Player Skills Reference

CoffeeMud 5.9

Prayers Chants Songs/Dances/Plays Spells Expertises Skills
Skills


Abandon Ship (Skill_AbandonShip)

 
Skill : Abandon Ship
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : ABANDONSHIP
Usage : ABANDONSHIP
Example : abandonship
During ship combat, the sailor can summon all his or her skill and training
into a panicked rush of life-and-property-saving action. The sailor will
gather up any life boats on the ship, load them with as much cargo as they will
hold, load them up with enough crew as skill allows, jump into a boat, launch
the boats, and order the floatilla on a break-neck paced retreat. If the ship
has no life boats, then the sailor will simply throw some number of crew
overboard and then jump themselves. The sailor will have no movement remaining
afterwards.


Abiding Aura (Paladin_AbidingAura)

 
Skill : Abiding Aura
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
This powerful paladin aura holds back the death of the paladin's nearby allies
for a few seconds. From the moment the aura prevents a death, that person has
10 seconds to get above 10 percent of their health before the delayed death
finally occurs. In the meantime, so long as he or she remains in the paladin's
presence, death will not occur.


Above The Law (Skill_AboveTheLaw)

 
Skill : Above The Law
Domain : Legal
Available: Oracle
Allows : Legal Lore I
Invoked : Automatic
Example :
Some people, Oracles for instance, are so beloved and respected in their home
cities that they are instantly forgiven any crimes they might commit.


Accuse (Archon_Accuse)

 
Skill : Accuse
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : ACCUSE
Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
Example : accuse gunther making me mad
Example : accuse joe of being joe 7 !
From anywhere on the map, the player with this skill can cause the target
player to be accused of a crime in either the area they are currently in, their
starting area, or the area the accuser is in, depending on what's available
when the skill is used. This will cause the law in that area to go after the
target player. The default sentence is prison time, but this can be lowered or
raised by specifying a number from 0 (warning) to 10 (death) at the end. An
exclamation mark may be optionally also added to do a worldwide announcement.


Ad Lib (Skill_AdLib)

 
Skill : Ad Lib
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ADLIB
Usage : ADLIB [TARGET]
Example : adlib bob
The bard begins watching the target carefully. If the target uses a skill that
is unknown to the bard within the short time of this effect, even if it is not
one the bard is capable of learning, the bard will immediately attempt to
ad-lib the skill towards the exact same target, and at the same proficiency.
If either leaves the room, or the short time limit runs out, the effect just
quietly ends.


Alchemy (Alchemy)

 
Skill : Alchemy
Domain : Crafting
Available: Arcanist Shaman Numerous Classes
Requires : A base intelligence of at least 12. A base wisdom of at least 12.

Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Wise Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BREW, ALCHEMY
Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
Example : brew heal flask
: : brew list
: : brew list cure
: : brew list 5-10
: : brew list all
This skill allows the player to brew a potion from one of the spells or prayers
the player knows. To do this, the player must have a glass drinking container
to make the potion out of. Many potions require ingredients, and all require
water or some other liquid base to start from. Also, the player must have
mastered the spell or prayer before attempting to brew a potion from it.
Lastly, the player will lose some experience for brewing the potion.


Alertness (Thief_Alertness)

 
Skill : Alertness
Domain : Alert
Available: Pirate Thief
Allows : Vigilantly I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ALERTNESS
Usage : ALERTNESS
Example : alertness
The thief uses his or her acute vision to notice details about rooms he might
otherwise miss. The higher his alertness expertise, the more he will catch.


All Defence (Paladin_Defend)

 
Skill : All Defence
Domain : Evasive
Available: Minstrel Paladin
Allows : Evasively I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : DEFENCE
Usage : DEFENCE
Example : defence
During combat, the Paladin can use this skill to stop attacking in favor of an
all-out defensive posture. Should the Paladin go two full rounds without being
hit, the battle will end peacefully.


Ambush (Thief_Ambush)

 
Skill : Ambush
Domain : Stealthy
Available: Assassin Beastmaster Thief
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : AMBUSH
Usage : AMBUSH
Example : ambush
The thief directs the movements of his or her group members, positioning them
so that they are in a hidden state, ready for an ambush.


Amputation (Amputation)

 
Skill : Amputation
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : AMPUTATE
Usage : AMPUTATE [TARGET NAME] [PART]
Example : amputate orc arm
This ability governs the careful removal of body parts as a punishment for
crimes. The target is, amazingly, not harmed during the procedure, but merely
loses the specified limb. The target must be lying on an operating table or
bed, and bound. Amputation can also be done to player followers, with their
permission.


Analyze Mark (Thief_AnalyzeMark)

 
Skill : Analyze Mark
Domain : Combat lore
Available: Assassin Charlatan Scholar
Allows : Combat Lore I
Invoked : Automatic
Example :
The thief, after marking a target for death (see the MARK skill), and
"observing" the mark for awhile (~ a minute), gains great insight into the
target. The thief will be able to see all vital information about the mark
every time they examine the mark directly (LOOK).


Animal Bonding (AnimalBonding)

 
Skill : Animal Bonding
Domain : Animal affinity
Available: Beastmaster Mer Ranger
Allows : Quick Working I, Quick Worker I, Animal Affinity I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ANIMALBOND, ANIMALBONDING
Usage : ANIMALBOND [MOB NAME]
Example : animalbond bear
This skill allows the player to form a bond with the given animal follower,
allowing the animal to understand ORDERs given to them. It does not cause the
animal to follow the player, but only improves communication between them.


Animal Frenzy (Ranger_AnimalFrenzy)

 
Skill : Animal Frenzy
Domain : Animal affinity
Available: Ranger
Allows : Animal Affinity I
Invoked : Automatic
Example :
All animal followers of the ranger gain amazing attack feats, and up to
quadruple damage bonuses.


Animal Husbandry (AnimalHusbandry)

 
Skill : Animal Husbandry
Domain : Animal affinity
Available: Artisan
Requires : 'Shearing' at 75%, 'Bandaging' at 75%, and 'Cage Building' at 75%
Allows : Master Shearing, Quick Working I, Mounted Combat
Allows : Natural Weapon Proficiency, Quick Worker I, Animal Affinity I
Allows : Cage
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HUSBAND, ANIMALHUSBANDRY
Usage : HUSBAND [MOB NAME] [MOB NAME]
Example : husband bull cow
This skill allows the player to coax two animals on his or her own property to
reproduce. If successful, the female animal will be pregnant, and some time
later, will give birth to a baby. This skill can also be used to tell if an
animal is pregnant -- just select the female mob twice; if the female is
pregnant, then you will see an already pregnant error, and if not, an error for
selecting the female twice.


Animal Taming (AnimalTaming)

 
Skill : Animal Taming
Domain : Animal affinity
Available: Trapper
Allows : Quick Working I, Quick Worker I, Animal Affinity I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TAME, TAMING, ANIMALTAMING
Usage : TAME [MOB NAME] ([CAGE NAME])
Example : tame bear cage
This skill allows the player to remove any behaviors, such as aggressiveness or
the tendency to roam around, or other behaviors from the target caged or bound
mob.


Animal Trading (AnimalTrading)

 
Skill : Animal Trading
Domain : Animal affinity
Available: Trapper
Allows : Quick Working I, Quick Worker I, Animal Affinity I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
Example : asell bear cage shopkeeper
Example : asell bear
Example : asell bear shopkeeper
This skill allows the player to sell bound or caged animals to shopkeepers who
deal in them. As can be seen from the parameters, the player may also sell
mobs right out of cages, or animals in their group who are bound.


Animal Training (AnimalTraining)

 
Skill : Animal Training
Domain : Animal affinity
Available: Beastmaster Trapper
Allows : Quick Working I, Quick Worker I, Animal Affinity I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ANIMALTRAINING
Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
Example : animaltrain bear cage kill
Example : animaltrain bear wander
This skill allows the player to add behaviors, such as aggressiveness or the
tendency to roam around, or other behaviors and skills to the bound or caged
animal.


Apothecary (Apothecary)

 
Skill : Apothecary
Domain : Epicurean
Available: Barbarian Numerous Classes
Requires : A base wisdom of at least 12.
Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
Allows : Identify Poison, Poisoning I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : APOTHECARY, MIX
Skill : APOTHECARY
Usage : MIX LIST/[BREWING CONTAINER]
Example : mix pot
: : mix list
: : mix list slumber
: : mix list 5-10
: : mix list all
This skill allows the player to create a deadly poison from basic ingredients.
The player must be near a fire over which the poison can be brewed. The
ingredients must be placed in a fire-safe container, like a pot or pan. A pot
may be filled with water or other liquids, if water or the liquid is required
for the recipe.


Appraise (Thief_Appraise)

 
Skill : Appraise
Domain : Street smarts
Available: Artisan Bard Burglar Dancer
Available: Scholar
Requires : 'Jewel Making' at 75%
Allows : Haggle, Street Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : APPRAISE
Usage : APPRAISE [ITEM NAME]
Example : appraise sword
The thief carefully examines the item, determining (perhaps even successfully),
the items material, weight, size (for armor), and base gold value.


Aquatic Pass (Druid_AquaticPass)

 
Skill : Aquatic Pass
Domain : Stealthy
Available: Mer
Allows : Stealthy I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AQUAPASS, APASS
Usage : AQUAPASS [DIRECTION]
Example : aquapass east
This skill allows the druid to move silently and almost invisibly from place to
place while traveling in aquatic areas. Moreover, this skill allows the Druid
to pass into locked dwellings, if those dwellings are located in the watery
domain.


Armor Specialization (Specialization_Armor)

 
Skill : Armor Specialization
Domain : Armor use
Available: Several Classes
Allows : Armor Focus I, Weaponsmithing, Armor Optimizing I
Invoked : Automatic
The player is an expert at getting the most from armor. This allows a small
bonus per piece of armor worn, and with the use of focus expertise, can permit
higher level armor to be worn.


Armor Tweaking (Fighter_ArmorTweaking)

 
Skill : Armor Tweaking
Domain : Armor use
Available: Barbarian Fighter Monk Paladin
Available: Ranger
Allows : Armor Optimizing I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Items
Range : Touch, or not applicable
Commands : ARMORTWEAK, TWEAK
Usage : TWEAK [ARMOR PIECE]
Example : tweak leggings
The fighter becomes familiar enough with his or her armor that he is able to
properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece
to get maximum benefit from it. The result is a 10% benefit bonus from the
armor. The benefits of the tweaking last as long as the armor is worn by the
same wearer.


Armorsmithing (Armorsmithing)

 
Skill : Armorsmithing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing' at 75%
Requires : A base strength of at least 12.
Allows : Quality Metalworking I, Scrapping, Advanced Crafting I
Allows : Durable Metalworking I, Master Armorsmithing, Quick Crafting I
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Metalworking I, Light Crafting I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ARMORSMITH, ARMORSMITHING
Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]
Example : armorsmith platemail shirt
: : armorsmith list
: : armorsmith list vest
: : armorsmith list left wrist
: : armorsmith list 5-10
: : armorsmith list all
: : armorsmith info vest
: : armorsmith mend vest
: : armorsmith refit sleeves
: : armorsmith scan
: : armorsmith scan bob
: : armorsmith learn vest
This skill allows a player to craft armor pieces from metal. This skill
requires Blacksmithing in order to learn it. The extent of the items which can
be crafted expands as the player goes up in level. To begin smithing, the
player must be in a room with an open fire burning, and must have placed the
metal he or she wishes to make the item from on the ground. This command may
also be used to mend damaged metal armors, get info on a list item, refit metal
armors which are the wrong size, or learn how to smith a found item, provided a
blank recipe page, or recipe book with blank pages is in his or her inventory.
The player may also scan the room or other players for equipment that may be
mended by this skill, using the scan parameter. The raw metal for armorsmithing
can be obtained using the Mining skill, and better metals through the Smelting
skill. Using better metals will increase both the strength and the required
level of the crafted item, and some metals require less material to make the
same items.

This skill also allows the player to learn how to smith an item he or she has
found. To do this, the player needs to have a blank Recipe page, or a Recipe
book with blank pages in his or her inventory.


Arrest (Skill_Arrest)

 
Skill : Arrest
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ARREST
Usage : ARREST [TARGET NAME]
Example : arrest orc
This powerful skill allows the player to automagically knock out the target,
and instantly handcuff them for travel to the local judge for trial. The
Collect Bounty skill is required to turn the prisoner over to the judge.
Otherwise, your other recourse is to turn the prisoner over to a cityguard.


Arresting Sap (Skill_ArrestingSap)

 
Skill : Arresting Sap
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ASAP
Usage : ASAP [TARGET NAME]
Example : asap orc
If the target has warrants out in the area, this skill will knock them out so
that they can be cuffed for transport to the judge for trial. The Handcuff or
Bind skill is required to cuff them, and the Collect Bounty skill is required
to turn the prisoner over to the judge. Otherwise, your other recourse is to
turn the prisoner over to a cityguard.


Arsonry (Thief_Arsonry)

 
Skill : Arsonry
Domain : Criminal
Available: Thief
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ARSON, ARSONRY
Usage : ARSONRY [TARGET ITEM]/[DIRECTION]
Example : arsonry pile of wood
Example : arsonry east
If the thief is holding a torch or something else usable to spread fire, he may
quickly light an available item, or a random item in an adjacent room using
this skill.


Articles (Thief_Articles)

 
Skill : Articles
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ARTICLES
Usage : ARTICLES [TARGET NAME]
Example : articles bob
This skill allows the player on their ship to offer the articles of piracy to
the target bound or grouped npc. If they are accepted, the target will be tied
to the ship for the rest of their life, and will perform one of three jobs for
the ship:

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

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

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

The total amount of crew that can sign the articles of piracy is limited by the
size of the ship deck, the number of rooms in the ship total, and the expertise
of the pirate.


Assassinate (Thief_Assassinate)

 
Skill : Assassinate
Domain : Dirty fighting
Available: Assassin
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ASSASSINATE
Usage : ASSASSINATE ([TARGET NAME])
Example :
The thief begins to track their mark for assassination. When the track is
complete, the thief will automatically attack. If the thief is hidden, then
the attack will be as a backstab. Non-players with this skill will accept a
parameter of a name, and will sneak into the room with the target. Players
with the Mark skill, however, must Mark the target first.


Atemi Strike (Fighter_AtemiStrike)

 
Skill : Atemi Strike
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ATEMI
Usage : ATEMI [TARGET NAME]
Example : atemi orc
The Monk delivers a lethal, deadly, and powerful strike to the target. Some
time later, the target WILL die.


Attribute Training (AttributeTraining)

 
Skill : Attribute Training
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN
Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]
Example : attribtrain bob strength
Example : attribtrain bob dexterity
This skill allows the player to train a particular attribute with a follower.
The attribute requires the trainee to have the a sufficient number of Training
Points, which, for NPCs, can be more than required by players.


AutoBash (Fighter_AutoBash)

 
Skill : AutoBash
Domain : Shield use
Available: Fighter
Requires : 'Shield Bash'
Allows : Shield Using I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOBASH
Usage : AUTOBASH
Example : autobash
Using this command will toggle Auto Shield Bashing on and off. If the Fighter
turns this feature on, and knows Shield Bashing, he will attempt a free shield
bash attempt every combat round in which his autobash proficiency check is
made.


AutoCaltrops (Thief_Autocaltrops)

 
Skill : AutoCaltrops
Domain : Trapping
Available: Trapper
Requires : 'Caltrops'
Allows : Trapping I
Component: 10 pounds of metal, or 10 pounds of mithril
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCALTROPS
Usage : AUTOCALTROPS
Example :
The thief quickly prepares a handful of caltrops and drops them into every room
he or she enters automatically. These traps are permanent on owned property,
but won't affect those who live there.


AutoClimb (Skill_Autoclimb)

 
Skill : AutoClimb
Domain : Fitness
Available: Artisan Numerous Classes
Requires : 'Climb'
Requires : A base strength of at least 12.
Allows : Strategic Retreat, Fitness I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCLIMB
Usage : AUTOCLIMB
Example :
The player begins climbing around whenever they move. By turning this on, the
player uses half their normal movement cost for climbing. Enter AUTOCLIMB
again to turn it off.


AutoCrawl (Skill_Autocrawl)

 
Skill : AutoCrawl
Domain : Fitness
Available: Artisan Numerous Classes
Allows : Strategic Retreat, Fitness I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCRAWL
Usage : AUTOCRAWL
Example :
The player begins crawling around whenever they move. By turning this on, the
player uses half their normal movement cost for crawling. Enter AUTOCRAWL
again to turn it off.


AutoDetect Traps (Thief_AutoDetectTraps)

 
Skill : AutoDetect Traps
Domain : Alert
Available: Trapper
Requires : 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTODETECTTRAPS
Usage : AUTODETECTTRAPS
Example : autodetecttraps
The thief concentrates on scanning all exits and obvious items in a room for
signs of traps whenever entering a room.


AutoHammerRing (Fighter_AutoHammerRing)

 
Skill : AutoHammerRing
Domain : Dirty fighting
Available: Reliquist
Requires : 'HammerRing'
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOHAMMERRING
Usage : AUTOHAMMERRING
Example : autohammerring
Using this command will toggle Auto HammerRinging on and off. If the Fighter
turns this feature on, and knows HammerRing, he will attempt a free hammer bash
attempt every third combat round in which his autohammerring proficiency check
is made.


AutoMark Traps (Thief_AutoMarkTraps)

 
Skill : AutoMark Traps
Domain : Alert
Available: Trapper
Requires : 'Mark Trapped', and 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOMARKTRAPS
Usage : AUTOMARKTRAPS
Example : automarktraps
The thief concentrates on scanning all exits and obvious items in a room for
signs of traps whenever entering a room. When one is spotted, the thief places
the mark upon it so others will know their peril.


AutoSneak (Thief_Autosneak)

 
Skill : AutoSneak
Domain : Stealthy
Available: Thief
Requires : (One of: 'Woodland Sneak', or 'Sneak')
Allows : Stealthy I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOSNEAK
Usage : AUTOSNEAK
Example :
The thief begins using his or her sneaking skill every time they move. By
turning this on, the thief uses half their normal movement cost for sneaking.
Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can
depend on the level of the mobs in the room the thief is trying to sneak into,
and on the thiefs stealth expertise.


AutoSwim (Skill_Autoswim)

 
Skill : AutoSwim
Domain : Fitness
Available: Artisan Numerous Classes
Requires : 'Swim'
Requires : A base constitution of at least 8.
Allows : Strategic Retreat, Fitness I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOSWIM
Usage : AUTOSWIM
Example :
The player begins instinctively using their swimming skill whenever they move.
By turning this on, the player uses half their normal movement cost for
swimming. Enter AUTOSWIM again to turn it off.


AutoSwipe (Thief_AutoSwipe)

 
Skill : AutoSwipe
Domain : Stealing
Available: Burglar
Requires : 'Swipe gold'
Allows : Theft Mastery I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOSWIPE
Usage : AUTOSWIPE (PCT %)
Example : autoswipe
Example : autoswipe 98%
The player begins instinctively using their ability to swipe gold from people
when moving through crowds. When the player enters a room, if at least two
eligible victims are available, the thief will attempt to swipe from one of
them at random. To use the skill, it must be turned on by entering AUTOSWIPE.
It is turned off by entering AUTOSWIPE again. Normally, the thief will only go
after a victim if the chance of going undiscovered is at least 90%. However,
this can be raised or lowered by entering a new percentage along with the
command when turning it on.


Avoid Currents (Skill_AvoidCurrents)

 
Skill : Avoid Currents
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
This skill allows the sailor to guide their sailing ship around the tug of
currents, putting the captain back in charge of the course.


Avoid Traps (Thief_AvoidTraps)

 
Skill : Avoid Traps
Domain : Find/remove traps
Available: Jester Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
survive traps which he may trigger or be fixing to trigger.


Await Ship (Skill_AwaitShip)

 
Skill : Await Ship
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : AWAITSHIP
Usage : AWAITSHIP
Example : awaitship
While standing on a shore, this skill will cause the sailors nearest big
sailing ship to be sailed to where the sailor is.


Ax Kick (Fighter_AxKick)

 
Skill : Ax Kick
Domain : Kicking
Available: Monk
Requires : 'Kick'
Allows : Combat Fluidity I, Flying Kick, Iron Kicking I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : AXKICK
Usage : AXKICK [TARGET NAME]
Example : axkick orc
The Monk delivers swift and powerful kick to the target.


Axe Familiarity (Familiarity_Axe)

 
Skill : Axe Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Axe Proficiency' at 75%
Invoked : Automatic
The player is familiar with axes they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.


Axe Proficiency (Proficiency_Axe)

 
Skill : Axe Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Wood Chopping' at 75%
Allows : Axe Familiarity
Invoked : Automatic
The player is proficient with an axe, gaining the ability to use them even if
their current class training would not make it feasible normally.


Axe Specialization (Specialization_Axe)

 
Skill : Axe Specialization
Domain : Weapon use
Available: Assassin Templar Several Classes
Allows : Axe Striking I, Weaponsmithing, Axe Focus I, Axe Slicing I
Allows : Axe Piercing I
Invoked : Automatic
The player is an axe master, gaining bonuses to attack when using an axe in
combat. Can also allow the use of higher level axes if the focus expertise is
taken.


Back Hand (Fighter_BackHand)

 
Skill : Back Hand
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift, closed fist. This attack is only delivered to a
combatant which the monk is not currently targeting, but with whom the monk is
in melee combat all the same.


Back Stab (Thief_BackStab)

 
Skill : Back Stab
Domain : Dirty fighting
Available: Trapper Several Classes
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BACKSTAB, BS
Usage : BACKSTAB [TARGET NAME]
Example : backstab orc
Shorts : BS
If the thief is hidden, or otherwise invisible to the target, this ability will
allow him or her to deal a massive one-time attack to them.


Baiting (Baiting)

 
Skill : Baiting
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fish Lore' at 75%
Allows : Master Fishing, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BAIT, BAITING
Usage : BAIT LIST/[FISH TYPE]
Example : bait salmon
Example : bait list
This skill allows the player to use a bit of raw meat to bait the water in
hopes of attracting fish of a particular kind. Bits of meat are best obtained
through the Butchering, Fishing, or Trawling skills. Bait list can be used to
list the types of fish that can be baited for.


Baking (Baking)

 
Skill : Baking
Domain : Epicurean
Available: Artisan Gaoler Numerous Classes
Requires : 'Cooking'
Allows : Fortified Baking I, Master Baking, Quick Cooking I
Allows : Quick Worker I, Advanced Cooking I, Home Cooking I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BAKING, BAKE
Usage : BAKE LIST/[BAKING CONTAINER]
Example : bake list
Example : bake list oven
Example : bake list 5-10
Example : bake list all
Example : bake oven
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, that is closeable,
and is closed. The container may be filled with water, if water is required
for the recipe. The ingredients for cooking are best obtained through the
Butchering skill and the Foraging skill.


