ThrowFeces: Throw Feces

 
Skill : Throw Feces
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : THROWFECES
Usage : THROWFECES [TARGET]
Example : THROWFECES Orc
The player with this skill is able to reach around and produce feces on demand
and then instantly throw it at the target. The feces wont do much damage, but
has a chance of giving a disease, and soiling the victim.

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.

WildTagTurf: Wild Tag Turf

 
Skill : Wild Tag Turf
Domain : Racial ability
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : WILDTAG, WTAGTURF, WTURFTAG, WILDTAGTURF, WILDTURFTAG
Usage : WILDTAG (UNTAG)
Example : wildtag
Example : wildtag untag
The creature tags this place as their "turf" or, if they are a part of a clan,
their clan's "turf". Other players creatures will not be able to use some of
their skills here, specifically those in either the animal affinity and racial
ability domains. The tag can only be seen by the tagging creature, and those
who can see hidden things.

WingFlying: Winged Flight

Ability    : WingFlying 
Parameters :
Example :
Usage : FLAP
Description:
The ability to control winged flight.

WolfSpeak: Wolf Speak


			

WormSpeak: Worm Speak