Bandaging (Bandaging)

 
Skill : Bandaging
Domain : Anatomy
Available: Numerous Classes
Allows : Anatomy I, Branding, Animal Husbandry
Component: 1 pound of cloth, or 5 pounds of dust held
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BANDAGE, BANDAGING
Usage : BANDAGE [MOB NAME]
Example : bandage bob
This skill allows the player to use a small bit of raw cloth to bandage up any
serious wounds. This skill will stop bleeding, and protect extreme injuries,
allowing the body to heal normally. This skill also allows broken bones to be
properly set, so that they will begin healing on their own. The skill allows a
small amount of hit points to be restored during the process.


Banish (Archon_Banish)

 
Skill : Banish
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BANISH
Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
Example : banish gunther
Example : banish gunther Midgaard#3001
Example : banish gunther 3 hours
Example : banish gunther 14 years
From anywhere on the map, the player with this skill can send the target
mob/player to a prison from which they can not escape magically. Use this
skill again on the same player to release them. The Archon can optionally
specify a room on the map which this skill will copy and use as the jail. The
Archon can also optionally end the command with the number of seconds, ticks,
minutes, hours, days, weeks, or years in which to keep the player imprisoned.
It is up to the Archon to make sure there are no mundane ways out of the
prison; Banish will take care of the magical ways of escape.


Bard Honorary Degree (Skill_HonoraryDegreeBard)

 
Skill : Bard Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When
the scholar has Studied at least 4 skills qualified for by at least one of the
qualifying classes, including those skills specified by the class, then the
scholar will receive access to an honorary degree Title. The scholar can then
use the TITLE command to select and use the honorary degree title. When one of
these titles is in use, the scholar is permitted to enter areas normally only
allowed to those of the qualifying class, and also gains the ability to pick up
and equip items which would normally fly away from the scholars hands if
normally attempted.


Battle Cry (Fighter_Battlecry)

 
Skill : Battle Cry
Domain : Singing
Available: Barbarian
Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BATTLECRY
Usage : BATTLECRY
Example : battlecry
The Barbarian lets out a primal scream of battle, inspiring all group members
to his or her banner. Those under the affect of the cry will hit more
frequently. The affect wears off when battle is concluded, or if battle is not
joined swiftly enough after the cry is made.


Befoul Shrine (Skill_BefoulShrine)

 
Skill : Befoul Shrine
Domain : Criminal
Available: Reliquist
Allows : Criminal Deviousness I
Use Cost : Mana (50) Movement (50)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : BEFOULSHRINE
Usage : BEFOULSHRINE
Example : befoulshrine
Befouling a shrine makes the infused sacred place unusuable for religious
services until it is appropriately cleansed and purified.


Befriend (Skill_Befriend)

 
Skill : Befriend
Domain : Influential
Available: Several Classes
Allows : Influencing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BEFRIEND
Usage : BEFRIEND [TARGET NAME]
Example : befriend vagabond
This ability allows the bard to pick up new followers to join his or her
adventures. The target must be a mobile npc mob, and must be the same racial
category, and of a similar alignment. The bard suffers penalties for trying to
befriend mobs of higher or lower levels, though only 10% higher levels are
forbidden entirely.


Behead (Fighter_Behead)

 
Skill : Behead
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BEHEAD
Usage : BEHEAD [TARGET NAME]
Example : behead orc
This skill is an execution skill whereby the fighter rears back and beheads a
target which has been bound and is lying prone. The target must be wanted for
a crime in the area for this skill to work.


Belay (Thief_Belay)

 
Skill : Belay
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : BELAY
Usage : BELAY [ITEM]
Example : belay box
This ability secures an item to the deck of a sailing ship, so that it cannot
be washed overboard.


Belly Rolling (Skill_BellyRolling)

 
Skill : Belly Rolling
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Invoked : Automatic
During combat, the fighter gains the ability to dodge attacks while sitting or
on the floor.


Berzerk (Fighter_Berzerk)

 
Skill : Berzerk
Domain : Martial lore
Available: Barbarian Beastmaster Fighter
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BERZERK
Usage : BERZERK
Example : berzerk
Allows the fighter to gain some temporary bonus hit points, bonus attack
points, and bonus damage, at the expense of a slightly lower armor score.


Bind (Thief_Bind)

 
Skill : Bind
Domain : Binding
Available: Jester Trapper Several Classes
Allows : Rope Use I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures Rooms
Range : Touch, or not applicable
Commands : BIND
Usage : BIND [TARGET NAME]
Example : bind orc
The thief uses ropes to bind the target, making them unable to move. The
target must be completely incapacitated (asleep) for the binding to work. The
bound creature can break free eventually, but the skill of the binding improves
with the level of the thief.


Bite (Druid_Bite)

 
Skill : Bite
Domain : Weapon use
Available: Beastmaster
Allows : Unarmed Striking I, Unarmed Piercing I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BITE
Usage : BITE [TARGET NAME]
Example : bite orc
While in his or her animal form (see ShapeShift), the Druid gains the ability
to deliver an especially powerful and piercing bite of damage.


Blacksmithing (Blacksmithing)

 
Skill : Blacksmithing
Domain : Crafting
Available: Artisan Gaoler Numerous Classes
Requires : A base strength of at least 10.
Allows : Hammer Proficiency, Construction, Locksmithing, Advanced Crafting I
Allows : Quick Crafting I, Quality Crafting I, Light Crafting I
Allows : Jewel Making, Shield Familiarity, Quality Metalworking I
Allows : Torturesmithing, Weaponsmithing, Engraving, Quick Worker I
Allows : Armorsmithing, Light Metalworking I
Use Cost : Movement (28)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BLACKSMITH, BLACKSMITHING
Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]
Example : blacksmith pot
: : blacksmith bundle 100 iron
: : blacksmith list
: : blacksmith list pot
: : blacksmith list 5-10
: : blacksmith list all
: : blacksmith learn pot
This skill allows a player to craft metal items, such as pots and pans. The
extent of the items which can be crafted expands as the player goes up in
level. To begin smithing, the player must be in a room with an open fire
burning, and must have placed the metal he or she wishes to make the item from
on the ground. The player may also learn how to smith an item he or she has
found, so long as he or she has a blank recipe page or a recipe book with blank
pages in his or her inventory. The raw metal for blacksmithing can be obtained
using the Mining skill, and better metals through the Smelting skill.


Blend In (Thief_BlendIn)

 
Skill : Blend In
Domain : Street smarts
Available: Reliquist
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BLENDIN
Usage : BLENDIN
Example : blendin
Knowledge of the ways of other cities allows the character to blend in with
local city populations, making the locals less likely to attack the rogue, if
they were otherwise inclined to. Venturing too far from familiar streets and
shops, however, makes the deception more difficult.


Blind Fighting (Fighter_BlindFighting)

 
Skill : Blind Fighting
Domain : Martial lore
Available: Beastmaster Burglar Fighter Jester
Available: Monk Paladin Dancer
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Negates the affects of not being able to see your opponent during combat.


Blood Brother (Fighter_BloodBrother)

 
Skill : Blood Brother
Domain : Influential
Available: Barbarian
Allows : Influencing I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BLOODBROTHER, BROTHER
Usage : BLOODBROTHER [TARGET NAME]
Example : bloodbrother bob
The fighter becomes blood brother to the target, sealing a bond of lifetime
friendship. Other than making the two family for the purposes of clan
requirements, this skill has no other effect.


Blunt Weapon Familiarity (Familiarity_BluntWeapon)

 
Skill : Blunt Weapon Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Blunt Weapon Proficiency' at 75%
Invoked : Automatic
The player is familiar with blunt weapons they have crafted themselves, gaining
an attack bonus from wielding the product of their own hands.


Blunt Weapon Proficiency (Proficiency_BluntWeapon)

 
Skill : Blunt Weapon Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Sculpting' at 75%
Allows : Blunt Weapon Familiarity
Invoked : Automatic
The player is proficient with blunt weapons, gaining the ability to use them
even if their current class training would not make it feasible normally.


Blunt Weapon Specialization (Specialization_BluntWeapon)

 
Skill : Blunt Weapon Specialization
Domain : Weapon use
Available: Assassin Gaian Numerous Classes
Allows : Weaponsmithing, Blunt Focus I, Blunt Piercing I, Blunt Striking I
Allows : Blunt Bashing I
Invoked : Automatic
The player is a master of blunt weapons, gaining bonuses to attack when using a
blunt weapon in combat. Can also allow the use of higher level weapons if the
focus expertise is taken.


Boatwrighting (Boatwright)

 
Skill : Boatwrighting
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Carpentry'
Requires : A base wisdom of at least 12.
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Master Wood Chopping, Ship Building, Ingenious Engineering I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOATWRIGHTING
Usage : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
Example : boatwright canoe
: : boatwright list
: : boatwright list canoe
: : boatwright list 5-10
: : boatwright list all
: : boatwright mend canoe
: : boatwright scan
: : boatwright scan bob
: : boatwright learn boat
This skill allows a player to craft wooden boats. The extent of the items
which can be crafted expands as the player goes up in level. This command also
allows the player to repair any damaged small wooden boats. To begin carving a
new item, the player must have placed the wood he or she wishes to make the
item from on the ground. Items crafted with balsa can be done with half the
required wood listed, while items crafted with ironwood will require twice the
required wood listed. The raw wood for building is found using the Chopping
skill.


Body Flip (Fighter_BodyFlip)

 
Skill : Body Flip
Domain : Grappling
Available: Monk Dancer
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BODYFLIP
Usage : BODYFLIP [TARGET NAME]
Example : bodyflip orc
The Monk slips in and turns the target head over heels, dropping them to the
ground stunned for a few moments.


Body Piercing (BodyPiercing)

 
Skill : Body Piercing
Domain : Artistic
Available: Gaoler
Allows : Artsy I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BODYPIERCE, BODYPIERCING
Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
Example : bodypiercing bob ears
Example : bodypiercing remove bob ears
This skill allows a player to pierce (and heal the piercings) of the body parts
of a target. The target must hold still for it, of course. What results can
only be seen when the proper wear location is not covered by clothing. Parts
available for piercing include the lip, nose, ears, eyebrows, nipples, and
belly button.


Body Shield (Fighter_BodyShield)

 
Skill : Body Shield
Domain : Grappling
Available: Monk
Allows : Combat Fluidity I, Vice-Gripping I
Invoked : Automatic
Example :
This skill allows a fighter to use an opponent pinned using the PIN skill as a
shield against weapon attacks.


Body Toss (Fighter_BodyToss)

 
Skill : Body Toss
Domain : Grappling
Available: Monk
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BODYTOSS
Usage : BODYTOSS [TARGET NAME]
Example : bodytoss orc
The fighter picks up the target and tosses them away from himself, doing a bit
of damage and putting them out of range.


Book Editing (BookEditing)

 
Skill : Book Editing
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOOKEDITING, BOOKEDIT, BEDIT
Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM])
Example : bookedit "a book" 2
: bookedit "a book"
The writer uses this skill to edit an existing paper, or an existing chapter in
a book. Once published, however, a book can no longer be edited.


Book Loaning (BookLoaning)

 
Skill : Book Loaning
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : BOOKLOAN
Usage : BOOKLOAN ([LIST/REMOVE]) [BOOK NAME] ([VALUE])
Example : bookloan list
: : bookloan ode to shoes 500
: : bookloan all.book 500
: : bookloan remove book
This skill allows a player to behave like a librarian, allowing other players
to LIST, BORROW, and DEPOSIT items which the player has made available.

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

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

Players may receive loaned books through the postal service also.


Book Naming (BookNaming)

 
Skill : Book Naming
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOOKNAMING, BOOKNAME, BNAME
Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]
Example : bookname "a book" 2 "Magic Bob"
: bookname list
The writer uses this skill to put the finishing touches on a crafted written
and readable work, giving it a full name. The name is built according to one
of the Name Formats, which you can list with BOOKNAME LIST. The given NAME
WORDS, and possibly the author name, are then inserted into the chosen format
to create the new book name.


Borrow Boon (Thief_BorrowBoon)

 
Skill : Borrow Boon
Domain : Stealing
Available: Reliquist
Allows : Theft Mastery I, Steal Boon
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BORROWBOON, BBORROW
Usage : BORROWBOON [TARGET NAME]
Example : borrowboon orc
Example : bborrow orc
The thief will attempt to tap into the raw divine power of a holy item
presently being held in order to borrow/copy a divine magical effect from the
target and onto themselves. This skill can not be used in combat, and works
best when the target can not see the thief. This skill is almost always
successful if the target is incapacitated (asleep, knocked out, bound, etc).
This skill has a small chance of depleting the item.


Bow Specialization (Specialization_Bow)

 
Skill : Bow Specialization
Domain : Weapon use
Available: Ranger
Allows : Weaponsmithing, Ranged Focus I, Ranged Striking I
Allows : Ranged Bashing I, Ranged Piercing I
Invoked : Automatic
The player is a master with bows, gaining bonuses to attack when using a bow in
combat. Can also allow the use of higher level bows if the focus expertise is
taken. This specialization stacks its bonuses on top of the more general ranged
weapon specialization.


Branding (Branding)

 
Skill : Branding
Domain : Animal affinity
Available: Artisan Numerous Classes
Allows : Quick Working I, Quick Worker I, Animal Affinity I
Use Cost : Movement (45)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BRANDING, BRAND
Usage : BRAND [MOB NAME]
Example : brand cow
This skill allows the player to put their mark upon an animal that is on their
own private property, or property they control. This will make that room the
animals starting room for as long as the animal lasts. The animal will lose the
brand when sold to a shopkeeper. A branded animal will also automatically
follow a property owner to a new home room whenever the owner attempts to push
or pull the animal.


Break A Leg (Skill_BreakALeg)

 
Skill : Break A Leg
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKALEG
Usage : BREAKALEG
Example : breakaleg
The bard begins wishing everyone good luck (but especially his or her enemies),
saying 'Break A Leg!'. This will create a 5% chance per tick that everyone who
heard him or her will actually break their leg.


Breakup Fight (Paladin_Breakup)

 
Skill : Breakup Fight
Domain : Legal
Available: Paladin
Allows : Legal Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKUP
Usage : BREAKUP [TARGET NAME]
Example : breakup bob
If the Paladin is not fighting, he or she may use this skill to break up a
fight between any two other creatures or players.


Bribe (Thief_Bribe)

 
Skill : Bribe
Domain : Influential
Available: Burglar Thief
Allows : Influencing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BRIBE
Usage : BRIBE [TARGET NAME] [COMMAND]
Example : bribe orc sleep
The thief will attempt to use money to get a target to do something for him or
her.


Buffoonery (Skill_Buffoonery)

 
Skill : Buffoonery
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BUFFOONERY
Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]
Example : buffoonery orc banana
This strange skill allows the player to swap out an existing worn or wielded
item on the target with one of his or her own. The item must not be an
effective weapon or piece of armor for the skill to work effectively. This
powerful skill overcomes curses and other inhibitions by the amazing power of
silliness.


Bullrush (Fighter_BullRush)

 
Skill : Bullrush
Domain : Acrobatic
Available: Barbarian
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 1
Commands : BULLRUSH
Usage : BULLRUSH [TARGET NAME] [DIRECTION]
Example : bullrush orc east
The fighter takes a strong charge at the target, and runs them into the next
room or area in one mighty heroic move.


Buried Treasure (Thief_BuriedTreasure)

 
Skill : Buried Treasure
Domain : Deceptive
Available: Pirate
Allows : Deceptive I, Pieces of Eight
Invoked : Automatic
Whenever items are placed in a hole dug using the DIG command, those proficient
with this skill will see that they have buried treasure. Treasure so buried
will be more difficult to dig up by anyone other than the original bury-er.
The difficulty approaches impossible with higher skill level and expertise.


Butchering (Butchering)

 
Skill : Butchering
Domain : Gathering
Available: Artisan Numerous Classes
Requires : A base intelligence of at least 9.
Allows : Scrimshawing, Quick Working I, Master Butchering
Allows : Chirgury, Quick Worker I, Tanning, Meat Curing
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BUTCHER, BUTCHERING, SKIN
Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
Example : butcher body
Example : butcher bundle 10 bones
With this common skill, a dead body can be cut up and its useful parts
separated. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.


Cage (Skill_Cage)

 
Skill : Cage
Domain : Animal affinity
Available: Artisan Trapper
Requires : 'Animal Husbandry' at 75%
Allows : Animal Affinity I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAGE
Usage : CAGE [TARGET NAME] [CAGE ITEM]
Example : cage rabbit wagon
The thief will attempt to get a sleeping or otherwise bound or subdued animal
into a cage for safe keeping. The cage door must be closed afterwards. If the
door to a cage is left open, the creatures inside may escape within a few
minutes!


Cage Building (CageBuilding)

 
Skill : Cage Building
Domain : Crafting
Available: Artisan Trapper
Requires : 'Carpentry' at 75%, and 'Hunting' at 75%
Allows : Quality Fabricating I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Light Fabricating I, Animal Husbandry
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BUILDCAGE, CAGEBUILDING
Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]
Example : cagebuild cage
: : cagebuild list
: : cagebuild list cage
: : cagebuild list 5-10
: : cagebuild list all
: : cagebuild learn cage
This skill allows a player to craft cages and wagon cages. The extent of the
items which can be crafted expands as the player goes up in level. The player
may also learn how to craft cages he or she finds, provided a blank recipe
page, or a recipe book with blank pages is in his or her inventory. To begin
carving a new item, the player must have placed the wood he or she wishes to
make the item from on the ground.


Call Mount (Paladin_SummonMount)

 
Skill : Call Mount
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CALLMOUNT
Usage : CALLMOUNT
Example : callmount
Allows the Paladin to call upon a white steed which can bear him from place to
place.


Call Pirate Familiar (Thief_PirateFamiliar)

 
Skill : Call Pirate Familiar
Domain : Animal affinity
Available: Pirate
Allows : Pet Steal, Animal Affinity I, Pet Spy
Use Cost : Mana (all)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
Usage : CALLFAMILIAR
Example : callfamiliar
This skill will call forth a "pet" for the rogue with specific powers. The
skill requires all mana to use. The pet which results from the call exists
only as long as the pet is able to follow the pirate. The pet will, in addition
to typical follower duties, grant stat and other bonuses specific to the race
of the pet. The type of pet, which is random, may be: a parrot, a rat, a
spidermonkey, a boa constrictor, an iguana, or a sea turtle. The pet may also
be trained in other skills, and will know how to sneak.


Called Shot (Fighter_CalledShot)

 
Skill : Called Shot
Domain : Martial lore
Available: Ranger
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CALLEDSHOT
Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]
Example : calledshot left arm
Example : calledshot orc left arm
The player calls out a body part on the target to destroy. If the player
manages to take more than 10% of the target`s hit points on the next hit, the
body part will be removed. Requires the use of a ranged or thrown weapon.


Called Strike (Fighter_CalledStrike)

 
Skill : Called Strike
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CALLEDSTRIKE
Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
Example : calledstrike left arm
Example : calledstrike orc left arm
The player calls out a body part on the target to destroy. If the player
manages to take more than 10% of the target`s hit points on the next hit, the
body part will be removed. Requires the use of a slashing melee weapon.


Caltrops (Thief_Caltrops)

 
Skill : Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, AutoCaltrops
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : CALTROPS
Usage : CALTROPS
Example : caltrops
The thief drops numerous small metal spikes on the ground around him or her.
While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be damaged by them. This trap is
permanent on owned property, but won't affect those who live there.


Camouflage (Ranger_Camouflage)

 
Skill : Camouflage
Domain : Nature lore
Available: Ranger
Requires : 'Woodland Hide'
Allows : Nature Lore I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAMOUFLAGE
Usage : CAMOUFLAGE [TARGET]
Example : camouflage bob
Example : camouflage table
The ranger covers the target so that they resemble the surrounding country,
making them more difficult to see.


Careful Step (Thief_CarefulStep)

 
Skill : Careful Step
Domain : Acrobatic
Available: Thief
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CARESTEP, CAREFULSTEP
Usage : CARESTEP [DIRECTION]
Example : carestep east
The thief moves slowly, watching every single footfall with utter care. This
has the effect of helping to prevent certain traps from springing, as well as
preventing one from falling off a tightrope or narrow bridge.


Cargo Loading (CargoLoading)

 
Skill : Cargo Loading
Domain : Binding
Available: Sailor
Allows : Rope Use I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CARGO
Usage : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME]
Example : cargo load bundle ss minnow
: : cargo unload bundle ss minnow
This skill allows the player to load or unload large heavy cargo to or from a
ship from the shore using a series of ropes and pullies. The maximum weight of
the cargo loaded per skill use goes up with expertise in rope use. The cargo
loader must be allowed to load or unload cargo from the ship, and there must be
a clear path of unlocked exits from the cargo room to the loader. Cargo will
always be loaded below decks.


Carpentry (Carpentry)

 
Skill : Carpentry
Domain : Crafting
Available: Artisan Gaoler Reliquist Sailor
Available: Trapper Numerous Classes
Requires : A base constitution of at least 10.
Allows : Fletching, Instrument Making, Construction, Cage Building
Allows : Wainwrighting, Lethal Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Ship Building, Quality Shaping I
Allows : Quality Crafting I, Siegecrafting, Light Crafting I
Allows : Light Shaping I, Shield Familiarity, Torturesmithing
Allows : Boatwrighting, Paper Making, Quick Worker I, Durable Shaping I
Allows : Durable Crafting I, Counterbalance Crafting I
Use Cost : Movement (28)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CARVE, CARPENTRY
Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : carve small table
: : carve bundle 100 maple
: : carve list
: : carve list table
: : carve list 5-10
: : carve list all
: : carve mend club
: : carve refit club
: : carve scan
: : carve scan bob
: : carve learn club
This skill allows a player to craft wooden items, such as chairs and wooden
shields. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to repair any damaged
wooden weapons or armor, get info on a list item, refit any armor which may be
the wrong size, or learn how to carve a found item, provided a blank recipe
page, or recipe book with blank pages is in his or her inventory. To begin
carving a new item, the player must have placed the wood he or she wishes to
make the item from on the ground. The player may also scan the room or other
players for equipment that may be mended by this skill, using the scan
parameter. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for carpentry can be obtained using the Chopping skill.
Using better materials may increase both the strength and the required level of
the crafted item, and some material types require smaller amounts to make the
same items.


Cartwheel (Fighter_Cartwheel)

 
Skill : Cartwheel
Domain : Acrobatic
Available: Jester Monk Dancer
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CARTWHEEL
Usage : CARTWHEEL
Example : cartwheel
The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.
This can put the Monk as far as range 2 from enemies.


Case Joint (Thief_CaseJoint)

 
Skill : Case Joint
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CASEJOINT
Usage : CASEJOINT
Example : casejoint
From the safety of a hidden position, the thief carefully examines a room
noting the location of people and objects and their routines. This will give
the thief a higher change of success with certain thief skills, and a combat
bonus fighting in that room for a period of time. Casing a room for longer is
better than not, and the benefits will begin as soon as the thief comes out of
hiding and acts.


Cast Blocking (Skill_CastBlocking)

 
Skill : Cast Blocking
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CASTBLOCKING
Usage : CASTBLOCKING
Example : castblocking
The bard carefully re-arranges all the people in the room who are in combat,
possibly changing who they are fighting, and at what range.


Cataloging (Cataloging)

 
Skill : Cataloging
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CATAWRITE, CWRITE
Usage : CWRITE [ITEM] ([CATALOG ITEM])
Example : cwrite flag
: : cwrite "that sword" "my catalog book"
This skill allows a player to carefully study an item and write down useful
information about it onto a piece of paper or into a book. If the player has
sufficient skill in Lore, then that information will also be added. If the
player is skilled at Appraisal, then an estimation of value is also added. If
the player has used Tagging to tag an item, then the tag number will also be
included.
Specifying the catalog book name is not necessary if the Titling skill was used
to designate one of your books as a catalog of the proper type as the item
being cataloged.


Catch Projectile (Fighter_CatchProjectile)

 
Skill : Catch Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the uncanny ability to catch arrows, spears, and other
projectiles in mid flight. The Monk requires a free hand to perform this
skill.


Center of Attention (Skill_CenterOfAttention)

Usage    : CENTEROFATTENTION 
Example : centerofattention
The bard begins performing loudly, flailing about dramatically. The
performance then causes all enemies in the room to stop fighting and freeze in
place, watching the bard attentively. This skill can only be used
approximately twice every mud hour.


Chantcraft (Skill_Chantcraft)

 
Skill : Chantcraft
Domain : Arcane lore
Available: Charlatan Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about druidic magic that he or she can identify
chants cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.


Charge (Fighter_Charge)

 
Skill : Charge
Domain : Acrobatic
Available: Barbarian
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 2
Commands : CHARGE
Usage : CHARGE [TARGET NAME]
Example : charge orc
The Barbarian runs at top speed at a target, delivering a deadly attack, but
sacrificing armor.


Chirgury (Skill_Chirgury)

 
Skill : Chirgury
Domain : Anatomy
Available: Gaoler
Requires : 'Butchering'
Allows : Anatomy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CHIRGURY
Usage : CHIRGURY [BODY PART] [TARGET NAME]
Example : chirgury heart corpse
The player is able to remove body parts from the dead, blood from the living or
the dead, or an unborn fetus from the living.


Circle Parry (Fighter_CircleParry)

 
Skill : Circle Parry
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the skill to block and parry melee attacks while unarmed.


Circle Trip (Fighter_CircleTrip)

 
Skill : Circle Trip
Domain : Dirty fighting
Available: Monk Dancer
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CIRCLETRIP, CTRIP
Usage : CIRCLETRIP
Example : circletrip
Short(s) : ctrip
The Monk becomes capable of swinging his foot along the floor, tripping all
opponents in range.


Clan Crafting (ClanCrafting)

 
Skill : Clan Crafting
Domain : Crafting
Available: Several Classes
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Wise Crafting I
Use Cost : Movement (19)
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 5-10
: : clancraft list all
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill.
The majority of items crafted using this skill serve the CONQUEST system, and
only work on mobs in conquered areas. See the help on CONQUEST for more
information on how to use the items. The extent of the items which can be
crafted expands as the player goes up in level. To begin crafting, the player
must have placed the materials he or she wishes to make the item from on the
ground. Using better materials will increase both the strength and the
required level of the crafted item, and some material types require smaller
amounts to make the same items.


Clan Ship Building (ClanShipwrighting)

 
Skill : Clan Ship Building
Domain : Crafting
Available: Artisan
Requires : 'Ship Building' at 75%
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANSHIPBUILD, CLANSHIPBUILDING, CLANSHIPWRIGHT, CSHIPBUILD,
CSHIPBUILDING, CSHIPWRIGHT
Usage : CLANSHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
Example : clanshipwright cruiser
: : clanshipwright list
: : clanshipwright list cruiser
: : clanshipwright list 5-10
: : clanshipwright list all
: : clanshipwright mend cruiser
: : clanshipwright scan
: : clanshipwright scan bob
: : clanshipwright help bob
: : clanshipwright title The Cargo Deck
: : clanshipwright desc This is a beautiful cargo deck!
: : clanshipwright door east
: : clanshipwright demolish east
This skill allows a player to craft large sailing ships for clans, and alter
great ships their clans own. The extent of the items which can be crafted
expands as the player goes up in level. This command also allows the player to
repair any combat damage on great clan ships. To begin building a new item,
the player must have placed the wood he or she wishes to make the item from on
the ground. The parameters also allow more than one person to assist in a
project. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for building is found using the Chopping skill.


Cleave (Fighter_Cleave)

 
Skill : Cleave
Domain : Martial lore
Available: Assassin Barbarian Beastmaster Fighter
Available: Paladin Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter who is in combat against more than one opponent to
take an extra attack against the next opponent on the same round in which the
first opponent is killed.


Cleric Honorary Degree (Skill_HonoraryDegreeCleric)

 
Skill : Cleric Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,
Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4
skills qualified for by at least one of the qualifying classes, including those
prayers specified by the class, then the scholar will receive access to an
honorary degree Title. The scholar can then use the TITLE command to select
and use the honorary degree title. When one of these titles is in use, the
scholar is permitted to enter areas normally only allowed to those of the
qualifying class, and also gains the ability to pick up and equip items which
would normally fly away from the scholars hands if normally attempted.


Climb (Skill_Climb)

 
Skill : Climb
Domain : Fitness
Available: Monk Numerous Classes Several Classes Numerous Classes
Requires : 'Wood Chopping' at 75%
Allows : Improved Boarding, AutoClimb, Crow`s Nest, Fitness I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CLIMB
Usage : CLIMB [DIRECTION]
Example : climb up
In some places, one may be able (or required) to climb up or down a surface in
order to get there safely. Without using this skill, someone attempting the
climb such a surface is certain to fall.


Cobbling (Cobbling)

 
Skill : Cobbling
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Leather Working'
Requires : A base constitution of at least 12.
Allows : Light Sewing I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Durable Sewing I, Durable Crafting I
Allows : Quality Crafting I, Quality Sewing I, Light Crafting I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COBBLE, COBBLING
Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : cobble shoes
: : cobble bundle 100 oak
: : cobble list
: : cobble list shoe
: : cobble list 5-10
: : cobble list all
: : cobble mend shoe
: : cobble refit boots
: : cobble scan
: : cobble scan bob
: : cobble learn boots
This skill allows a player to craft shoes and footware. The extent of the
items which can be crafted expands as the player goes up in level. This
command also allows the player to mend any damaged footware, get info on a
recipe, refit any footware which may be the wrong size, or learn how to cobble
a found item, provided a blank recipe page, or recipe book with blank pages is
in his or her inventory. To begin crafting a new item, the player must have
placed the material he or she wishes to make the item from on the ground. Using
better materials will increase both the strength and the required level of the
crafted item, and some material types require smaller amounts to make the same
items. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter. or a recipe book with
blank pages in his or her inventory.


Collect Bounty (Skill_CollectBounty)

 
Skill : Collect Bounty
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : COLLECTBOUNTY, BOUNTY
Usage : COLLECTBOUNTY [TARGET NAME]
Example : collectbounty orc
If the player is able to bring a legitimately wanted criminal up before a judge
in the same area, the judge will pay the player a bounty on the criminal and
bring in an authorized cityguard to complete the trial.


Combat Log (Skill_CombatLog)

 
Skill : Combat Log
Domain : Combat lore
Available: Scholar
Allows : Combat Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 20
Commands : COMBATLOG
Usage : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))
Usage : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])
Example : combatlog rabbit
Example : combatlog stop
Example : combatlog report
Example : combatlog write paper
This ability allows the player to assess key statistics about another character
or creatures performance in a fight. The player studiously notes all combat
details and can report out the details at any time, so long as they are still
observing. The player is able to observe things like the resources they
consume, and the challenges they overcome. The more lore Expertise the player
has, the greater the number of insights and details they will be able to note
using this skill. The player can then report on these details or even write
them onto paper or into a book. Stopping will clear the statistics, allowing
the player to study a new target.


Combat Record (Archon_CRecord)

Usage    : CRECORD LIST/START [MINS]/STOP/MINLEVEL [LEVEL]/... 
Usage : .../ADD [PLAYER]/DEL [PLAYER]
Example : crecord start 15
This tool automatically creates a combat log for a player when they gain a
level, if they are above a minimum level, and if they gained the current level
within a minimum number of minutes. It will continue to log until the next
level is gained. To activate the tool, enter CRECORD START [number of
minutes]. Players will then start being recorded automatically. Combat
recording can also be managed manually using ADD/DEL. The default minimum
level is 10, but can be modified with the MINLEVEL command. Logs are kept in
the dbfs directory '::/resources/clogs/'.


Combat Repairs (Skill_CombatRepairs)

 
Skill : Combat Repairs
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : COMBATREPAIR, COMBATREPAIRS
Usage : COMBATREPAIR
Example : combatrepair
The sailor quickly runs around patching up holes and other ship damage with any
materials on hand. This may only be done while the ship is in combat and
provides an amount of repair which depends on the sailors dexterity and
expertise. The repairs wear off once the ship leaves combat, but never falls
below the damage level when repairs were made.


Command Horse (Paladin_CommandHorse)

 
Skill : Command Horse
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : COMMANDHORSE
Usage : COMMANDHORSE [TARGET] [COMMAND]
Example : commandhorse horse smile
The Paladin`s affinity with horses has grown such that they have the natural
ability to command equines of all sorts to do just about anything he wants.


Commoner Honorary Degree (Skill_HonoraryDegreeCommoner)

 
Skill : Commoner Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.
When the scholar has Studied at least 4 skills qualified for by at least one of
the qualifying classes, including those common skills specified by the class,
then the scholar will receive access to an honorary degree Title. The scholar
can then use the TITLE command to select and use the honorary degree title.
When one of these titles is in use, the scholar is permitted to enter areas
normally only allowed to those of the qualifying class, and also gains the
ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.


Composting (Composting)

 
Skill : Composting
Domain : Gathering
Available: Artisan Numerous Classes
Requires : 'Farming'
Requires : A base wisdom of at least 12.
Allows : Gardening, Quick Working I, Irrigation, Quick Worker I
Allows : Landscaping
Use Cost : Movement (40)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COMPOST, COMPOSTING
Usage : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]
Example : compost carrots
: : compost 20 carrots
: : compost bundle 100 compost
This skill allows the player to quickly convert any vegetation resources, such
as those from the forage or butcher skills, into compost items. These compost
items can then be used to greatly increase the yield of the Farming skill.


Con (Thief_Con)

 
Skill : Con
Domain : Deceptive
Available: Burglar Charlatan
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CON
Usage : CON [TARGET NAME] [COMMAND]
Example : con orc "drop sword"
The thief will attempt to use trickery, and flattery to get a character to do
something for him or her. The conned character will do almost anything, but
some things even the gullible won't do, such as follow or sleep (among others).


Conceal Door (Thief_ConcealDoor)

 
Skill : Conceal Door
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR
Usage : DOORCONCEAL [EXIT NAME]
Example : doorconceal east
The thief is able to hide a door or gate. The level of the door he is able to
hide is affected by level and stealth expertise. The door remains hidden from
non-players for a long time, or permanently if owned.


Conceal Item (Thief_ConcealItem)

 
Skill : Conceal Item
Domain : Stealthy
Available: Pirate Thief
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM
Usage : ITEMCONCEAL [TARGET NAME]
Example : itemconceal chest
The thief is able to hide an item of moderate size. The size of the item he is
able to hide is affected by level and stealth expertise. The item remains
hidden for a long time, or permanently if owned.


Conceal Walkway (Thief_ConcealWalkway)

 
Skill : Conceal Walkway
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY
Usage : WALKWAYCONCEAL [EXIT NAME]
Example : walkway east
The thief is able to hide a walkway to or within a building. The level of the
walkway he is able to hide is affected by level and stealth expertise. The
walkway remains hidden from non-players for a long time, or permanently if
owned.


Condemn Mark (Thief_CondemnMark)

 
Skill : Condemn Mark
Domain : Influential
Available: Reliquist
Allows : Influencing I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONDEMNMARK
Usage : CONDEMNMARK
Example : condemnmark
This wicked skill allows the thief to effectively accuse their mark of horrible
sins against their deity. This will cause the deity to express their
displeasure.


Conduct Symphony (Skill_Conduct)

 
Skill : Conduct Symphony
Domain : Playing
Available: Minstrel
Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 2
Commands : CONDUCT
Usage : CONDUCT
Example : conduct
This powerful bard skill allows the bard to conduct their group as if it were a
symphony. If the bard`s group all have instruments, and all are prepared to
play them, then using this skill will grant them all the ability to play the
magical "symphony" as per the bard song.


Construction (Construction)

 
Skill : Construction
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Carpentry'
Requires : A base constitution of at least 12.
Allows : Quick Building I, Quick Worker I, Decorating, Find Home
Allows : Ingenious Engineering I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CONSTRUCT
Usage : CONSTRUCT [LIST/INFO/"[PROJECT NAME]"] [DIRECTION]
Example : construct wall north
: : construct list
: : construct info wall
: : construct roof
: : construct door east
: : construct title A messy room.
: : construct desc east This is my favorite Door.
: : construct desc room This is a messy room.
: : construct stairs
: : construct help Bob
: : construct demolish west
: : construct demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls, stairs, and doors may be built following the
construction of roof and framework. Fences and gates may be built outdoors.
This skill also allows the demolition of unwanted walls and structures,
upstairs rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a construction project.
All of the structures made with this skill are made of wood. Items crafted
with balsa can be done with half the required wood listed, while items crafted
with ironwood will require twice the required wood listed. The raw wood for
construction can be obtained using the Chopping skill.


Contract Hit (Thief_ContractHit)

 
Skill : Contract Hit
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONTRACTHIT
Usage : CONTRACTHIT [TARGET NAME]
Example : contracthit orc
By spending an appropriate amount of money, the player can put a 'hit' out on
the target. The target will, after some time, be assaulted by 3-6 assassins of
appropriate level. The assassins will persist until their job is done, or are
all killed. They will track the target if necessary.


Control Undead (Skill_ControlUndead)

 
Skill : Control Undead
Domain : Death lore
Available: Cleric Necromancer
Allows : Death Lore I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONTROL
Usage : CONTROL [TARGET NAME]
Example : control skeleton
The evil or neutral priest attempts to frighten the heck out of an undead
creature. Depending upon the level of the priest versus the level of the
creature, the effect of the skill may be to either cause it to become
submissive for a time, or come completely under the clerics control.


Convert (Skill_Convert)

 
Skill : Convert
Domain : Evangelism
Available: Numerous Classes
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CONVERT
Usage : CONVERT [PLAYER NAME/DEITY NAME]
Example : convert bob
Example : convert odin
This skill allows Clerics to convert themselves or others to the worship of
specific deities. If a player is specified, the target player must not be
worshiping another deity at the time, which means that to change deities, the
player must first REBUKE their current deity. If an npc mob is specified, then
a failed conversion will be followed by a period of doubt where the npc may not
be converted by anyone. That is then followed by another longer period where
the mob will be susceptible to conversion. A converted npc mob will remain so
for a period of time, but any religious services in the area attended by the
mob will extend the period.

A deity may be also be specified as a parameter, allowing the cleric to convert
themselves to the worship of a deity. Use the DEITIES command to list
available deities. See also the help entries for RELIGION, BLESSINGS,
SERVICES, and RITUALS for more information.


Cooking (Cooking)

 
Skill : Cooking
Domain : Epicurean
Available: Artisan Gaoler Numerous Classes
Allows : Baking, Master Cooking, Quick Cooking I, Quick Worker I
Allows : Vigorous Cooking I, Distilling, Advanced Cooking I
Allows : Food Prep, Home Cooking I
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COOK, COOKING
Usage : COOK LIST/[COOKING CONTAINER]
Example : cook list
Example : cook list stew
Example : cook list 5-10
Example : cook list all
Example : cook pot
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, like a pot or pan. A
pot may be filled with water, if water is required for the recipe. The
ingredients for cooking are best obtained through the Butchering skill and the
Foraging skill, and some Food Prep may be necessary for some dishes.


Cosmic Adaptation (Fighter_CosmicAdaptation)

 
Skill : Cosmic Adaptation
Domain : Cosmology
Requires : Disallows those whose are on the following plane: PRIME MATERIAL.
Allows : Planar Extending I, Planar Empowering I, Planar Finessing I
Invoked : Automatic
Example :
Grants one the ability to breath an extraplanar atmosphere for a while,
depending on proficiency, which is never absolutely perfect.


Costuming (Costuming)

 
Skill : Costuming
Domain : Crafting
Available: Artisan Charlatan Numerous Classes
Requires : 'Tailoring'
Requires : A base intelligence of at least 12.
Allows : Light Sewing I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Master Costuming, Quality Sewing I, Light Crafting I
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COSTUME, COSTUMING
Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
Example : costume habit
: : costume list
: : costume list habit
: : costume list 5-10
: : costume list all
: : costume mend habit
: : costume refit habit
: : costume scan
: : costume scan bob
: : costume learn shirt
This skill allows a player to fabricate paper clothing that can be worn over
most other clothing so as to produce a different display, but not interfere
with the function of the underlying clothing and armor. In order to use this
skill, the costumer must first acquire the desired item they wish to base the
pattern off of, and then deconstruct that item into a costuming recipe with the
COSTUME LEARN command provided a blank recipe page, or recipe book with blank
pages is in his or her inventory. This command also allows the player to mend
any damaged paper clothing, get info on a list item, or refit any paper clothes
which are the wrong size. To begin costuming a new item, the player must have
placed the bolt of paper he or she wishes to make the clothing from on the
ground. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter. The raw materials for
costuming are created using the Papermake skill.


Counter-Attack (Fighter_CounterAttack)

 
Skill : Counter-Attack
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter to position themselves for an extra attack
following a successful Parry.


Counter-Tracking (Thief_Countertracking)

 
Skill : Counter-Tracking
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Invoked : Automatic
Example :
Proficiency in this skill negates mundane tracking skill use against the thief,
such as the tracking done by rangers and assassins.


Coup de Grace (Fighter_CoupDeGrace)

 
Skill : Coup de Grace
Domain : Dirty fighting
Available: Fighter
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (150)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : COUP, COUPDEGRACE
Usage : COUP [TARGET NAME]
Example : coup orc
The fighter attempts to deliver a final fatal blow to the target which is very
injured, below 25% of their hit points and completely prone (lying down). This
is a difficult skill to use properly, so practice often! The typical fighter
must quickly whomp their target to the ground and coup-de-grace them before
they come back to their senses.


Cover Defence (Fighter_CoverDefence)

 
Skill : Cover Defence
Domain : Evasive
Available: Artisan Fighter
Requires : 'Ranged Weapon Proficiency' at 75%
Allows : Evasively I
Invoked : Automatic
Example :
During combat, the fighter will keep an eye out for defensive cover positions
to take against missile weapons. When the moment is right, the fighter may
take cover behind these positions, negating the missile attack.


Craft Holy Avenger (Paladin_CraftHolyAvenger)

 
Skill : Craft Holy Avenger
Domain : Crafting
Available: Paladin
Requires : 'Sword Specialization', and 'Weaponsmithing'
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Light Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
Usage : CRAFTHOLY
Example :
Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
and damage are based on the Paladin's level.


Critical Shot (Fighter_CriticalShot)

 
Skill : Critical Shot
Domain : Martial lore
Available: Assassin Fighter Jester Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when firing or throwing a
ranged weapon in combat.


Critical Strike (Fighter_CritStrike)

 
Skill : Critical Strike
Domain : Martial lore
Available: Assassin Fighter Jester
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when using a weapon in
melee combat.


Crow`s Nest (Skill_CrowsNest)

 
Skill : Crow`s Nest
Domain : Sea travel
Available: Sailor
Requires : 'Climb' at 74%
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : CROWSNEST
Usage : crowsnest
Example : crowsnest
Allows the sailor to attempt to climb up into the crows nest from the deck of
their large sailing ship. From this small perch, the sailor can look around and
see approaching people or objects or land from a greater distance, and take
note of the direction. They can then yell down instructions to those on the
deck below. Looking in particular directions will allow them to make out some
minor details in that direction.


Curtain Call (Skill_CurtainCall)

 
Skill : Curtain Call
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CURTAINCALL
Usage : CURTAINCALL
Example : curtaincall
The bard calls the curtain, making everyone in his or her group begin taking a
bow until their health and mana is restored, at the cost of movement.


Cut Throat (Thief_CutThroat)

 
Skill : Cut Throat
Domain : Dirty fighting
Available: Assassin
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CUTTHROAT, CT
Usage : CUTTHROAT [TARGET NAME]
Example : cutthroat orc
Shorts : CT
If the thief is hidden, or otherwise invisible to the target, and is wielding a
dagger, this ability will allow him or her to cut the target`s throat, dealing
a big burst of damage, and starting the bleeding effect.


Dagger Defense (Thief_DaggerDefense)

 
Skill : Dagger Defense
Domain : Evasive
Available: Assassin
Allows : Evasively I
Invoked : Automatic
Example :
This skill grants an extra attempt to parry when wielding a dagger. Parrying is
the ability to cancel an armed attack by an opponent using your own weapon.
The character with this skill will parry the attacks of his or her armed
opponents whenever possible.


Dagger Specialization (Specialization_Dagger)

 
Skill : Dagger Specialization
Domain : Weapon use
Available: Assassin
Allows : Edged Piercing I, Edged Striking I, Weaponsmithing
Allows : Edged Slashing I, Edged Focus I
Invoked : Automatic
The player is a master with daggers, gaining bonuses to attack when using a
dagger in combat. Can also allow the use of higher level daggers if the focus
expertise is taken. This specialization stacks its bonuses on top of the more
general edged weapon specialization.


Dampen Auras (Thief_DampenAuras)

 
Skill : Dampen Auras
Domain : Deceptive
Available: Arcanist
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : DAMPENAURAS
Usage : DAMPENAURAS
Example : dampenauras
This skill eliminates any emanations and auras on the thief and his or her
inventory items. This includes emanations and auras which others might be
using skills to detect (such as magic, goodness, metalicness, etc).


Dazzling Caltrops (Thief_DazzlingCaltrops)

 
Skill : Dazzling Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, Mana Sapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DAZZLINGCALTROPS
Usage : DAZZLING CALTROPS
Example : dazzlingcaltrops
The thief drops numerous small shiny colorful metal objects on the ground
around him or her. While the thief will be able to avoid them, anyone entering,
leaving, advancing, or retreating from the room will be have have to avoid
meeting their dazzling gaze or else risk losing mana from doing so. This trap
is permanent on owned property, but won't affect those who live there.


Dead Reckoning (Skill_DeadReckoning)

 
Skill : Dead Reckoning
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : DEADRECKON, DEADRECKONING
Usage : DEADRECKON
Example : deadreckon
From the deck of a boat or ship, the sailor can use their intuition and
superior guesswork to determine which direction lies the path to the closest
land.


Death Trap (Thief_DeathTrap)

 
Skill : Death Trap
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (30) Movement (30)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DEATHTRAP
Usage : DEATHTRAP
Example : deathtrap
With 100 pounds of metal on the ground, the thief may construct a most horrible
and astounding trap. Anyone entering the room with the trap will be killed
most horribly. This trap is permanent on owned property, and won't affect
those who live there.


Decipher Script (Skill_DecipherScript)

 
Skill : Decipher Script
Domain : Street smarts
Available: Several Classes
Allows : Street Lore I
Use Cost : Mana (8)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DECIPHER
Usage : DECIPHER [TARGET NAME] ([PAGE NUMBER])
Example : decipher paper
Example : decipher book 3
The player decodes any encryption on a book or document or other writing. It
can be used similar to the READ command to select different pages of a book as
well.


Decorating (Decorating)

 
Skill : Decorating
Domain : Artistic
Available: Artisan
Requires : 'Painting' at 75%, and 'Construction' at 75%
Allows : Artsy I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DECORATE, DECORATING
Usage : DECORATE MOUNT/HANG/STICK [ITEM NAME]
Example : decorate mount picture
This skill allows the player to hang or mount an item on the wall of a room.
The item will blend with the room description, and while it is still GETtable,
it is protected from mass commands like GET ALL. Items mounted or hung will
have their display text altered, whereas items put up using STICK will not.


Deep Breath (Skill_DeepBreath)

 
Skill : Deep Breath
Domain : Fitness
Available: Sailor
Allows : Fitness I
Invoked : Automatic
This skill grants the ability to hold ones breathe for a period, allowing one
to forego damage when under water or otherwise unable to breathe.


Deep Cut (Thief_DeepCut)

 
Skill : Deep Cut
Domain : Martial lore
Available: Assassin
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DEEPCUT
Usage : DEEPCUT ([TARGET NAME]) [BODY PART]
Example : deepcut left arm
Example : deepcut orc left arm
The player lunges for a body part on the target to deeply injure. If the
player manages to take more than 8% of the target`s hit points on the next hit,
the body part will be directly cut into. Requires the use of a slashing or
piercing melee weapon.


Deflect Projectile (Fighter_DeflectProjectile)

 
Skill : Deflect Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the uncanny ability to block and deflect arrows, spears, and
other projectiles in mid flight. The Monk requires a free hand to perform this
skill.


Desert Tactics (Fighter_DesertTactics)

 
Skill : Desert Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in deserts. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.


Desperate Moves (Fighter_DesperateMoves)

 
Skill : Desperate Moves
Domain : Evasive
Available: Fighter
Allows : Evasively I
Invoked : Automatic
When near death, the fighters desperation brings out their best evasive moves,
cutting all damage in half when below 10% hit points.


Detect Traps (Thief_DetectTraps)

 
Skill : Detect Traps
Domain : Alert
Available: Bard Jester Trapper Several Classes
Allows : Vigilantly I, Identify Traps, AutoDetect Traps, AutoMark Traps
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : CHECK
Usage : CHECK
Example : check east
Example : check chest
The thief can take a careful look at an item, container, or door to see if it
is trapped.


Detection (Thief_Detection)

 
Skill : Detection
Domain : Alert
Available: Arcanist Burglar Charlatan Monk
Available: Reliquist Thief Trapper
Allows : Vigilantly I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : DETECT, DETECTION
Usage : detect
Example :
The thief takes a careful and meticulous look around, allowing him or her to
spot any hidden things in the area. The longer the thief looks around, the more
he will see.


Digsite (Thief_Digsite)

 
Skill : Digsite
Domain : Education lore
Available: Reliquist
Allows : Educating I
Use Cost : Movement (536870912)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : DIGSITE
Usage : DIGSITE
Example : digsite
This skill allows the player to establish a digsite in particular places where
it would otherwise be allowed to attempt gem digging, mining, or foraging.
Once this is done, and for as long as the digsite remains productive, any uses
of one of the appropriate skills may instead produce an item from some long
lost civilization. Only one of the appropriate skills will be effective in
revealing any item, and there is a very tiny chance that a truly majestic
artifact might also be uncovered. The level of the items will range within
that of the area the digsite was created in.


Dirt (Skill_Dirt)

 
Skill : Dirt
Domain : Dirty fighting
Available: Assassin Barbarian Fighter Minstrel
Available: Monk SkyWatcher Thief
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : DIRT
Usage : DIRT [TARGET NAME]
Example : dirt orc
The fighter attempts to kick dirt into the eyes of the target, making them
temporarily blind.


Disabling Caltrops (Thief_DisablingCaltrops)

 
Skill : Disabling Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, Fatiguing I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DISABLINGCALTROPS
Usage : DISABLING CALTROPS
Example : disablingcaltrops
The thief drops numerous small metal hooked spikes on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have their feet caught on them,
disabling movement. This trap is permanent on owned property, but won't affect
those who live there.


Disarm (Skill_Disarm)

 
Skill : Disarm
Domain : Martial lore
Available: Barbarian Beastmaster Fighter Monk
Available: Dancer Numerous Classes
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISARM
Usage : DISARM [TARGET NAME]
Example : disarm orc
The fighter attempts use his or her weapon to disarm the target, hurling their
weapon onto the floor and out of reach. To succeed, the player must be armed,
make their proficiency check, "hit" their opponent, and not be too underpowered
compared to their opponent.


Disease Immunity (Paladin_DiseaseImmunity)

 
Skill : Disease Immunity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin's proficiency grows, he or she becomes more and more immune to
diseases and disease like spell affects.


Disguise (Skill_Disguise)

 
Skill : Disguise
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : DISGUISE
Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
Example : disguise race orc
Example : disguise class thief
Example : disguise height 1000
This powerful ability allows the bard to disguise his or her appearance in
numerous ways. The disguise command, without any arguments, will list the
attributes which may be changed. Once a disguise has been put on, entering
disguise again without any arguments will remove the disguise.


Dissertating (Dissertating)

 
Skill : Dissertating
Domain : Crafting
Available: Scholar
Allows : Advanced Crafting I, Quick Crafting I, Wise Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DISSERTATE, DISSERTATING
Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]
Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]
Example : dissertate iron grip scroll
: : dissertate iron grip from "scroll of iron grip" "a dissertation"
This skill allows the player to write a lengthy dissertation on how to learn
one of the skills or spells the player knows, or to transcribe any skill from
one scroll or dissertation to another. To do this, the player must have a piece
of paper with sufficient blank space on it to make the dissertation out of.
Writing a dissertation requires a small amount of experience cost based on the
level of the skill. Once written, the dissertation may be read in order to
learn the skill.


Distilling (Distilling)

 
Skill : Distilling
Domain : Epicurean
Available: Artisan Numerous Classes
Requires : 'Cooking'
Allows : Master Distilling, Master Foraging, Quick Cooking I
Allows : Warrants, Imbued Distilling I, Quick Worker I, Advanced Cooking I
Allows : Home Cooking I
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DISTILLING
Usage : DISTILL LIST/[BREWING CONTAINER]
Example : distill pot
: : distill list
: : distill list whiskey
: : distill list 5-10
: : distill list all
This skill allows the player to create a beer and other liquors from basic
ingredients. The player must be near a fire over which the alcohol can be
brewed. The ingredients must be placed in a fire-safe container, like a pot or
pan. A pot must be filled with water or other liquids required by the recipe.
The ingredients for cooking are best obtained through the Foraging skill.


Distract (Thief_Distract)

 
Skill : Distract
Domain : Deceptive
Available: Pirate Dancer Thief Several Classes
Allows : Improved Distraction, Deceptive I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISTRACT
Usage : DISTRACT [TARGET NAME]
Example : distract orc
The fighter forfeits his or her attacks in order to spend time distracting the
target. While distracted, the target`s attack and defence skills are greatly
reduced.


Diving (Skill_Diving)

 
Skill : Diving
Domain : Fitness
Available: Sailor
Allows : Fitness I
Invoked : Automatic
This skill automatically turns falls into water from a great height into a
graceful dive, which mitigates damage taken when the player hits water.


Dodge (Skill_Dodge)

 
Skill : Dodge
Domain : Evasive
Available: Artisan Beastmaster Charlatan Minstrel
Available: Monk Dancer Numerous Classes Numerous Classes
Requires : 'Natural Weapon Proficiency' at 75%
Allows : Evasively I
Invoked : Automatic
Example : dodge
During combat, the character begins to dance around on their feet, making them
harder to hit in combat.


Domesticating (Domesticating)

 
Skill : Domesticating
Domain : Animal affinity
Available: Trapper
Allows : Quick Working I, Quick Worker I, Animal Affinity I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DOMESTICATE, DOMESTICATING
Usage : DOMESTICATE [MOB NAME]
Usage : DOMESTICATE NAME [MOB] [NEW NAME]
Example : domesticate rabbit
Example : domesticate name rabbit bob
This skill allows the player to make an animal into a follower, and then to
re-name the animal if he chooses. The animal remains renamed only as long as
it is a follower.


Draw Treasure Map (Thief_TreasureMap)

 
Skill : Draw Treasure Map
Domain : Calligraphy
Available: Pirate
Allows : Fine Calligraphy I
Use Cost : Mana (7)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DRAWTREASUREMAP, TREASUREMAP
Usage : DRAWTREASUREMAP [PAPER NAME]
Example : drawtreasuremap paper
This skill allows the pirate to draw a map from his or her current room, to the
location of a Buried Treasure in the same area which the pirate does not
presently have a map to. Obviously this requires that the Buried Treasure skill
be used in the same area first.


Drilling (Drilling)

 
Skill : Drilling
Domain : Gathering
Available: Numerous Classes
Requires : A base intelligence of at least 9.
Allows : Quick Working I, Edged Weapon Familiarity, Master Drilling
Allows : Irrigation, Quick Worker I, Distilling, Speculating
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DRILL, DRILLING
Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
Example : drill pot
Example : drill bundle 10 "lamp oil"
With this common skill, a player carefully pokes around, in the ground or
trees, for useful liquids. The liquids are then placed into the liquid
container given by the parameters. Drilling is best done in forests and
deserts. You can also bundle multiple resources together using this skill. The
GET command can be used to unbundle such resources.


Druid Honorary Degree (Skill_HonoraryDegreeDruid)

 
Skill : Druid Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and
Beastmaster. When the scholar has Studied at least 4 skills qualified for by at
least one of the qualifying classes, including those skills specified by the
class, then the scholar will receive access to an honorary degree Title. The
scholar can then use the TITLE command to select and use the honorary degree
title. When one of these titles is in use, the scholar is permitted to enter
areas normally only allowed to those of the qualifying class, and also gains
the ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.


Druidic Pass (Druid_DruidicPass)

 
Skill : Druidic Pass
Domain : Stealthy
Available: Several Classes
Allows : Stealthy I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PASS
Usage : PASS [DIRECTION]
Example : pass east
This skill allows the druid to move silently and almost invisibly from place to
place while traveling in the wild. Moreover, this skill allows the Druid to
pass into locked dwellings, if those dwellings are located in the wild
outdoorsy domain.


Dual Parry (Fighter_DualParry)

 
Skill : Dual Parry
Domain : Martial lore
Available: Assassin Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
For players wielding two weapons, this skill allows the fighter to have an
extra parry attempt using the off-hand weapon during combat. A successful
parry effectively cancels the attack.


Dyeing (Dyeing)

 
Skill : Dyeing
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 8.
Allows : Artsy I, Quick Working I, Quick Worker I, Master Dyeing
Allows : Painting
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DYE, DYEING
Usage : DYE LIST/[ITEM NAME] [COLOR]/REMOVE
Example : dye LIST
Example : dye shirt blue
Example : dye shirt remove
This skill allows the player to dye a qualifying cloth item a different color,
or to remove an existing color. More options become available at higher
levels, and higher artistic expertise.


Edged Weapon Familiarity (Familiarity_EdgedWeapon)

 
Skill : Edged Weapon Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Edged Weapon Proficiency' at 75%, and 'Drilling' at 75%
Invoked : Automatic
The player is familiar with edged weapons they have crafted themselves, gaining
an attack bonus from wielding the product of their own hands.


Edged Weapon Proficiency (Proficiency_EdgedWeapon)

 
Skill : Edged Weapon Proficiency
Domain : Weapon use
Available: Artisan
Allows : Edged Weapon Familiarity
Invoked : Automatic
The player is proficient with sharp edged weapons, gaining the ability to use
them even if their current class training would not make it feasible normally.


Edged Weapon Specialization (Specialization_EdgedWeapon)

 
Skill : Edged Weapon Specialization
Domain : Weapon use
Available: Templar Numerous Classes
Allows : Edged Piercing I, Edged Striking I, Weaponsmithing
Allows : Edged Slashing I, Edged Focus I
Invoked : Automatic
The player is a master of sharp edges, gaining bonuses to attack when using an
edged weapon in combat. Can also allow the use of higher level weapons if the
focus expertise is taken.


Embezzle (Thief_Embezzle)

 
Skill : Embezzle
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EMBEZZLE
Usage : EMBEZZLE [BANKER NAME]
Example : embezzle bob
The thief attempts to embezzle at least 2% of the value of a random bank
account into his own account with the same bank. If successful, the banker
will notice that something has happened, and will watch their books closely for
the coming month.


Embroidering (Embroidering)

 
Skill : Embroidering
Domain : Calligraphy
Available: Artisan Numerous Classes
Requires : 'Write'
Requires : A base charisma of at least 10.
Allows : Quick Working I, Marketeering, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : EMBROIDER, EMBROIDERING
Usage : EMBROIDER [ITEM NAME] [MESSAGE]
Example : embroider shirt my favorite shirt
This skill allows the player to embroider a unique message onto a qualifying
cloth or leather item. To read the message, one need only LOOK at the item.


Encrypted Writing (Skill_EncryptedWriting)

Skill    : ENCRYPTED WRITING 
Usage : EWRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : ewrite parchment From recall, go nseeseenwesee
This skill allows one to write encrypted messages in common language onto
ordinary paper, parchments, and similar writing material. This will fail if
the document is already written in a language other than common.

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


Endurance (Fighter_Endurance)

 
Skill : Endurance
Domain : Fitness
Available: Barbarian Fighter Monk Dancer
Allows : Fitness I
Invoked : Automatic
Example :
Allows the fighter to recover hit points, mana, and movement more quickly when
not in combat.


Engraving (Engraving)

 
Skill : Engraving
Domain : Calligraphy
Available: Artisan Numerous Classes
Requires : 'Write'
Requires : A base charisma of at least 10.
Allows : Quick Working I, Marketeering, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENGRAVE, ENGRAVING
Usage : ENGRAVE [ITEM NAME] [MESSAGE]
Example : engrave sword the deathmaster
This skill allows the player to engrave a unique message onto a qualifying
metal, stone, or wooden item. To read the message, one need only LOOK at the
item. Engraving requires proficiency in both this skill and in the WRITEing
skill.


Enrolling (Enrolling)

 
Skill : Enrolling
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENROLLING, ENROLL
Usage : ENROLL [MOB NAME] [CLASS NAME]
Example : enroll bob fighter
This skill allows the player to introduce a grouped but untrained npc to a new
career. The class name is any of the available classes or subclasses. Such as
Fighter, Assassin, Illusionist, etc. Once enrolled, the mob will begin earning
new levels in that class, and either gain or qualify for new skills as would a
player. The scholar using this skill must either already be a member of the
class to enroll into, or be expressing an honorary degree in that class, such
as with a Title.

An npc/mob with a class can gain and learn new skills like a player, and will
not forget them. A mob will not necessarily use their skills in combat. Some
might, others might not. A mob group member can always be ordered to use a
skill, however.


Enslave (Skill_Enslave)

 
Skill : Enslave
Domain : Criminal
Available: Gaoler
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ENSLAVE
Usage : ENSLAVE [TARGET NAME]
Example : enslave orc
This skill allows the player to break down an intelligent mob and enslave them.
Once enslaved, a mob can be sold to slave traders, brought to the players clan
homes or personal homes to remain as permanent residents, ORDERed as vassals of
the owner, and, of course, command them to perform tasks. Tasks for the slave
to perform must be directed to the slave with the SAY command, and must begin
with the words "I command you to" or "I order you to". The slave will then
wander around as in a GEAS trying to perform the task. The slave can be
released from the task by saying "cancel" to them. Slaves are different from
pets in that they require food and drink to survive. If given the food and
water, they will eat and drink as necessary from what they have been given.
Slaves eventually lose loyalty as well. If they starve, or if they take damage
for any reason, their loyalty will decrease, making them more and more likely
to leave their masters homes, or attack their masters.


Escape Bonds (Thief_EscapeBonds)

 
Skill : Escape Bonds
Domain : Binding
Available: Thief
Allows : Rope Use I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ESCAPEBONDS, ESCAPE
Usage : ESCAPEBONDS
Example : escapebonds
The player uses his or her special skills to be released from ropes, webs,
nets, and other bindings.


Espionage (Thief_Espionage)

 
Skill : Espionage
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ESPIONAGE
Usage : ESPIONAGE [TARGET]
Example : espionage bob
The thief uses the target to spy on the target`s clan communications. Any talk
on the target`s clan-only or clan-ally channels will also be heard by the
thief, so long as the thief is in the same room, and remains unnoticed by the
target. The level of the player that can be used by the thief for espionage
will depend on the thiefs level and on stealth expertise.


Evesdrop (Thief_Evesdrop)

 
Skill : Evesdrop
Domain : Alert
Available: Assassin
Allows : Vigilantly I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : EVESDROP
Usage : EVESDROP [TARGET]
Example : evesdrop bob
The thief atunes his hearing so well that he can hear TELL messages to the
target, so long as he remains in the same room as the target and remains
unnoticed by the target. The level of the player the thief can evesdrop on,
and the duration of the evesdropping will depend on alertness expertise.


Excavation (Excavation)

 
Skill : Excavation
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Requires : A base constitution of at least 15.
Allows : Quick Building I, Master Mining, Quick Worker I, Master Gem Digging
Allows : Ingenious Engineering I
Use Cost : Movement (40)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : EXCAVATE, EXCAVATION
Usage : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : excavate wall north
: : excavate list
: : excavate info wall
: : excavate room east
: : excavate title A messy room.
: : excavate desc east This is my favorite Door.
: : excavate desc room This is a messy room.
: : excavate help Bob
: : excavate demolish west
: : excavate demolish room
This skill allows a player to excavate a building or other structures on an
underground property the player owns. This skill also allows the demolition of
unwanted walls and rooms, and the giving of a title and description to a room.
The parameters also allow more than one person to assist in a excavation
project. All of the structures made with this skill are made by digging into
dirt and stone, though a few require adding additional stone. The raw stone
for excavation is found using the Digging or Mining skills.


Exit Stage Left (Skill_ExitStageLeft)

 
Skill : Exit Stage Left
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EXITSTAGELEFT
Usage : EXITSTAGELEFT
Example : exitstageleft
The bard calls the curtain and motions for his or her enemies to exit, stage
left (West). The enemies will then flee or wander west for awhile, until they
run out of west directions, or the effect wears off. At that point, they will
return quickly to their homes.


False Arrest (Skill_FalseArrest)

 
Skill : False Arrest
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FALSEARREST
Usage : FALSEARREST [CRIMINAL NAME]
Example : falsearrest joe
This skill allows the player to act as a bounty hunter or arresting officer for
any area which enforces law. The target must be a player wanted for some crime
in some area. The arresting player or the target player need not be in that
area to use this skill. However, unless both players are allowed by the mud
rules to attack each other, certain aspects (such as hand-cuffing or subdueing)
will fizzle out when the arresting player attempts them.


False Faith (Thief_FalseFaith)

 
Skill : False Faith
Domain : Deceptive
Available: Reliquist
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FALSEFAITH, FFAITH
Usage : FALSEFAITH [DEITY NAME]/NONE/STOP]
Example : ffaith Odin
Example : ffaith none
Example : ffaith stop
Short(s) : ffaith
The thief is so flexible in his or her beliefs that he can internally take on a
false faith which is able to fool all but the gods themselves.


False Service (Thief_FalseService)

 
Skill : False Service
Domain : Deceptive
Available: Reliquist
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FALSESERVICE
Usage : FALSESERVICE
Example : falseservice
When the thief is falsely believing in some other deity, as per false faith,
they may also start a false religious service once per day. The service will
proceed as if the thief were the cleric leading the service, and will attract
followers of the false deity, as normal. At the end, the parishoners will not
receive their normal bounty, but the thief will receive their money from the
donation plate, some experience, and possibly reputation from their true deity.


Far Shot (Fighter_FarShot)

 
Skill : Far Shot
Domain : Martial lore
Available: Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
extremely far ranges.


Farming (Farming)

 
Skill : Farming
Domain : Gathering
Available: Artisan Gaian Numerous Classes
Allows : Master Farming, Quick Working I, Quick Worker I, Landscaping
Allows : Composting
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLANT, FARM, FARMING
Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : plant berries
Example : plant bundle 10 berries
This skill allows the player to plant a resource into the ground. The player
must place a sample of the resource on the ground first to use as seed. After
planting is completed, the resource will be ready to harvest some time later,
after the plants have grown. There will be no need to forage them, as the new
crop will simply appear in the fields. Most foods with seeds can be grown from
the food source, but others may require seeds, such as cotton or hemp, etc. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources. See also the Composting skill.


Favored Enemy 1 (Ranger_Enemy1)

Example  :  
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.


Favored Enemy 2 (Ranger_Enemy2)

Example  :  
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.


Favored Enemy 3 (Ranger_Enemy3)

Example  :  
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.


Favored Enemy 4 (Ranger_Enemy4)

Example  :  
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.


Feint (Skill_Feint)

 
Skill : Feint
Domain : Evasive
Available: Jester Minstrel
Allows : Evasively I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FEINT
Usage : FEINT
Example : feint
During combat, the player feints a attack in order to put his or her opponent
off balance. The next attack then will have a much better chance of hitting.
The feinting skill of the player increases with level.


Fence Loot (Thief_FenceLoot)

 
Skill : Fence Loot
Domain : Influential
Available: Burglar Pirate
Allows : Influencing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FENCE, FENCELOOT
Usage : FENCE [ITEM NAME] ([SHOPKEEPER NAME])
Example : fence sword
This skill allows the player to sell stolen items to a shopkeeper that will
otherwise not accept them. Stolen items are those taken from someone elses
private property.


Fierce Companions (Ranger_FierceCompanions)

 
Skill : Fierce Companions
Domain : Animal affinity
Available: Ranger
Allows : Animal Affinity I
Invoked : Automatic
The ranger becomes an expert at fighting with animal companions. Whenever the
ranger is in combat alongside an animal, the ranger gains attack and damage
bonuses.


Fifth Totem (Druid_ShapeShift5)

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.


Fighter Honorary Degree (Skill_HonoraryDegreeFighter)

 
Skill : Fighter Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When
the scholar has Studied at least 4 skills qualified for by at least one of the
qualifying classes, including those skills specified by the class, then the
scholar will receive access to an honorary degree Title. The scholar can then
use the TITLE command to select and use the honorary degree title. When one of
these titles is in use, the scholar is permitted to enter areas normally only
allowed to those of the qualifying class, and also gains the ability to pick up
and equip items which would normally fly away from the scholars hands if
normally attempted.


Find Home (Skill_FindHome)

 
Skill : Find Home
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Nature Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDHOME
Usage : FINDHOME
Example : findhome
The player uses their innate sense of direction to find a trail leading from
where he or she is at present, to their nearest owned private property! When
walking around, the player will become aware of which direction seems best.


Find Ship (Skill_FindShip)

 
Skill : Find Ship
Domain : Nature lore
Available: Artisan Pirate Sailor Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Nature Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDSHIP
Usage : FINDSHIP
Example : findship
The player uses their innate sense of direction to find a trail leading from
where he or she is at present, to their nearest personally owned sailing ship!
When walking around, the player will become aware of which direction seems
best.


Find Water (Ranger_FindWater)

 
Skill : Find Water
Domain : Nature lore
Available: Minstrel Ranger Trapper
Allows : Nature Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDWATER
Usage : FINDWATER
Example : findwater
The ranger attempts to find a trail leading from where he or she is at present,
to the location of a water source (not necessarily the closest)! When walking
around, the Ranger will become aware of which direction seems best.


Fire Breathing (Skill_FireBreathing)

 
Skill : Fire Breathing
Domain : Dirty fighting
Available: Jester
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : FIREBREATHING, FIREBREATH
Usage : FIREBREATH [TARGET NAME]
Example : firebreath orc
If the player has a torch, or other burning object in his or her hands, they
can use it to breathe fire at a target. This will destroy the torch.


Fire Building (FireBuilding)

 
Skill : Fire Building
Domain : Nature lore
Available: Artisan Numerous Classes
Allows : Quick Working I, Nature Lore I, Smelting, Quick Worker I
Allows : Distilling
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LIGHT, FIREBUILD, FIREBUILDING
Usage : LIGHT [(FIRE) or TARGET NAME]
Example : light fire
: : light wood
With this common skill, a player can start fires for light, or cooking, or
whatever.

If you were looking for help on the light spell, enter HELP SPELL LIGHT.


Fish Lore (FishLore)

 
Skill : Fish Lore
Domain : Nature lore
Available: Artisan Sailor
Requires : 'Fishing' at 75%
Allows : Quick Working I, Trawling, Nature Lore I, Irrigation
Allows : Quick Worker I, Baiting
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FISHLORE, FSPECULATE
Usage : FISHLORE
Example : fishlore
This skill allows a player to carefully evaluate the water patterns in the
present area, and all surrounding areas to see what fish life might be
available for fishing or trawling.


Fishing (Fishing)

 
Skill : Fishing
Domain : Gathering
Available: Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Master Fishing, Quick Working I, Quick Worker I, Meat Curing
Allows : Staff Proficiency, Fish Lore, Find Ship, Speculating
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FISH
Usage : FISH (BUNDLE [NUM]) [TARGET])
Example : fish
Example : fish bundle 10 trout
With this common skill, a player can catch lots of fish from a suitable
location, assuming the fish are biting. Fishing is best done in the water. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.


Flailing Weapon Specialization (Specialization_FlailedWeapon)

The player is a master of flails, gaining bonuses to attack when using a
flailed weapon in combat. Can also allow the use of higher level weapons if
the focus expertise is taken.


Flank (Thief_Flank)

 
Skill : Flank
Domain : Dirty fighting
Available: Assassin Thief
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FLANK
Usage : FLANK
Example : flank
This skill allows the thief to deliver a more accurate attack and extra damage
when flanking his or her opponent in combat. The thief can only slip around
into a flanking position if their opponent is targeting someone else.


Flay (Thief_Flay)

 
Skill : Flay
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FLAY
Example : FLAY Orc
The player with this skill is able to use a flailing leather weapon to so harm
the target that it makes the wearing of equipment on the back or torso
impossible for the duration. The target must not be wearing anything on the
torso or back for the skill to work. They must also be bound or prone.


Fletching (Fletching)

 
Skill : Fletching
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Ranged Weapon Specialization', and 'Carpentry'
Requires : A base dexterity of at least 12.
Allows : Quality Fabricating I, Lethal Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Quick Worker I, Quality Crafting I
Allows : Light Fabricating I, Light Crafting I, Ranged Weapon Proficiency
Allows : Siegecrafting, Counterbalance Crafting I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FLETCH, FLETCHING
Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]
Example : fletch short bow
: : fletch list
: : fletch list bow
: : fletch list 5-10
: : fletch list all
: : fletch learn crossbow
This skill allows a player to craft ranged wooden weapons, such as bows,
crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of
the items which can be crafted expands as the player goes up in level. The
player may also learn how to fletch found items, provided a blank recipe page,
or recipe book with blank pages is in his or her inventory. To begin fletching,
the player must have placed the wood he or she wishes to make the item from on
the ground. The raw wood for fletching is obtained by using the Chopping skill.


Floristry (Floristry)

 
Skill : Floristry
Domain : Nature lore
Available: Gaian Numerous Classes
Allows : Quick Working I, Nature Lore I, Plant Lore, Quick Worker I
Allows : Master Floristry
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FLORISTRY
Usage : FLORISTRY [ITEM NAME]
Example : floristry some flowers
Without this skill, all flowers found are unknown to the player, being known
only as "flowers". With this skill, the player may identify the flower for the
type that it is. The flowers for floristry are obtained by using the Foraging
skill.


Fly Merchant Flag (Thief_MerchantFlag)

 
Skill : Fly Merchant Flag
Domain : Sea travel
Available: Pirate
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : FLYMERCHANTFLAG, MERCHANTFLAG
Usage : FLYMERCHANTFLAG
Example : flymerchantflag
Once per mud-month, the pirate can raise an innocent merchant flag on their
ship. This makes the ship unattackable by all except another pirate who knows
the merchant flag trick. Once the ship enters combat, the merchant flag goes
down, and the pirate flag back up. This makes the ship so notorious that it
can not fool anyone with the merchant flag for another mud-month.


Flying Kick (Fighter_FlyingKick)

 
Skill : Flying Kick
Domain : Kicking
Available: Monk
Requires : 'Ax Kick'
Allows : Combat Fluidity I, Iron Kicking I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 5
Commands : FLYINGKICK, FLYKICK
Usage : FLYING KICK [TARGET NAME]
Example : flying kick orc
From a range of 1 or greater, the Monk uses this skill to leap high into the
air and land a terrific kick on the target!


Food Prep (FoodPrep)

 
Skill : Food Prep
Domain : Epicurean
Available: Artisan Gaoler Numerous Classes
Requires : 'Cooking'
Allows : Creative Food Prep I, Quick Cooking I, Quick Worker I
Allows : Master Food Prep, Herbology, Advanced Cooking I, Home Cooking I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FOODPREPPING, FPREP
Usage : FOODPREP LIST/[CONTAINER]
Example : foodprep bowl
Example : foodprep list
Example : foodprep list salad
Example : foodprep list 5-10
Example : foodprep list all
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The ingredients must be placed in a preparation container, The
container may be filled with water, if water is required for the recipe. The
ingredients are best obtained through the Butchering skill and the Foraging
skill.


Food Preserving (FoodPreserving)

 
Skill : Food Preserving
Domain : Epicurean
Available: Artisan Numerous Classes
Requires : A base intelligence of at least 12.
Allows : Baking, Quick Cooking I, Cooking, Quick Worker I
Allows : Distilling, Advanced Cooking I, Food Prep
Use Cost : Movement (43)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FOODPRESERVING, FOODPRESERVE, FPRESERVING, FPRES
Usage : FOODPRESERVE [TARGET]
Example : foodpreserve greens
With this skill, a player can spice or pickle in an attempt to preserve some
amount of fruit or greens to prevent it from spoiling. The amount of time this
takes will depend on the amount of food being preserved in a targeted bundle.
If successful, the food bundle will never spoil. If not successful, the food
will seem preserved for a time, but will eventually stop seeming preserved, and
then eventually rot.


Footlocks (Thief_Footlocks)

 
Skill : Footlocks
Domain : Binding
Available: Burglar
Allows : Rope Use I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FOOTLOCK
Usage : FOOTLOCKS [TARGET NAME]
Example : footlocks orc
Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
of wood, the thief quickly constructs and deploys an ingenious device called
the footlock. The ropes and blocks wrap loosely around the target`s feet.
They don't prevent movement, but will cause the target to stumble, preventing
sudden movements such as advancing or retreating in combat, or fleeing. The
footlocks don't stay in place long, but improves with expertise.


Foraging (Foraging)

 
Skill : Foraging
Domain : Gathering
Available: Numerous Classes
Requires : A base wisdom of at least 9.
Allows : Master Foraging, Shearing, Wilderness Lore, Quick Working I
Allows : Food Preserving, Quick Worker I, Farming, Speculating
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FORAGE, FORAGING
Usage : FORAGE (BUNDLE [NUM]) [TARGET])
Example : forage
Example : forage bundle 10 berries
With this common skill, a player carefully scans an area for any naturally
growing plants which may be edible. Foraging is best done in forests and on
plains. You can also bundle multiple resources together using this skill. The
GET command can be used to unbundle such resources.


Forest Tactics (Fighter_ForestTactics)

 
Skill : Forest Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in forests. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.


Forgery (Thief_Forgery)

 
Skill : Forgery
Domain : Calligraphy
Available: Burglar
Allows : Fine Calligraphy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FORGERY
Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
Example : forge Midgaard#3001 parchment
Example : forge "wish" scrollpaper
Example : forge "an Archon's Note" parchment
The thief gains the ability to forge title's to land, spells onto scrolls (or
at least in seeming), or payment notes. While shopkeepers will not be fooled
by these documents, other players may well be.


Foul Weather Sailing (Skill_FoulWeatherSailing)

 
Skill : Foul Weather Sailing
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FOULWEATHERSAILING
Usage : FOULWEATHERSAILING
Example : foulweathersailing
This skill allows the sailor to rig their ship for sailing in torrential storms
and other foul weather, which will eliminate any related sailing problems.


Fourth Totem (Druid_ShapeShift4)

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.


Fragmentation (Fighter_Fragmentation)

 
Skill : Fragmentation
Domain : Weapon use
Available: Barbarian
Allows : Ranged Striking I
Invoked : Automatic
This awesome skill allows thrown items to be hurled with SUCH force, that they
do TRIPLE their normal damage (depending upon proficiency). The downside is,
however, that the weapon is destroyed on impact as the weapon fragments and
splinters into the victim.


Frame Mark (Thief_FrameMark)

 
Skill : Frame Mark
Domain : Street smarts
Available: Assassin Charlatan
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FRAME
Usage : FRAME
Example : frame
This awesome skill allows the thief to effectively place the blame for a crime
the thief might have committed in the current area on their mark. It requires
1000 gold per level of the mark to accomplish this.


Freeze (Archon_Freeze)

 
Skill : Freeze
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : FREEZE
Usage : FREEZE [PLAYER NAME]
Example : freeze gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to move. Use this skill again on the same player to release
them. Magic won't help the player, though the TRANSFER Archon command will
still work.


Gaol Food (GaolFood)

 
Skill : Gaol Food
Domain : Epicurean
Available: Gaoler
Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GAOLFOOD, GFOOD
Usage : GAOLFOOD LIST/[CONTAINER]
Example : gaolfood bowl
Example : gaolfood list
Example : gaolfood list moldy
Example : gaolfood list 5-10
Example : gaolfood list all
This skill allows the player to create a somewhat nutritious but disgusting
meal from basic edible ingredients for the consumption of prisoners. The
ingredients must be placed in a preparation container, The container may be
filled with water, if water is required for the recipe. The ingredients are
best obtained through the Butchering skill and the Foraging skill.


Gardening (Gardening)

 
Skill : Gardening
Domain : Gathering
Available: Artisan Numerous Classes
Allows : Quick Working I, Quick Worker I, Master Gardening
Allows : Master Food Prep
Use Cost : Movement (37)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GPLANT, GARDEN, GARDENING
Usage : GPLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : gplant roses
Example : gplant bundle 10 roses
This skill allows the player to plant herbs or flowers into the ground. The
player must place a sample of the resource on the ground first to use as seed.
After planting is completed, the resource will grow out some time later. There
will be no need to forage them, as the new garden will simply appear. You can
also bundle multiple resources together using this skill. The GET command can
be used to unbundle such resources. See also the Composting skill.


Gem Digging (Digging)

 
Skill : Gem Digging
Domain : Gathering
Available: Numerous Classes
Requires : A base strength of at least 9.
Allows : Quick Working I, Pottery, Masonry, Quick Worker I
Allows : Master Gem Digging, Speculating
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GDIG, GDIGGING, GEMDIGGING
Usage : GDIG (BUNDLE [NUM]) [TARGET])
Example : gdig
Example : gdig bundle 10 gems
With this common skill, a player can perform the delicate task of mining gems
and other precious stones. The precious stones found with this skill are
best hunted for in mountains or caves. Sand is best found in the desert. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.


Glass Blowing (GlassBlowing)

 
Skill : Glass Blowing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 12.
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Quality Shaping I, Light Shaping I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GLASSBLOW, GLASSBLOWING
Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]
Example : glassblow pot
: : glassblow list
: : glassblow list wand
: : glassblow list 5-10
: : glassblow list all
: : glassblow learn mug
This skill allows a player to craft glass items, such as cups and flasks. The
extent of the items which can be crafted expands as the player goes up in
level. The player may also learn how to make found items, provided a blank
recipe page, or a recipe book with blank pages is in his or her inventory. To
begin blowing glass, the player must be in a room with an open fire burning,
and must have placed the sand he or she wishes to make the item from on the
ground. The raw sand for glass blowing is obtained by using the Digging skill.


Golem Form (Druid_GolemForm)

 
Skill : Golem Form
Domain : Shape shifting
Available: Delver
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : GOLEMFORM
Usage : GOLEMFORM [LIST/FORM NAME]
Example : golemform
Example : golemform list
Example : golemform massive stone golem
The druid gains the ability, through this skill, to take on the form of a stone
golem. The form progresses as the druid gains in level, he will gain access to
more powerful forms, each more devastating than the last, though each also a
bit slower on the move. Golems are also unable to speak or chant.


Gouge (Fighter_Gouge)

 
Skill : Gouge
Domain : Dirty fighting
Available: Monk
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : GOUGE
Usage : GOUGE [TARGET NAME]
Example : gouge orc
The Fighter gouges at the eyes of the target, blinding them for a short time,
and possibly taking out an eye in the process.


Graffiti (Thief_Graffiti)

 
Skill : Graffiti
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : GRAFFITI
Usage : GRAFFITI [MESSAGE]
Example : graffiti kilroy was here
This skill allows the thief to put graffiti on walls and on city streets.
Others must READ the graffiti to see it, as it will not be obvious.


Graverobbing (Thief_Graverobbing)

 
Skill : Graverobbing
Domain : Criminal
Available: Reliquist
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : GRAVEROBBING, GRAVEROB, GROB
Usage : GRAVEROBBING [TARGET CORPSE]/HERE
Example : graverob body
Example : graverob here
This skill allows the thief to rob corpses and graveyard areas generally of
their hidden coin.


Groin (Skill_Groin)

 
Skill : Groin
Domain : Dirty fighting
Available: Gaoler
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : GROIN
Usage : GROIN [TARGET NAME]
Example : groin orc
The player delivers a dirty rotten kick to the groin, causing the target to
take a bit of damage, feel a horrible amount of pain, and for males, to be
dazed for a time. The target will be wary of the second kick, though. Groin
is also unique in that, while it may hurt a lot, it can never kill the target.


Guildmaster (Skill_Guildmaster)

 
Skill : Guildmaster
Domain : Influential
Available: Scholar
Allows : Influencing I
Invoked : Automatic
This skill allows the character to inspire the awe of pompous and self-assured
competency to anyone of the same base class as the character, or the same base
class of the characters exposed/honorary class. The awe will prevent any
aggressive action from being taken against the character, unless the character
has already started the fight.


Haggle (Skill_Haggle)

 
Skill : Haggle
Domain : Influential
Available: Thief Several Classes
Requires : 'Marketeering' at 75%, and 'Appraise' at 75%
Allows : Influencing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HAGGLE
Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
Example : haggle buy sword
Example : haggle sell sword
This skill allows the user to get better rates on buying and selling items by
haggling with the shopkeeper over the price.


Half Attack (Skill_AttackHalf)

 
Skill : Half Attack
Domain : Martial lore
Available: Artisan Assassin Monk Pirate
Available: Templar Numerous Classes Numerous Classes Several Classes
Requires : 'Sword Proficiency' at 75%
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Allows the affected character to deliver a second attack during every other
combat round. These attacks will be slightly less effective than primary
attacks.


Hammer Familiarity (Familiarity_Hammer)

 
Skill : Hammer Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Hammer Proficiency' at 75%
Allows : HammerRing
Invoked : Automatic
The player is familiar with hammers they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.


Hammer Proficiency (Proficiency_Hammer)

 
Skill : Hammer Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Blacksmithing' at 75%
Allows : Hammer Familiarity
Invoked : Automatic
The player is proficient with hammers, gaining the ability to use them even if
their current class training would not make it feasible normally.


Hammer Specialization (Specialization_Hammer)

 
Skill : Hammer Specialization
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Hammer Focus I, Weaponsmithing, Hammer Striking I
Allows : Hammer Bashing I
Invoked : Automatic
The player is a master of hammers, gaining bonuses to attack when using a
hammer in combat. Can also allow the use of higher level hammers if the focus
expertise is taken.


HammerRing (Fighter_HammerRing)

 
Skill : HammerRing
Domain : Dirty fighting
Available: Artisan Reliquist
Requires : 'Hammer Familiarity' at 75%
Allows : Combat Fluidity I, Dirty Fighting I, AutoHammerRing
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HAMMERRING, HAMMERING
Usage : HAMMERRING [TARGET NAME]
Example : hammerring orc
The player uses a hammer to whack the target over the head, dazing them for a
short while and exiting combat. This is ineffective against golems, undead,
and things without a head.


Hand to hand combat (Specialization_Natural)

 
Skill : Hand to hand combat
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Unarmed Slicing I, Unarmed Striking I, Weaponsmithing
Allows : Unarmed Bashing I, Unarmed Piercing I
Invoked : Automatic
The player becomes so specialized at hand to hand combat that they gain bonuses
to attack when fighting unarmed. Can also allow the use of higher level
natural weapons if the focus expertise is taken.


Handcuff (Skill_HandCuff)

 
Skill : Handcuff
Domain : Binding
Available: Gaoler
Allows : Rope Use I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HANDCUFF, CUFF
Usage : HANDCUFF [TARGET NAME]
Example : cuff orc
Allows the player to bind another mob that is sitting or lying down, and force
them to follow them around. This skill also makes the prisoner temporarily
not-assist in combat. This skill can only be used if the target has a warrant
out for their arrest. See Arresting Sap for more information.


Hard to Port (Skill_HardToPort)

 
Skill : Hard to Port
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : HARDTOPORT
Usage : HARDTOPORT
Example : hardtoport
During combat on a ship, the player can put his ship and rigging at risk by
putting the ship into an immediate hard turn to port. This will turn the ship
counter-clockwise and, for a very brief time, give the ship at least a 25%
chance of being missed by any ship siege weapons fired at it. You must let the
ship integrity recover for several minutes afterwards before you can try again,
however. Failed attempts can also put a strain on the ship if tried too
frequently, causing another waiting period to ensue.


Hard to Stern (Skill_HardToStern)

 
Skill : Hard to Stern
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : HARDTOSTERN
Usage : HARDTOSTERN
Example : hardtostern
During combat on a ship, the player can put his ship and rigging at risk by
putting the ship into an immediate hard turn to stern. This will turn the ship
clockwise and, for a very brief time, give the ship at least a 25% chance of
being missed by any ship siege weapons fired at it. You must let the ship
integrity recover for several minutes afterwards before you can try again,
however. Failed attempts can also put a strain on the ship if tried too
frequently, causing another waiting period to ensue.


Healing Hands (Paladin_HealingHands)

 
Skill : Healing Hands
Domain : Healing
Available: Paladin
Allows : Healing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HANDS
Usage : HANDS [TARGET NAME]
Example : hands orc
The Paladin becomes a vessel for the healing power of his or her god.


Herbalism (Herbalism)

 
Skill : Herbalism
Domain : Crafting
Available: Druid Gaian SkyWatcher
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Wise Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HERBALISM, HERBREW, HBREW
Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
Example : hbrew farsight pot
: : hbrew list
: : hbrew list harden
: : hbrew list 5-10
: : hbrew list all
This skill allows the player to brew a potion from one of the chants the player
knows. To do this, the player must have a suitable container to make the
potion in, such as a pot. All of the brews require ingredients, and all
require water or some other liquid base to start from. Also, the player must
have mastered the chant before attempting to brew a potion from it. Lastly, the
player will lose some experience for brewing the potion. The herbs for this
skill must first be identified using the Herbology skill.


Herbology (Herbology)

 
Skill : Herbology
Domain : Nature lore
Available: Numerous Classes
Allows : Master Distilling, Floristry, Gardening, Master Herbology
Allows : Master Foraging, Quick Working I, Nature Lore I, Smoke Rings
Allows : Plant Lore, Quick Worker I
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HERBOLOGY
Usage : HERBOLOGY [ITEM NAME]
Example : herbology some herbs
Without this skill, all herbs found through foraging are unknown to the player,
being known only as "herbs". With this skill, the player may identify an herb
for the type that it is. This skill is quite necessary for Druids who wish to
use their Herbalism skill, or Cooks who need particular herbs for recipes, but
is fairly unnecessary for others. The raw herbs for herbology are obtained by
using the Foraging skill.


Heroic Reflexes (Thief_HeroicReflexes)

 
Skill : Heroic Reflexes
Domain : Acrobatic
Available: Reliquist
Allows : Combat Fluidity I, Acrobatic I
Invoked : Automatic
Example :
The thieves reflexes are so attuned to traps that he or she becomes able to
leap to the aid of a party memory who has triggered a trap and intercept it on
their behalf. The thief then has a bonus to avoid the trap themselves. This
effect can only occur from time to time.


Heroism (Fighter_Heroism)

 
Skill : Heroism
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
As the power and noteriety of the fighter grows, his or her ability to resist
certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt
kicks, trips, etc..) grows.


Hide (Thief_Hide)

 
Skill : Hide
Domain : Stealthy
Available: Gaoler Monk Several Classes Numerous Classes
Allows : Improved Hiding, Stealthy I, Shadow I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HIDE
Usage : HIDE
Example : hide
The thief attempts to creep into some shadowy corner and remain perfectly
still. Doing this makes them invisible to any other creatures in the room.
Making any moves or sounds will negate the hidden advantage. The quality of
the hide against other players depends in part on the thieves stealth
expertise. The thief can use the VISIBLE command to make themself visible
again.


Hide In Plain Sight (Thief_HideInPlainSight)

 
Skill : Hide In Plain Sight
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HIDEINPLAINSITE, HIPS
Usage : HIDEINPLAINSIGHT
Example : hips
The thief has become so adept at quick small movements, that he can do almost
anything without being directly noticed. Almost any quiet movement, such as
getting or dropping items, wearing or removing items, or manipulating
inventory, will be totally unnoticeable by other players. Even normally noisy
actions will be done so that people aren't really sure who did it. Direct
speaking or giving is unaffected, however.


Hide Other (Thief_HideOther)

 
Skill : Hide Other
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : OTHERHIDE
Usage : OTHERHIDE [TARGET]
Example : otherhide bob
The thief attempts to hide a group member in some shadowy corner and directs
them to remain perfectly still. Doing this makes the target invisible to any
other creatures in the room. If the target makes any moves or sounds, it will
negate the hidden advantage. The quality of the hide will depend in part on
the thieves stealth expertise. The VISIBLE command can be used to revoke this
affect.


Hide Ship (Thief_HideShip)

 
Skill : Hide Ship
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SHIPHIDE
Usage : SHIPHIDE
Example : shiphide
The pirate attempts to hide their ship from others by directing it into a mist
bank, or just over the horizon behind tall waves. Other ships traveling the
normal channels will then be unable to spot it. Having the ship do ANYTHING
else, including combat, lowering anchor, or other activities will allow the
ship to be spotted.


Hideout (Thief_Hideout)

 
Skill : Hideout
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIDEOUT
Usage : HIDEOUT
Example : hideout
The thief in an urban settings can slip into a small dark hideout until things
cool off. Inside, the thief can not recall or bring friends or followers
along, but he can rest up until its safe to go back to work.


High Marks (Thief_HighMarks)

 
Skill : High Marks
Domain : Combat lore
Available: Assassin
Requires : 'Mark'
Allows : Combat Lore I
Invoked : Automatic
Proficiency in this skill allows the thief to Mark higher level persons and
creatures.


Hills Tactics (Fighter_HillsTactics)

 
Skill : Hills Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in hilly areas. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.


Hire Crewmember (Skill_HireCrewmember)

 
Skill : Hire Crewmember
Domain : Influential
Available: Sailor
Allows : Influencing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIRECREWMEMBER, HIRECREW
Usage : HIRECREW
Example : hirecrew
From inside a pub or bar near the shore, the player can hire a local patron to
man his or her ship. The hireling will be 5-10 levels below the player, and
will take on one of the crew roles when they are brought aboard the ship.
Roles include Captain (navigates the ship at random during peace), Tactician
(navigates the ship during combat), Repairer (fixes battle damage), Defender
(defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor
costs more money as the player goes up in level. Once the sailor is aboard ship
and dismissed from following the player (see NOFOLLOW), they will make that
room their home room and begin their duties.


Hold Your Liquor (Thief_HoldYourLiquor)

 
Skill : Hold Your Liquor
Domain : Fitness
Available: Pirate
Allows : Fitness I
Invoked : Automatic
The player can hold their liquor so well that they quickly recover from any ill
effects that come from drinking mundane alcohol, allowing them to drink as much
as they want.


Holy Strike (Paladin_HolyStrike)

 
Skill : Holy Strike
Domain : Martial lore
Available: Paladin
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HOLYSTRIKE
Usage : HOLYSTRIKE [TARGET]
Example : holystrike
Wielding his trusty sword, the paladin calls down the power of his or her god
into a mighty sword swing for devastating damage on evil targets


Hunters Endurance (Ranger_HuntersEndurance)

 
Skill : Hunters Endurance
Domain : Fitness
Available: Ranger
Allows : Fitness I
Invoked : Automatic
Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.
Also, all movement is instantly and constantly restored. When tracking
concludes, or combat begins, the rangers previous state resumes.


Hunting (Hunting)

 
Skill : Hunting
Domain : Gathering
Available: Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Quick Working I, Cage Building, Taxidermy, Quick Worker I
Allows : Leather Working, Speculating
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HUNT, HUNTING
Usage : HUNT
Example : hunt
With this common skill, a player checks carefully for the tracks of any game
which may be nearby. When the tracks are found, the player needs to check
nearby rooms for the animal and attack it to complete the hunt. Hunting can be
done almost anywhere, though Forests, Jungles, and Plains are best.


Hush (Archon_Hush)

 
Skill : Hush
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : HUSH
Usage : HUSH [PLAYER NAME]
Example : hush gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to communicate on any channels, or use the tell command. Use
this skill again on the same player to release them.


Identify Bombs (Thief_IdentifyBombs)

 
Skill : Identify Bombs
Domain : Find/remove traps
Available: Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
The thief can sense bombs just by looking at them, or looking at those who
might be bearing them.


Identify Poison (Skill_IdentifyPoison)

 
Skill : Identify Poison
Domain : Poisoning
Available: Assassin Barbarian Jester Numerous Classes
Requires : 'Apothecary'
Allows : Poisoning I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : IDPOISON, IDENTIFYPOISON
Usage : IDPOISON [ITEM NAME]
Example : idpoison orc
This skill allows the player to sniff and taste a potentially poisoned item
(like a drink, or a sword) and tell what kind of poison (if any) is on the
item.


Identify Traps (Thief_IdentifyTraps)

 
Skill : Identify Traps
Domain : Alert
Available: Trapper
Requires : 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : IDENTIFYTRAPS, IDTRAP
Usage : IDENTIFYTRAPS
Example : identifytraps east
Example : identifytraps chest
The thief can take a careful look at an item, container, or door to see if it
is trapped, and then identify its type and quality level.


Imitate (Skill_Imitation)

 
Skill : Imitate
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : IMITATE
Usage : IMITATE [SPELL NAME] [TARGET NAME]
Example : imitate Fireball Orc
This strange pseudo-magical skill allows spells, prayers, songs, and chants
learned through Spellcraft, Prayercraft, etc to be faked at a later time. The
spell or skill will not yield any actual results (no damage or benefits from
casting), but will enable the character to deceive others into believing that
he can use that type of magic.


Improved Boarding (Thief_ImprovedBoarding)

 
Skill : Improved Boarding
Domain : Fitness
Available: Pirate
Requires : 'Climb'
Allows : Fitness I
Invoked : Automatic
The thief has an improved ability climb aboard ships from the water. If the
thief has sufficient proficiency, the player no longer needs a row boat to
climb aboard a ship from the water, and will automatically sneak when climbing
aboard a ship from the water.


Improved Distraction (Thief_ImprovedDistraction)

 
Skill : Improved Distraction
Domain : Deceptive
Available: Thief
Requires : 'Distract'
Allows : Deceptive I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to distract higher and higher level
opponents.


Improved Hiding (Thief_ImprovedHiding)

 
Skill : Improved Hiding
Domain : Stealthy
Available: Burglar
Requires : 'Hide'
Allows : Stealthy I
Invoked : Automatic
Example :
The thief has become so adept at remaining hidden that he or she is able to
speak and make other noises while remaining hidden.


Improved Peek (Thief_ImprovedPeek)

 
Skill : Improved Peek
Domain : Stealing
Available: Burglar
Requires : 'Peek'
Allows : Theft Mastery I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to peek into the inventories of
higher level persons and creatures.


Improved Shield Defence (Fighter_ImprovedShieldDefence)

 
Skill : Improved Shield Defence
Domain : Shield use
Available: Fighter
Allows : Shield Using I
Invoked : Automatic
Example :
As the fighter gains proficiency with shield use, he becomes better able to use
a shield to enhance his armor.


Improved Steal (Thief_ImprovedSteal)

 
Skill : Improved Steal
Domain : Stealing
Available: Burglar
Requires : 'Steal'
Allows : Theft Mastery I
Invoked : Automatic
Example :
Proficiency in this skill allows the thief to steal from the inventories of
higher level persons and creatures. See help on STEAL.


Improved Swipe (Thief_ImprovedSwipe)

 
Skill : Improved Swipe
Domain : Stealing
Available: Burglar
Requires : 'Swipe gold'
Allows : Theft Mastery I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to swipe the gold of higher level
persons and creatures.


Improved Teaching (ImprovedTeaching)

 
Skill : Improved Teaching
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Invoked : Automatic
With increased teaching skill comes increased proficiency in the skills learned
by the students. Expertise also helps this.


Improved Throwing (Fighter_ImprovedThrowing)

 
Skill : Improved Throwing
Domain : Weapon use
Available: Barbarian
Allows : Ranged Striking I
Invoked : Automatic
As the fighter gains proficiency in this skill, he or she hits more accurately
with thrown weapons, and does up to double damage.


Incite Divine Feud (Thief_InciteDivineFeud)

 
Skill : Incite Divine Feud
Domain : Influential
Available: Reliquist
Allows : Influencing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : INCITEDIVINEFEUD
Usage : INCITEDIVINEFEUD [DEITY NAME]
Example : incitedivinefeud odin
By working on tensions between two religious factions, the Reliquist can subtly
manipulate discord between the deities serving those communities.
Infrequently, the rogue may use this ability to gain a special quest which will
adjust the relationship of the target deity to that of the apparent/false deity
the player is masked as worshipping upon successful completion.


Infect (Archon_Infect)

 
Skill : Infect
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INFECT
Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
Example : infect gunther flu
The player with this skill can cause the target to become infected with a given
disease.


Informant (Thief_Informant)

 
Skill : Informant
Domain : Influential
Available: Burglar
Allows : Influencing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : INFORMANT
Usage : INFORMANT [MOB NAME] [REASON]
Example : informant orc warrant
This skill allows the player to inexpensively purchase an informant in the area
they are currently in. So long as the player remains in the area, and for at
least a day, the informant will appear and notify the whereabouts of anyone
matching the reason given. Reasons can be WARRANT for anyone with a warrant, an
amount of money for anyone as rich or better, a race, a name, or a character
class.


Injure (Archon_Injure)

 
Skill : Injure
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INJURE
Usage : INJURE [PLAYER NAME] [body part]
Example : injure gunther left hand
From anywhere on the map, the player with this skill can cause the target to
have one of their body parts instantly injured by 20%.


Instance Display (Archon_InstanceDisplay)

Usage    : INSTANCEDISPLAY [INSTANCEID] [PLAYER NAME]  
Example : instancedisplay triumph bob
From anywhere on the map, the player with this skill can determine some
information about the specific instance that would be selected for the given
player.


Instrument Bash (Skill_InstrumentBash)

 
Skill : Instrument Bash
Domain : Dirty fighting
Available: Minstrel
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : INSTRUMENTBASH, IBASH
Usage : IBASH [TARGET NAME]
Example : ibash orc
The bard uses their instrument as a weapon, delivering an otherwise additional
blow to the target in combat.


Instrument Making (InstrumentMaking)

 
Skill : Instrument Making
Domain : Crafting
Available: Artisan Minstrel
Requires : 'Carpentry' at 75%
Allows : Quality Fabricating I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Light Fabricating I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]
Example : instrumentmake piccolo
: : instrumentmake list
: : instrumentmake list piccolo
: : instrumentmake list 5-10
: : instrumentmake list all
: : instrumentmake learn flute
This skill allows a player to craft musical instruments, such as flutes and
guitars. The extent of the items which can be crafted expands as the player
goes up in level. The player may also learn to make new found instruments,
provided a blank recipe page or a recipe book with blank pages is in his or her
inventory. To begin making a new item, the player must have placed the material
he or she wishes to make the item from on the ground. Instruments crafted with
balsa can be done with half the required wood listed, while instruments crafted
with ironwood will require twice the required wood listed.


Intercept Ship (Skill_InterceptShip)

 
Skill : Intercept Ship
Domain : Sea travel
Available: Pirate Sailor
Requires : 'Sea Charting' at 50%
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (536870912) Movement (536870912)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : INTERCEPT, INTERCEPTSHIP
Usage : INTERCEPT [SHIP NAME]
Example : intercept pirate
This powerful skill allows the sailor to use their superior sailing ability to
quickly intercept a potential enemy ship of the given name. The sailor's ship
or boat's speed is enhanced while following the interception course.


Intimidation (Fighter_Intimidate)

 
Skill : Intimidation
Domain : Influential
Available: Barbarian Beastmaster Burglar Doomsayer
Allows : Influencing I
Invoked : Automatic
Example :
This skill makes the player naturally intimidating to lower level creatures,
making them less likely to be able to initiate an attack.


Invisibility to Mark (Thief_MarkInvisibility)

 
Skill : Invisibility to Mark
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Invoked : Automatic
Example :
The thief is considered completely invisible whenever the mark is in the room,
due to their extreme ability to go unnoticed when their energy is focused (as
when the mark is present). See the MARK ability for more information.


Irrigation (Irrigation)

 
Skill : Irrigation
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Drilling'
Requires : A base constitution of at least 15.
Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
Use Cost : Movement (40)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : IRRIGATE, IRRIGATION
Usage : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : irrigate barrier north
: : irrigate list
: : irrigate info wall
: : irrigate sea
: : irrigate title A messy room.
: : irrigate desc east This is my favorite sea.
: : irrigate desc room This is a watery place.
: : irrigate help Bob
: : irrigate demolish west
: : irrigate demolish room
This skill allows a player to irrigate an area into a new type on an outdoor
property the player owns. This skill also allows the demolition of unwanted
barriers and rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in an irrigation project.
Irrigation also allows the creation of water currents, which will cause things
in the room to drift in a given direction over time.


Jail Key (Skill_JailKey)

 
Skill : Jail Key
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Exits
Range : Touch, or not applicable
Commands : JAILKEY, JKEY
Usage : JAILKEY [DIRECTION]
Example : jailkey north
Allows the player to lock or unlock any door to a jail room in the area.


Jewel Making (JewelMaking)

 
Skill : Jewel Making
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing', and 'Pottery'
Requires : A base wisdom of at least 16.
Allows : Quality Metalworking I, Appraise, Advanced Crafting I
Allows : Durable Metalworking I, Quick Crafting I, Quick Worker I
Allows : Quality Crafting I, Light Metalworking I, Light Crafting I
Allows : Lacquering
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : JEWEL, JEWELMAKING
Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM
TYPE]
Example : jewel ring
: : jewel list
: : jewel list ring
: : jewel list 5-10
: : jewel list all
: : jewel encrust "a diamond" backpack
: : jewel mount "a diamond" sword
: : jewel mend ring
: : jewel refit crown
: : jewel scan
: : jewel scan bob
: : jewel learn brooch
This skill allows a player to craft jewelry, such as rings, earrings,
necklaces, and bracelets, or to mount or encrust bits of precious jewels onto
other items. The extent of the items which can be newly crafted expands as the
player goes up in level. The player may also learn to make new found jewelry,
provided a blank recipe page, or a recipe book with blank pages is in his or
her inventory. To begin crafting, the player must be in a room with an open
fire burning, and must have placed the metal he or she wishes to make the item
from on the ground, along with any precious gems. which may be mounted in the
jewelry. The raw gems for jewel making are found using the Digging skill. The
metal is obtained using the Mining skill.


Joke (Skill_Joke)

 
Skill : Joke
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : JOKE
Usage : JOKE [TARGET NAME]
Example : joke orc
This will cause the player to tell a random joke to the target. The joke has a
75% chance of giving the target the giggles, and a 25% chance of putting them
under the spell of Laughter.


Juggle (Skill_Juggle)

 
Skill : Juggle
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : JUGGLE
Usage : JUGGLE [ITEM NAME]
Example : juggle all
Example : juggle dagger
Example : juggle
This will cause the player to begin juggling one or more items. The number of
items the player may juggle is limited by level. Entering juggle without an
item name will stop juggling. GETting an item being juggled will also remove
that item from the juggle list. During combat, the juggler will be able to
throw one item per 5 levels per combat round for a little extra damage.


Jungle Tactics (Fighter_JungleTactics)

 
Skill : Jungle Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in jungles. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.


Kamikaze (Thief_Kamikaze)

 
Skill : Kamikaze
Domain : Criminal
Available: Trapper
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : KAMIKAZE
Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
Example : kamikaze orc east
Example : kamikaze orc 2e 3n e e e n w d
The thief pays the target a sufficient amount of money for them to follow the
directions given, drop any bombs (see Make Bombs) being carried, and blow them
all up.


Ki Strike (Fighter_KiStrike)

 
Skill : Ki Strike
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KISTRIKE, KI
Usage : KISTRIKE
Example : kistrike
Short(s) : ki
The Monk summons up his or her inner power and focuses it into a single,
terrifying attack. This skill will allow the next blow that lands to have that
little, extra, well, KI.


Kick (Fighter_Kick)

 
Skill : Kick
Domain : Kicking
Available: Artisan Monk Dancer Several Classes
Requires : 'Natural Weapon Proficiency' at 75%
Allows : Combat Fluidity I, Iron Kicking I, Ax Kick
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : KICK
Usage : KICK [TARGET NAME]
Example : kick orc
The fighter uses his or her feet to deliver an extra bit of pain in combat.


Kill Log (Thief_KillLog)

 
Skill : Kill Log
Domain : Combat lore
Available: Assassin
Allows : Combat Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KILLLOG
Uage : KILLLOG
Example : killlog
The thief has the ability to keep track of their kill percentage on creatures
which they have marked using the Mark still. The player may use the KILLLOG
command to review the log of kills. Every new and unique creature added to the
kill log will result in a small experience bonus.


Knife Hand (Fighter_KnifeHand)

 
Skill : Knife Hand
Domain : Punching
Available: Monk
Requires : 'Monkey Punch'
Allows : Combat Fluidity I, Iron Punching I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a pointed, swift strike.


Know Plants (Druid_KnowPlants)

 
Skill : Know Plants
Domain : Nature lore
Available: Several Classes
Allows : Nature Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KNOWPLANT
Usage : KNOWPLANT [ITEM NAME]
Example : knowplant flowers
This skill allows a player to gain knowledge about a plant, or an item made
from plant material. If the plant was summoned by a druid, it will give the
name of the druid who summoned it as well.


Krakenform (Druid_Krakenform)

 
Skill : Krakenform
Domain : Shape shifting
Requires : Disallows those whose are on the following plane: PRIME MATERIAL.
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KRAKENFORM
Usage : KRAKENFORM
Example : krakenform
Allows the druid to turn themselves into a mighty kraken of the sea. The normal
compass direction commands (north, south..) can be used to swim around. Ship
commands, such as TARGET, AIM, COURSE, and STEER also work as described in HELP
SHIP COMBAT.

During combat, you must use the AIM command to aim your tentacles by entering
AIM TENTACLE.1 [AMOUNT] and AIM TENTACLE.2 [AMOUNT]. Being 'sunk' in Krakenform
will kill the druid.

Use KRAKENFORM command again to revert to normal form.


Labeling (Labeling)

 
Skill : Labeling
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LABELING, LABEL
Usage : LABEL (REMOVE) (REPLACE) [ITEM NAME]
Example : label sword
: : label remove sword
: : label replace sword
The character labels an item with a numbered tag specific to him. The label
tag can be used by other skills to help locate or sort the item. Use the
'remove' command to completely delete a tag. Use the 'replace' command to
replace the label tag with a new one.


Lacquering (Lacquerring)

 
Skill : Lacquering
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 8.
Allows : Artsy I, Quick Working I, Master Lacquering, Quick Worker I
Allows : Painting
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LACQUERING, LACQUER
Usage : LACQUER LIST/[ITEM NAME] [COLOR]/REMOVE
Example : lacquer list
Example : lacquer shirt blue
Example : lacquer shirt remove
This skill allows the player to lacquer a qualifying item a different color, or
to remove an existing lacquered color. Lacquer only works on metal, wood, bone,
and stone items crafted by the player. More options become available at higher
levels, and higher artistic expertise.


Landscaping (Landscaping)

 
Skill : Landscaping
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Farming'
Requires : A base constitution of at least 15.
Allows : Master Farming, Quick Building I, Quick Worker I
Allows : Ingenious Engineering I
Use Cost : Movement (40)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LANDSCAPE, LANDSCAPING
Usage : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : landscape barrier north
: : landscape list
: : landscape info wall
: : landscape desert
: : landscape title A messy room.
: : landscape desc east This is my favorite path.
: : landscape desc room This is a messy place.
: : landscape help Bob
: : landscape demolish west
: : landscape demolish room
This skill allows a player to landscape an area into a new type on an outdoor
property the player owns. This skill also allows the demolition of unwanted
barriers and rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a landscaping project.
The raw material for landscaping is found using the Digging, Mining, Foraging,
and other skills.


Lay Minor Traps (Thief_MinorTrap)

 
Skill : Lay Minor Traps
Domain : Trapping
Available: Jester
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : MTRAP, MINORTRAP
Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
Example : mtrap list
Example : mtrap east noise
Example : mtrap chest needle
The thief attempts to lay some sort of trap upon the item, door, room,
entryway, or container specified. The trap may be gaseous, needles, blades, or
pits, and may be triggered by unlocking, opening, getting, or moving through in
the case of entryways, or entering in the case of rooms. The thief who sets
the trap may not trigger the trap. The number of traps available to the thief
will go up as the thief advances in level, so trap list may be used to see what
new traps are available as the thief advances. Not all traps may be set on all
items, however. Lay Minor traps only allows a small subset of the traps
avaiailable from the full Lay Traps skill. Traps are temporary, but reset if
sprung after a time. Setting the same trap on the same object will reset the
trap early.


Lay Traps (Thief_Trap)

 
Skill : Lay Traps
Domain : Trapping
Available: Assassin Thief Trapper
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : TRAP
Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
Example : trap list
Example : trap east noise
Example : trap chest needle
The thief attempts to lay some sort of trap upon the item, door, room,
entryway, or container specified. The trap may be gaseous, needles, blades, or
pits, and may be triggered by unlocking, opening, getting, or moving through in
the case of entryways, or entering in the case of rooms. The thief who sets
the trap may not trigger the trap. The number of traps available to the thief
will go up as the thief advances in level, so trap list may be used to see what
new traps are available as the thief advances. Not all traps may be set on all
items, however. Traps are temporary, but reset if sprung after a time.
Setting the same trap on the same object will reset the trap early.


Leather Working (LeatherWorking)

 
Skill : Leather Working
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 10.
Allows : Cobbling, Scrapping, Advanced Crafting I, Lethal Crafting I
Allows : Quick Crafting I, Quality Crafting I, Light Crafting I
Allows : Quality Sewing I, Master Leather Working, Light Sewing I
Allows : Quick Worker I, Durable Crafting I, Durable Sewing I
Use Cost : Movement (28)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LEATHERWORK, LEATHERWORKING
Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM
TYPE]
Example : leatherwork pot
: : leatherwork bundle 100 leather
: : leatherwork list
: : leatherwork list hard
: : leatherwork list 5-10
: : leatherwork list all
: : leatherwork mend vest
: : leatherwork refit sleeves
: : leatherwork scan
: : leatherwork scan bob
: : leatherwork learn gloves
This skill allows a player to craft leather items, such as armor, clothing, and
even whips. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to mend any damaged
leather items, get info on a list item, refit any armor which may be the wrong
size, or learn how to make an item he or she has found, provided a blank recipe
page or a recipe book with blank pages is in his or her inventory. To begin
crafting a new item, the player must have placed the leather he or she wishes
to make the item from on the ground. The player may also scan the room or other
players for equipment that may be mended by this skill, using the scan
parameter. The raw leather for leather working is found using the Butchering
skill.


Lecturing (Lecturing)

 
Skill : Lecturing
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LECTURE, LECTURING
Usage : LECTURE [SKILL NAME]
Example : lecture fireball
This skill allows the player to give a lecture to 3 or more students about a
particular skill that the player knows more about than the students. At the
end of the long lecture, the students will gain up to 5% increase in
proficiency, even if they are already at or above 75%. The player will receive
experience for giving the lecture. The students must already know the skill
before the lecture begins in order to qualify as a student.


Leeching (Skill_Leeching)

 
Skill : Leeching
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LEECH, LEECHING
Usage : LEECHING [TARGET NAME]
Example : leech Sophie
The player is able to apply leeches to the target. The target will be unable
to heal, but will have any poisons removed for the duration of the leeches
presence.


Legendary Weaponsmithing (LegendaryWeaponsmithing)

 
Skill : Legendary Weaponsmithing
Domain : Crafting
Available: Artisan
Requires : 'Master Weaponsmithing' at 100%
Allows : Quality Metalworking I, Lethal Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Quick Worker I, Quality Crafting I
Allows : Light Metalworking I, Light Crafting I, Counterbalance Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LWEAPONSMITH, LEGENDWEAPONSMITHING, LEGENDARYWEAPONSMITHING
Usage : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : lweaponsmith twohanded sword
: : lweaponsmith list
: : lweaponsmith list sword
: : lweaponsmith list blunt
: : lweaponsmith list 60-70
: : lweaponsmith list all
: : lweaponsmith scan
: : lweaponsmith scan bob
: : lweaponsmith learn axe
This skill allows a player to craft legendary-level weapons (level 61 and up)
from metal. This skill requires Blacksmithing and Master Weaponsmithing in
order to learn it. It also requires specialization in the weapon type the
player wishes to make. The extent of the weapons which can be crafted expands
as the player goes up in level. To begin smithing, the player must be in a
room with an open fire burning, and must have placed the metal he or she wishes
to make the weapon from on the ground. The player may also scan the room or
other players for equipment that may be mended by this skill, using the scan
parameter, or learn how to smith an item he or she has found, provided a blank
recipe page or a recipe book with blank pages is in his or her inventory. The
metal for weaponsmithing is obtained using the Mining skill, or better metals
from the Smelting skill. Using better materials will increase both the strength
and the required level of the crafted item, and some material types require
smaller amounts to make the same items.


Letter of Marque (Thief_LetterOfMarque)

 
Skill : Letter of Marque
Domain : Legal
Available: Pirate
Allows : Legal Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : LETTEROFMARQUE
Usage : LETTEROFMARQUE
Example : letterofmarque
This skill allows the rogue to petition a legal judge to issue a letter of
marque to the rogue on behalf of the judges area. This has the primary effect
of making any chaotic acts into lawful ones, when outside the area that issued
the letter. It also slightly decreases the chance that a crime committed
inside the issueing area will be seen as a crime.


Light Placebo (Skill_LightPlacebo)

 
Skill : Light Placebo
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : LIGHTPLACEBO
Usage : LIGHTPLACEBO [TARGET NAME]
Example : lightplacebo Sophie
Through the power of prayer, the rougue can make the target feel like they've
received a boost in health (which will vanish if they are damaged again)!


Lightning Strike (Fighter_LightningStrike)

 
Skill : Lightning Strike
Domain : Martial lore
Available: Monk
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : LIGHTNINGSTRIKE, LSTRIKE
Usage : LIGHTNINGSTRIKE [TARGET NAME]
Example : lightningstrike orc
Short(s) : lstrike
This most powerful of Monk abilities allows him or her to deliver as many
unarmed blows in a single round as he or she has Monk levels. After this
exhausting exchange, the Monk will collapse for many rounds of needed rest.


Linguistic Comprehension (Thief_Comprehension)

 
Skill : Linguistic Comprehension
Domain : Street smarts
Available: Burglar Scholar Thief
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : COMPREHEND, COMPREHENSION
Usage : COMPREHEND
Example : comprehend
This skill will cause the thief to begin listening intensely to what is being
said around him in other languages, so that he or she may understand it.
Depending upon proficiency, from a few seconds to a few minutes after each
statement, the thief will understand.


Listen (Thief_Listen)

 
Skill : Listen
Domain : Alert
Available: Burglar Monk Trapper Several Classes
Allows : Vigilantly I, Wilderness Sounds
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : LISTEN
Usage : LISTEN [DIRECTION NAME]
Example : listen north
Example : listen
The thief listens a particular direction for signs of movement (life). A very
proficient thief may also tell the number of creatures, and may be able to
listen in on private conversations and whispering that may be going on in the
room. You may only listen to the room you are in, or to an adjacent indoor
room. How well the thief can hear will depend on proficiency, how much higher
in level than the thief those being listened to are, and alertness expertise.


Lobotomizing (Skill_Lobotomizing)

 
Skill : Lobotomizing
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LOBOTOMIZE, LOBOTOMIZING
Usage : LOBOTOMIZE [TARGET NAME]
Example : lobotomize Sophie
The player is able to use delicate tools to scrape away unnecessary brain
tissue from the target by going up the nose holes. This can only be done on a
cooperative target, such as a follower, or one bound or prone. The effect of
the lobotomy is not only horrible screams of pain, but the removal of any
aggressive behaviors, mind altering diseases and effects, and will actually
make the target a slightly better person. Unfortunately, it may also affect
some skill proficiency.


Locate Alcohol (Thief_LocateAlcohol)

 
Skill : Locate Alcohol
Domain : Anatomy
Available: Pirate
Allows : Anatomy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : LOCATEALCOHOL
Usage : LOCATEALCOHOL
Example : locatealcohol
The player uses their superior sense of smell and their strong motivation to
locate the nearest source of liquor.


Locksmithing (LockSmith)

 
Skill : Locksmithing
Domain : Building
Available: Artisan Gaoler Numerous Classes
Requires : 'Blacksmithing'
Requires : A base dexterity of at least 14.
Allows : Quick Building I, Quick Worker I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LOCKSMITH, LOCKSMITHING
Usage : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION]
Example : locksmith chest
: : locksmith south
: : locksmith boltlock south
: : locksmith delock south
This skill allows a player to craft keys and locks for items and doors. If the
item or door specified already has a lock, the proper key will be built for it
(assuming a level check). If the item or door does not have a lock, and the
skill user is the owner, then a lock will be built, along with a key. If a
lock is being made for a door, and the word BOLTLOCK is specified, then the
lock will ONLY be on that side of the door. If a key is being made, the LABEL
parameter can be used to add a description for the key (such as House for a
house key, etc). A lock can be removed from a door using the DELOCK parameter.
This skill requires metal from which to make the lock and/or key.


Lore (Thief_Lore)

 
Skill : Lore
Domain : Arcane lore
Available: Artisan Bard Burglar Dancer
Available: Thief Several Classes
Requires : 'Write' at 75%, and 'Paper Making' at 75%
Allows : Rodsmithing, Staff Making, Arcane Lore I, Wand Making
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : LORE
Usage : LORE [ITEM NAME]
Example : lore sword
The bard carefully examines the item, using his extensive knowledge of magical
lore to determine the items magical properties, if any.


Lure (Thief_Lure)

 
Skill : Lure
Domain : Deceptive
Available: Trapper
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LURE
Usage : LURE [TARGET NAME]
Example : lure monster east
The thief gains the ability to lure a creature in the direction they want, when
not in combat.


Mage Honorary Degree (Skill_HonoraryDegreeMage)

 
Skill : Mage Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,
Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4
skills qualified for by at least one of the qualifying classes, including those
spells specified by the class, then the scholar will receive access to an
honorary degree Title. The scholar can then use the TITLE command to select
and use the honorary degree title. When one of these titles is in use, the
scholar is permitted to enter areas normally only allowed to those of the
qualifying class, and also gains the ability to pick up and equip items which
would normally fly away from the scholars hands if normally attempted.


Make Bombs (Thief_MakeBomb)

 
Skill : Make Bombs
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : BOMB
Usage : BOMB [ITEM] [BOMB NAME]
Example : bomb list
Example : bomb waterskin water bomb
The thief attempts to make some sort of bomb from the item, or container
specified. The bomb may be of any of the listed sort. The thief who makes the
bomb may activate it by HOLDING the item. Once the item is held, the thief has
but a few seconds to drop, throw, or do whatever they need to before the bomb
goes off. The number of bombs available to the thief will go up as the thief
advances in level, so bomb list may be used to see what new bombs are available
as the thief advances. Not all bombs may be set on all items, however.


Make Maps (Skill_Map)

 
Skill : Make Maps
Domain : Calligraphy
Available: Burglar Several Classes
Allows : Fine Calligraphy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MAP
Usage : MAP [PAPER NAME]
Example : map parchment
Allows you to begin mapping on the targeted piece of paper. As you walk around
the parchment will be filled with a pictoral map of the rooms you walk through.


Make Pub Contacts (Thief_PubContacts)

 
Skill : Make Pub Contacts
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : MAKEPUBCONTACTS, PUBCONTACTS
Usage : MAKEPUBCONTACTS
Example : makepubcontacts
When in a pub, the pirate uses this skill to buy drinks for numerous patrons
and staff, in the hopes of getting information about nearby ships, especially
merchant vessels. This first time this is done in a pub, the pirate will learn
the names of nearby vessels. The second time reveals the names and distance of
the ships from shore. The third time reveals the names and directions to the
ships current locations from the shore. This only works in a pub within a
limited distance from the shore, since that's where the other sailors drink.


Make Sea Maps (Skill_SeaMapping)

 
Skill : Make Sea Maps
Domain : Calligraphy
Available: Several Classes
Allows : Fine Calligraphy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SEAMAPPING, SEAMAP
Usage : SEAMAP [PAPER NAME]
Example : seamap parchment
Allows you to begin mapping the seas on the targeted piece of paper. As you
sail around the parchment will be filled with a map of the waves you sail over.


Mark (Thief_Mark)

 
Skill : Mark
Domain : Combat lore
Available: Assassin Several Classes
Allows : Mark Spying, Combat Lore I, High Marks
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MARK
Usage : MARK [TARGET NAME]
Example : mark orc
The player marks the target for death. Once done, the player will remember who
they have marked until the death of the mark is witnessed, or the mark is
changed. The ability of the player to kill the mark will go up the longer the
player has to "observe" the mark. The mark is observed whenever the player is
in the same room as the mark and can see him, but the mark cannot see the
player. Marking for death is also useful for certain higher level assassin
skills. You can issue a Mark a second time against the same target to remove
the mark.


Mark Disguise (Skill_MarkDisguise)

 
Skill : Mark Disguise
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MARKDISGUISE
Usage : MARKDISGUISE (!)
Example : markdisguise
Example : markdisguise !
This powerful ability allows the bard to disguise him or herself to be
identical to his or her mark. The bard must first mark a target using the Mark
skill. After that, the bard must observe the mark from a hidden position for
an amount of time. After sufficient time, the bard may use this skill to take
on the apperance of the mark through disguise. Entering the command word again
will remove the disguise. The optional ! parameter may be given for the bard
to disguise him or herself as the same person they did before, regardless of
whether they are presently marked.


Mark OOC (Archon_MarkOOC)

Usage    : MARKOOC [PLAYER NAME] 
Example : MARKOOC gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to receive any further RolePlay experience. Use this skill
again on the same player to release them.


Mark Spying (Thief_MarkerSpying)

 
Skill : Mark Spying
Domain : Stealthy
Available: Assassin
Requires : 'Mark', and 'Spying'
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : MARKSPYING, MARKSPY
Usage : MARK SPYING [TARGET]
Example : markspying
The thief has become adept at rummaging through the papers of his marks. Until
this skill is disengaged, he will remember those parts of the papers of those
he Marks that the marks themselves read, regardless of where they are in the
world.

This skill is identical to SPYING, but does not require that the thief and the
one spied on be in the same room, and it only works on those the thief has
MARKed. The skill automatically transfers from Mark to Mark indefinitely, or
until disengaged.


Mark Trapped (Thief_MarkTrapped)

 
Skill : Mark Trapped
Domain : Find/remove traps
Available: Trapper
Allows : AutoMark Traps, Trap Disabling I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : MARKTRAPPED
Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]
Example : marktrapped north
Example : marktrapped chest
The thief places an easily recognizable marker upon the target which all will
recognize as meaning that it is trapped. This can serve as a nice warning to
team members that stumble that way, or a confusing countermeasure to force
other thieves to be extra careful. The skill can be used again to remove such
marks. Marks last quite a long time, though each thief is limited in the
number that may be marked.


Marketeering (Merchant)

 
Skill : Marketeering
Domain : Influential
Available: Artisan
Requires : 'Engraving' at 75%, and 'Embroidering' at 75%
Allows : Quick Working I, Haggle, Influencing I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : MARKET
Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
Example : market list
: : market shoe 500
: : market all.shoe
: : market remove shoe
This skill allows a player to behave like a shopkeeper, allowing other players
to LIST, BUY, and VIEW items which the player has put up for sale. The player
may add any item in their inventory to their items for sale, and set a price
for the item. The remove command may be used to take items of that name off
the market.


Mask Faith (Thief_MaskFaith)

 
Skill : Mask Faith
Domain : Deceptive
Available: Charlatan Reliquist
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MASKFAITH, MFAITH
Usage : MASKFAITH
Example : mfaith
Example : mfaith stop
Short(s) : mfaith
The thief is able to internally hide his or her true faith from most means of
detection or discernment.


Masonry (Masonry)

 
Skill : Masonry
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Requires : A base constitution of at least 12.
Allows : Quick Building I, Excavation, Quick Worker I, Find Home
Allows : Ingenious Engineering I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASONRY
Usage : MASONRY [LIST/INFO/"[PROJECT NAME]"] [DIRECTION]
Example : masonry wall north
: : masonry list
: : masonry info wall
: : masonry roof
: : masonry "dark room"
: : masonry title A messy room.
: : masonry desc east This is my favorite Door.
: : masonry desc room This is a messy room.
: : masonry stairs
: : masonry help Bob
: : masonry demolish west
: : masonry demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls or Stairs may be built following the
construction of roof and framework. This skill also allows the demolition of
unwanted walls and structures, upstairs rooms, and the giving of a title and
description to a room. The parameters also allow more than one person to assist
in a masonry project. All of the structures made with this skill are made of
stone. The raw stone for masonry is found using the Digging or Mining skills.


Mast Shot (Thief_MastShot)

 
Skill : Mast Shot
Domain : Dirty fighting
Available: Pirate
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : MASTSHOT
Usage : MASTSHOT [WEAPON NAME]
Example : mastshot catapult
The pirate can aim a siege weapon at the currently targeted ship`s masts
instead of the hull. If the weapon hits the ship, there is a 10% chance
(improved by expertise) that it will also hit the mast, and slow the ships
movement speed by one. This effect is cumulative, so that subsequent hits will
slow the ship further. Either way, a weapon so aimed will never do hull damage
unless it hits a mast. This skill must be used to re-aim the siege weapon
every combat round.


Master Armorsmithing (MasterArmorsmithing)

 
Skill : Master Armorsmithing
Domain : Crafting
Available: Artisan
Requires : 'Armorsmithing' at 100%, and 'Scrapping' at 75%
Allows : Quality Metalworking I, Advanced Crafting I, Durable Metalworking I
Allows : Quick Crafting I, Quick Worker I, Durable Crafting I
Allows : Quality Crafting I, Light Metalworking I, Light Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MARMORSMITH, MASTERARMORSMITHING
Usage : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]
Example : marmorsmith chainmail
: : marmorsmith list
: : marmorsmith list chain
: : marmorsmith list left wrist
: : marmorsmith list 40-50
: : marmorsmith list all
: : marmorsmith scan
: : marmorsmith scan bob
: : marmorsmith learn helmet
This skill allows a player to craft master-level armors from metal. This skill
requires Blacksmithing and Armorsmithing in order to learn it. The extent of
the armor which can be crafted expands as the player goes up in level. To
begin smithing, the player must be in a room with an open fire burning, and
must have placed the metal he or she wishes to make the armor from on the
ground. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter, or learn how to smith an
item he or she has found, provided a blank recipe page or a recipe book with
blank pages is in his or her inventory. The metal for armorsmithing is obtained
using the Mining skill, or better metals from the Smelting skill. Using better
materials will increase both the strength and the required level of the crafted
item, and some material types require smaller amounts to make the same items.


Master Baking (MasterBaking)

 
Skill : Master Baking
Domain : Epicurean
Available: Artisan
Requires : 'Baking' at 100%, and 'Master Farming' at 75%
Allows : Fortified Baking I, Quick Cooking I, Quick Worker I
Allows : Advanced Cooking I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING
Usage : MASTERBAKE LIST/[BAKING CONTAINER]
Example : masterbake list
Example : masterbake list oven
Example : masterbake list 5-10
Example : masterbake list 5-10
Example : masterbake list all
Example : masterbake oven
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, that is closeable,
and is closed. The container may be filled with water, if water is required
for the recipe. Master Baking takes a bit longer than regular Baking, but
yields more food for the same ingredients, and allows you to bake multiple
things at the same time, so long as they are in different containers. The
ingredients for cooking are best obtained through the Butchering skill and the
Foraging skill.


Master Butchering (MasterButchering)

 
Skill : Master Butchering
Domain : Gathering
Available: Artisan
Requires : 'Butchering' at 100%, and 'Taxidermy' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN
Usage : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]
Example : mbutcher body
Example : mbutcher bundle 10 bones
With this common skill, a dead body can be cut up and its useful parts
separated. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources. This skill takes
longer, but has much higher yield than normal butchering.


Master Cooking (MasterCooking)

 
Skill : Master Cooking
Domain : Epicurean
Available: Artisan
Requires : 'Cooking' at 100%, and 'Master Foraging' at 75%
Allows : Master Herbology, Quick Cooking I, Quick Worker I
Allows : Vigorous Cooking I, Advanced Cooking I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING
Usage : MASTERCOOK LIST/[COOKING CONTAINER]
Example : mastercook list
Example : mastercook list stew
Example : mastercook list 5-10
Example : mastercook list all
Example : mastercook pot
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, like a pot or pan. A
pot may be filled with water, if water is required for the recipe. Master
cooking takes a bit longer than regular cooking, but the yield per pound of
ingredients is higher, and you are capable of cooking multiple dishes at the
same time (so long as they use different containers). The ingredients for
cooking are best obtained through the Butchering skill and the Foraging skill,
and some Food Prep may be necessary for some dishes.


Master Costuming (MasterCostuming)

 
Skill : Master Costuming
Domain : Crafting
Available: Artisan Charlatan
Requires : 'Costuming' at 100%, and 'Paper Making' at 75%
Allows : Light Sewing I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Quality Sewing I, Light Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
Usage : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
Example : mcostume shirt
: : mcostume list
: : mcostume list shirt
: : mcostume list 5-10
: : mcostume list all
: : mcostume mend shirt
: : mcostume refit shirt
: : mcostume scan
: : mcostume scan bob
: : mcostume learn shirt
This skill allows a player to fabricate higher level paper clothing that can be
worn over most other clothing so as to produce a different display, but not
interfere with the function of the underlying clothing and armor. In order to
use this skill, the costumer must first acquire the desired item they wish to
base the pattern off of, and then deconstruct that item into a costuming recipe
with the COSTUME LEARN command provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. This command also allows the
player to mend any damaged paper clothing, get info on a list item, or refit
any paper clothes which are the wrong size. To begin costuming a new item, the
player must have placed the bolt of paper he or she wishes to make the clothing
from on the ground. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. The raw
materials for costuming are created using the Papermake skill.


Master Distilling (MasterDistilling)

 
Skill : Master Distilling
Domain : Epicurean
Available: Artisan
Requires : 'Distilling' at 100%, and 'Herbology' at 75%
Allows : Quick Cooking I, Imbued Distilling I, Quick Worker I
Allows : Advanced Cooking I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MDISTILLING, MASTERDISTILLING
Usage : MASTERDISTILL LIST/[BREWING CONTAINER]
Example : masterdistill pot
: : masterdistill list
: : masterdistill list whiskey
: : masterdistill list 35-40
: : masterdistill list all
This skill allows the player to create a beer and other liquors from basic
ingredients. The player must be near a fire over which the alcohol can be
brewed. The ingredients must be placed in a fire-safe container, like a pot or
pan. A pot must be filled with water or other liquids required by the recipe.
Master Distilling requires a bit more time than normal distilling, but yields
more liquor for the same ingredients, and allows you to prepare multiple
liquors at the same time. The ingredients for cooking are best obtained through
the Foraging skill.


Master Drilling (MasterDrilling)

 
Skill : Master Drilling
Domain : Gathering
Available: Artisan
Requires : 'Drilling' at 100%, and 'Speculating' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING
Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]
Example : masterdrill pot
Example : masterdrill bundle 10 "lamp oil"
With this common skill, a player carefully pokes around, in the ground or
trees, for useful liquids. The liquids are then placed into the liquid
container given by the parameters. Master Drilling is over twice as slow as
regular drilling, but yields three times as much liquid. Drilling is best done
in forests and deserts. You can also bundle multiple resources together using
this skill. The GET command can be used to unbundle such resources.


Master Dyeing (MasterDyeing)

 
Skill : Master Dyeing
Domain : Artistic
Available: Artisan
Requires : 'Dyeing' at 100%
Allows : Artsy I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERDYEING, MASTERDYE, MDYE, MDYEING
Usage : MASTERDYE LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR] [COLOR]
([COLOR])
Example : masterdye LIST
Example : masterdye shirt pinstripped blue red
Example : masterdye shirt remove
This skill allows the player to dye a qualifying cloth item with a
multi-colored pattern, or to remove an existing color or pattern. Use
MASTERDYE COLORS to see all possible color choices, or MASTERDYE LIST to see
all the design patterns. More design patterns are available at higher levels,
and more color choices available at higher artistic expertise.


Master Farming (MasterFarming)

 
Skill : Master Farming
Domain : Gathering
Available: Artisan
Requires : 'Landscaping' at 75%, and 'Farming' at 100%
Allows : Master Baking, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING
Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : masterplant berries
Example : masterplant bundle 10 berries
This skill allows the player to plant a resource into the ground. The player
must place a sample of the resource on the ground first to use as seed. After
planting is completed, the resource will be ready to harvest some time later,
after the plants have grown. Master Farming is over twice as slow as regular
farming, but yields three times as much produce. You can also bundle multiple
resources together using this skill. The GET command can be used to unbundle
such resources.


Master Fishing (MasterFishing)

 
Skill : Master Fishing
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fishing' at 100%, and 'Baiting' at 75%
Allows : Master Trawling, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFISH, MASTERFISH
Usage : MASTERFISH (BUNDLE [NUM]) [TARGET])
Example : masterfish
Example : masterfish bundle 10 trout
With this common skill, a player can catch lots of fish from a suitable
location, assuming the fish are biting. Master Fishing is over twice as slow
as regular Fishing, but yields three times as many fish. Fishing it best done
in the water. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.


Master Floristry (MasterFloristry)

 
Skill : Master Floristry
Domain : Nature lore
Available: Artisan Gaian Numerous Classes
Requires : 'Floristry' at 100%
Requires : A base intelligence of at least 12.
Allows : Quick Working I, Nature Lore I, Quick Worker I
Use Cost : Movement (54)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFLORISTRY, MASTERFLOR, MASTERFLORISTRY, MFLOR
Usage : MFLOR [ITEM NAME]
Example : mflor some flowers
Master Floristry is identical to Floristry, except that it is able to identify
every herb in a bundle, or in a large group of herbs in the florists inventory.
Like Floristry, the player may use this skill to identify flowers for the
types that they are. The flowers for floristry are obtained by using the
Foraging skill.


Master Food Prep (MasterFoodPrep)

 
Skill : Master Food Prep
Domain : Epicurean
Available: Artisan
Requires : 'Food Prep' at 100%, and 'Gardening' at 75%
Allows : Creative Food Prep I, Master Herbology, Quick Cooking I
Allows : Quick Worker I, Master Gardening, Advanced Cooking I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP
Usage : MASTERFOODPREP LIST/[CONTAINER]
Example : masterfoodprep bowl
Example : masterfoodprep list
Example : masterfoodprep list salad
Example : masterfoodprep list 5-10
Example : masterfoodprep list all
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The ingredients must be placed in a preparation container, The
container may be filled with water, if water is required for the recipe.
Master Food Prep takes a bit longer than regular Food Prep, but yields more
food than normal, and permits you to prepare multiple things at the same time.
The ingredients are best obtained through the Butchering skill and the Foraging
skill.


Master Foraging (MasterForaging)

 
Skill : Master Foraging
Domain : Gathering
Available: Artisan
Requires : 'Foraging' at 100%, 'Distilling' at 75%, and 'Herbology' at 75%
Allows : Master Cooking, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING
Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET])
Example : masterforage
Example : masterforage bundle 10 berries
With this common skill, a player carefully scans an area for any naturally
growing plants which may be edible. Master Foraging is over twice as slow as
regular Foraging, but yields three times as much produce. Foraging is best done
in forests and on plains. You can also bundle multiple resources together using
this skill. The GET command can be used to unbundle such resources.


Master Gardening (MasterGardening)

 
Skill : Master Gardening
Domain : Gathering
Available: Artisan
Requires : 'Gardening' at 100%, and 'Master Food Prep' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGPLANT, MASTERGARDEN, MASTERGARDENING, MGARDEN, MGARDENING
Usage : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME]
Example : mastergarden roses
Example : mastergarden bundle 10 roses
This skill allows the player to plant herbs or flowers into the ground. The
player must place a sample of the resource on the ground first to use as seed.
After planting is completed, the resource will be grow some time later. Master
Gardening is over twice as slow as regular gardening, but yields three times as
many plants. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.


Master Gem Digging (MasterDigging)

 
Skill : Master Gem Digging
Domain : Gathering
Available: Artisan
Requires : 'Gem Digging' at 100%, and 'Excavation' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
MASTERGEMDIGGING
Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
Example : mgdig
Example : mgdig bundle 10 gems
With this common skill, a player can perform the delicate task of mining gems
and other precious stones. Master Gem Digging is over twice as slow as regular
Gem Digging, but yields three times as many gems. The precious stones found
with this skill are best hunted for in mountains or caves. Sand is best found
in the desert. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.


Master Herbology (MasterHerbology)

 
Skill : Master Herbology
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : 'Herbology' at 100%
Requires : A base intelligence of at least 12.
Allows : Quick Working I, Nature Lore I, Quick Worker I
Use Cost : Movement (54)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MHERBOLOGY, MASTERHERB, MASTERHERBOLOGY, MHERB
Usage : MHERB [ITEM NAME]
Example : mherb some herbs
Master Herbology is identical to Herbology, except that it is able to identify
every herb in a bundle, or in a large group of herbs in the herbologists
inventory. Like Herbology, the player may use this skill to identify herbs for
the types that they are. This skill is quite necessary for Druids who wish to
use their Herbalism skill, or Cooks who need particular herbs for recipes, but
is fairly unnecessary for others. The raw herbs for herbology are obtained by
using the Foraging skill.


Master Lacquering (MasterLacquerring)

 
Skill : Master Lacquering
Domain : Artistic
Available: Artisan
Requires : 'Lacquering' at 100%
Allows : Artsy I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERLACQUERING, MASTERLACQUER, MLACQUER, MLACQUERING
Usage : MASTERLACQUER LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR]
[COLOR] ([COLOR])
Example : masterlacquer list
Example : masterlacquer colors
Example : masterlacquer shirt pinstriped blue red
Example : masterlacquer shirt remove
This skill allows the player to lacquer a qualifying item with a multi-colored
pattern, or to remove an existing lacquered color. Lacquer only works on metal,
wood, bone, and stone items crafted by the player. Use MASTERLACQUER COLORS to
see all possible color choices, or MASTERLACQUER LIST to see all the design
patterns. More design patterns are available at higher levels, and more color
choices available at higher artistic expertise.


Master Leather Working (MasterLeatherWorking)

 
Skill : Master Leather Working
Domain : Crafting
Available: Artisan
Requires : 'Leather Working' at 100%, and 'Scrapping' at 75%
Allows : Light Sewing I, Lethal Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Quick Worker I, Durable Sewing I
Allows : Durable Crafting I, Quality Crafting I, Quality Sewing I
Allows : Light Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
Usage : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]

Example : mleatherwork vest
: : mleatherwork bundle 100 leather
: : mleatherwork list
: : mleatherwork list vest
: : mleatherwork list 5-10
: : mleatherwork list 30-40
: : mleatherwork mend vest
: : mleatherwork refit sleeves
: : mleatherwork scan
: : mleatherwork scan bob
: : mleatherwork learn gloves
This skill allows a player to craft masterful leather items, such as armor,
clothing, and even whips. The extent of the items which can be crafted expands
as the player goes up in level. This command also allows the player to mend
any damaged leather items, get info on a list item, refit any armor which may
be the wrong size, or learn how to make an item he or she has found, provided a
blank recipe page or a recipe book with blank pages is in his or her inventory.
To begin crafting a new item, the player must have placed the leather he or she
wishes to make the item from on the ground. The player may also scan the room
or other players for equipment that may be mended by this skill, using the scan
parameter. The raw leather for leather working is found using the Butchering
skill.


Master Mining (MasterMining)

 
Skill : Master Mining
Domain : Gathering
Available: Artisan
Requires : 'Mining' at 100%, and 'Excavation' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MMINE, MMINING, MASTERMINE, MASTERMINING
Usage : MASTERMINE (BUNDLE [NUM]) [TARGET]
Example : mastermine
Example : mastermine bundle 10 stone
With this common skill, a player whacks at rock and ground looking to uncover
metals, and uncommon stones. Master Mining is over twice as slow as regular
Mining, but yields three times the amount of stone or metals. Mining is best
done in caves and mountains. You can also bundle multiple resources together
using this skill. The GET command can be used to unbundle such resources.


Master Shearing (MasterShearing)

 
Skill : Master Shearing
Domain : Gathering
Available: Artisan
Requires : 'Shearing' at 100%, and 'Animal Husbandry' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING
Usage : MASTERSHEAR [TARGET]
Example : mastershear sheep
With this common skill, you can shear the wool off of a sheeps body, or at
least as much of it as you can. Master Shearing is over twice as slow as
regular Shearing, but yields three times as much wool.


Master Tailoring (MasterTailoring)

 
Skill : Master Tailoring
Domain : Crafting
Available: Artisan
Requires : 'Tailoring' at 100%, and 'Scrapping' at 75%
Allows : Light Sewing I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Durable Sewing I, Durable Crafting I
Allows : Quality Crafting I, Quality Sewing I, Light Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
MASTERTAILORING
Usage : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : mknit shirt
: : mknit bundle 100 cotton
: : mknit list
: : mknit list vest
: : mknit list 30-40
: : mknit list all
: : mknit mend vest
: : mknit refit sleeves
: : mknit scan
: : mknit scan bob
: : mknit learn shirt
This skill allows a player to knit masterful clothing, such as dresses and
suits. The extent of the items which can be knitted expands as the player goes
up in level. This command also allows the player to mend any damaged clothing,
refit any clothes which are the wrong size, or learn how to knit an item he or
she has found, provided a blank recipe page or a recipe book with blank pages
is in his or her inventory. To begin knitting a new item, the player must have
placed the cloth he or she wishes to make the clothing from on the ground. The
player may also scan the room or other players for equipment that may be mended
by this skill, using the scan parameter. The raw cloth for knitting is found
using the Butchering, Shearing, or Foraging skills.


Master Trawling (MasterTrawling)

 
Skill : Master Trawling
Domain : Gathering
Available: Artisan Sailor
Requires : 'Trawling' at 100%, 'Master Fishing' at 75%, and 'Stability' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MTRAWL, MASTERTRAWL
Usage : MASTERTRAWL (BUNDLE [NUM]) [TARGET])
Example : mastertrawl
Example : mastertrawl bundle 10 trout
With this common skill, a player can catch lots of fish from the deck of a
large sailing ship by casting nets into the water, assuming there are enough
fish around to fill up the nets. You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources.


Master Weaponsmithing (MasterWeaponsmithing)

 
Skill : Master Weaponsmithing
Domain : Crafting
Available: Artisan
Requires : 'Weaponsmithing' at 100%, and 'Sword Familiarity' at 75%
Allows : Quality Metalworking I, Legendary Weaponsmithing
Allows : Lethal Crafting I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Quality Crafting I, Light Metalworking I
Allows : Light Crafting I, Counterbalance Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
Usage : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : mweaponsmith twohanded sword
: : mweaponsmith list
: : mweaponsmith list sword
: : mweaponsmith list blunt
: : mweaponsmith list 30-40
: : mweaponsmith list all
: : mweaponsmith scan
: : mweaponsmith scan bob
: : mweaponsmith learn axe
This skill allows a player to craft master-level weapons (levels 31-60) from
metal. This skill requires Blacksmithing and Weaponsmithing in order to learn
it. It also requires specialization in the weapon type the player wishes to
make. The extent of the weapons which can be crafted expands as the player
goes up in level. To begin smithing, the player must be in a room with an open
fire burning, and must have placed the metal he or she wishes to make the
weapon from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn how to smith an item he or she has found, provided a blank recipe page or
a recipe book with blank pages is in his or her inventory. The metal for
weaponsmithing is obtained using the Mining skill, or better metals from the
Smelting skill. Using better materials will increase both the strength and the
required level of the crafted item, and some material types require smaller
amounts to make the same items.


Master Wood Chopping (MasterChopping)

 
Skill : Master Wood Chopping
Domain : Gathering
Available: Artisan
Requires : 'Wood Chopping' at 100%, 'Siegecrafting' at 75%, and 'Boatwrighting'
at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING
Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET])
Example : masterchop
Example : masterchop bundle 10 oak
With this common skill, a player can find good trees, chop a few down, and then
chop up the wood for carrying. Master Wood Chopping is over twice as slow as
regular Chopping, but yields three times more wood. Trees for chopping are best
found in forests. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.


Matrix Possess (Archon_MatrixPossess)

 
Skill : Matrix Possess
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MPOSSESS
Usage : MPOSSESS [PLAYER NAME]
Example : mpossess bob
This skill will allow you automatically possess a new mob in the same room as
the target player whenever the target moves to a new room. Just like possess,
use QUIT to shut it down.


Meat Curing (MeatCuring)

 
Skill : Meat Curing
Domain : Epicurean
Available: Artisan Numerous Classes
Requires : A base intelligence of at least 8.
Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
Use Cost : Movement (32)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MEATCURING, MEATCURE, MCURING, MCURE
Usage : MCURE [TARGET]
Example : mcure carp
With this skill, a player can carefully apply spices in an attempt to cure some
amount of meat to prevent it from spoiling. The amount of time this takes will
depend on the amount of meat being cured in a targeted bundle. If successful,
the meat bundle will never spoil. If not successful, the meat will seem cured
for a time, but will eventually stop seeming cured, and then eventually spoil.


Meditation (Skill_Meditation)

 
Skill : Meditation
Domain : Fitness
Available: Shaman SkyWatcher Numerous Classes
Allows : Fitness I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MEDITATE
Usage : MEDITATE
Example : meditate
If the mage is in a quiet, sitting position, this skill will allow him or her
to gain mana back at an accelerated rate.


Memorize (Skill_ScrollCopy)

 
Skill : Memorize
Domain : Calligraphy
Available: Numerous Classes
Allows : Fine Calligraphy I
Use Cost : Mana (5)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : MEMORIZE
Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
Example : memorize magic missile scroll
By spending the necessary practice points or trains, a Mage may use this
command to gain the ability to learn some spell that is written on a scroll.
If the memorization is successful, the spell may be practiced and cast as
normal, and the mage will gain experience based on the level of himself and the
spell learned.


Metacrafting (Archon_Metacraft)

Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Example : metacraft wagon oak
Example : metacraft wagon
Example : metacraft "every sword" bronze
Example : metacraft "every sword"
Example : metacraft "every sword" iron to file /items.cmare
Example : metacraft "all carpentry"
This skill will allow you to create any item that is craftable from the
numerous common skills. The item created may be made of a material specified,
or automatically crafted by a random material valid to the appropriate skill.
You can also specify the destination of the items, whether it be the room, your
inventory, or an xml file.


Mimicry (Skill_Mimicry)

 
Skill : Mimicry
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : MIMICRY, MIMIC
Usage : MIMICRY [TARGET NAME]
Example : mimcry orc
The player begins to mimic the actions of the target, thus annoying them.


Mining (Mining)

 
Skill : Mining
Domain : Gathering
Available: Artisan Numerous Classes
Requires : A base strength of at least 9.
Allows : Quick Working I, Masonry, Smelting, Master Mining
Allows : Quick Worker I, Sculpting, Speculating
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MINE, MINING
Usage : MINE (BUNDLE [NUM]) [TARGET]
Example : mine
Example : mine bundle 10 stone
With this common skill, a player whacks at rock and ground looking to uncover
metals, and uncommon stones. Mining is best done in caves and mountains. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.


Monkey Grip (Fighter_MonkeyGrip)

 
Skill : Monkey Grip
Domain : Martial lore
Available: Barbarian
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MONKEYGRIP, MGRIP
Usage : MONKEYGRIP [WEAPON NAME]
Example : monkeygrip supersword
Short(s): MGRIP
This skill allows the fighter to wield two two-handed weapons as if they were
one-handed. Dual Wielding skill would still be required in order to actually
use the second weapon in combat. Wielding a two-handed weapon this way will
cause severe loss of attack and damage bonuses, but those losses are in turn
mitigated by proficiency and expertise.


Monkey Punch (Fighter_MonkeyPunch)

 
Skill : Monkey Punch
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I, Knife Hand
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift, closed fist.


Monologue (Skill_Monologue)

 
Skill : Monologue
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MONOLOGUE
Usage : MONOLOGUE
Example : monologue
The bard begins a dramatic monologue, causing everyone, friend and foe alike,
to suspend all activity (including spell effects), until the bard is done. To
maintain the monologue, the bard MUST say something at least every 4 seconds.
If the bard leaves the room, or stops speaking, then the effect will end.


Morse Code (Skill_MorseCode)

 
Skill : Morse Code
Domain : Sea travel
Available: Sailor Scholar
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MORSECODE, MORSE
Usage : "MORSECODE" [MESSAGE]
Example : morsecode I'm here at on my boat!
This skill can be used to either tap on walls or flash a held light source in
order to send morse code signals. The distance that the signals can be
detected increase with expertise. Only someone else with the morse code skill
can interpret them.


Mountain Tactics (Fighter_MountainTactics)

 
Skill : Mountain Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the mountains. The fighter can also hide themselves simply by
sitting down on the ground and staying still for a few mins.


Mounted Charge (Paladin_MountedCharge)

 
Skill : Mounted Charge
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 99
Commands : MOUNTEDCHARGE, MCHARGE
Usage : MCHARGE [TARGET NAME]
Example : mcharge orc
The Paladin, from the back of a mount, rides at top speed at a target,
delivering a deadly attack, but sacrificing armor.


Mounted Combat (Skill_MountedCombat)

 
Skill : Mounted Combat
Domain : Animal affinity
Available: Artisan Barbarian Several Classes
Requires : 'Animal Husbandry' at 75%
Allows : Animal Affinity I
Invoked : Automatic
Example :
This skill helps negate the bad consequences of fighting from horseback or from
a boat or other vehicle.


Mug (Thief_Mug)

 
Skill : Mug
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MUG
Usage : MUG [ITEM NAME]
Example : mug bag
The thief will attempt to pilfer some non-monetary item from the inventory of
the person he or she is fighting. This skill can only be used in combat.


Multiwatch (Archon_Multiwatch)

Ability    : Multiwatch 
Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
Example : multiwatch add playerone playertwo
Example : multiwatch auto
Example : multiwatch stop
Description:
This is an archon skill to assist in determining if a set of players who are
connected from the same ip address are the same person. It does this by
tracking certain pieces of data which together may be taken as rather
circumstantial evidence of someone multiplaying. The definition of the numbers
are as follows:
SYNC - The number of commands entered by more than one member of an IP group
within a single 4 second period.
SPEECH - This refers to SAY commands, broken into three sections. The first
number represents the number of SAY commands done in the same room with a
player who has the same IP address. The second number represents the number of
SAY commands directed at another player. The last number is the number of SAY
commands total.
SOCIALS - These are also divided into three numbers where, again, the first is
the number of socials in the same room with a player with the same IP, the
second being socials directed at another player, and the last being the number
of total socials.
CMD - The number of commands entered which are different than the previous
command entered.
ORDER - The number of times one of the players in the group gave an ORDER to
another player in the group. A sure sign indeed.


My Plants (Druid_MyPlants)

 
Skill : My Plants
Domain : Nature lore
Available: Several Classes
Allows : Nature Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MYPLANTS, PLANTS
Usage : MYPLANTS
Example : myplants
A druid can, at will, become attuned to the plants which he or she has created
through druidic magic. This ability allows the druid to perceive all of his or
her magical plants still alive, and where they are.

This skill is most useful for Plant Pass and for creating a druidic connection
to an area. A druid in a rural area has placed one of his or her plants in at
least 50% of the rooms in an area will create a druidic connection to the area.
See also Druidic Connection for more information on this phenomenon.

Druids also gain experience for placing their plants inside areas classified as
cities. A certain number of plants per city per mud-month can be summoned for
experience in this way.


Natural Weapon Proficiency (Proficiency_Natural)

 
Skill : Natural Weapon Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Animal Husbandry' at 75%
Allows : Dodge, Kick
Invoked : Automatic
The player is proficient with certain natural weapons, gaining the ability to
use them even if their current class training would not make it feasible
normally.


Naval Tactics (Skill_NavalTactics)

 
Skill : Naval Tactics
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : NAVALTACTICS, NTACTICS
Usage : NAVALTACTICS [TACTIC]
Example : ntactics follow
From the deck of a big sailing ship, and during ship combat, the sailor can
automatically set a course on his or her ship according to a particular combat
tactic. The tactics include:
FOLLOW - Maintain a distance from the enemy ship equal to the current distance.

RETREAT - Maintain a distance just outside the enemy ships gun range.
FLEE - Flee from combat by sailing towards the closest escape route.
APPROACH - Get as close as possible to the enemy ship.


Nipple Twist (Skill_Nippletwist)

 
Skill : Nipple Twist
Domain : Dirty fighting
Available: Gaoler
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : NIPPLETWIST
Usage : NIPPLETWIST [TARGET NAME]
Example : nippletwist orc
The player grabs the targets nipples and gives them a twist, causing the target
to take a bit of damage, and feel a horrible amount of pain. Nipple Twist is
also unique in that, while it may hurt a lot, it can never kill the target.


Nondetection (Thief_Nondetection)

 
Skill : Nondetection
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Invoked : Automatic
Example :
The thief has so perfected his or her ability to hide that, when doing so, they
are completely undetectable by any magical or other means.


Observe (Thief_Observation)

 
Skill : Observe
Domain : Alert
Available: Arcanist Assassin Burglar SkyWatcher
Available: Thief Trapper Several Classes
Allows : Vigilantly I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : OBSERVE
Usage : OBSERVE
Example : observe
The thief opens his or her eyes and takes careful notice of his or her
surroundings, allowing them to spot anyone that may try to sneak into the room.


Opponent Knowledge (Fighter_SizeOpponent)

 
Skill : Opponent Knowledge
Domain : Combat lore
Available: Fighter
Allows : Combat Lore I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SIZEUP, OPPONENT
Usage : SIZEUP [TARGET NAME]
Example : sizeup orc
The fighter's experience is used to determine a more accurate survey of a
target`s health, combat prowess, and defensive capability.


Organizing (Organizing)

 
Skill : Organizing
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ORGANIZE, ORGANIZING
Usage : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)
Example : organize room name
This skill allows a player sort/organize the items in a room, in a trusting
persons inventory, or in a specified container. Items can be sorted by value,
crafter, level, type, name, weight, or tag (see tagging). You can also,
optionally, append the word ascending or descending to the end.


Pack Call (Druid_PackCall)

 
Skill : Pack Call
Domain : Animal affinity
Available: Beastmaster
Allows : Animal Affinity I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PACKCALL
Usage : PACKCALL
Example : packcall
This powerful skill allows the druid, while in their animal form, to call on
the aid of like animals during combat. The combat aid will always arrive in
the form of animals one-step below the druids current animal form, and always
in numbers reflective of their level and skill, as well as reflective of the
druids leadership abilities. These animals are able to rescue the druid from
his or her enemies on command. To do this, the druid needs only to order them
to 'rescue'. Like many druid abilities, the druid must be out in the wild for
this skill to work.


Painting (Painting)

 
Skill : Painting
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 12.
Allows : Artsy I, Quick Working I, Warrants, Quick Worker I
Allows : Decorating, Master Floristry
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAINT, PAINTING
Usage : PAINT WALL/[ITEM NAME]
Example : paint wall
: : paint a sheet of canvas
This skill allows a player to make artistic paintings on either canvas or
silkscreen, such as those made with the Papermaking skill. The player is also
able to create and destroy "wall" paintings in a privately owned room. "Wall"
paintings are unlisted, ungettable items in a room which can nevertheless be
LOOKed at.


Paladin`s Aura (Paladin_Aura)

 
Skill : Paladin`s Aura
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's Aura begins to exude, it will act as the cleric spell
Protection From Evil for the paladin's group. Evil and Undead spells and
affects will be repelled by the aura. Any evil players or creatures in the
paladin's group will be hurt by the aura.


Paladin`s Courage (Paladin_Courage)

 
Skill : Paladin`s Courage
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's aura of Courage begins to exude, the paladin and other
non-evil group members become immune to the Fear spells "Spook", "Nightmare",
and "Fear".


Paladin`s Goodness (Paladin_Goodness)

 
Skill : Paladin`s Goodness
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's aura of Goodness begins to exude, it becomes almost
impossible for evil to approach the paladin. Any evil group members or
creatures within melee range will take severe damage from the aura of goodness,
which grows more powerful as the Paladin gains levels.


Paladin`s Mount (Paladin_PaladinsMount)

 
Skill : Paladin`s Mount
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Invoked : Automatic
Example :
The paladin extends his holy protection to his or her mount. When mounted on a
horse or equine, the mount has enhanced saving throws, especially against
disease and poison, immunity to fear attacks, and protection from evil prayers.


Paladin`s Purity (Paladin_Purity)

 
Skill : Paladin`s Purity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
The Paladins goodness becomes capable of warding off any influence over his
goodness that originates from an external source, such as wicked magic. The
Paladin must remain good for the purity to endure, and the purity will not
protect him or her from intentional acts of wickedness.


Paladin`s Resistance (Paladin_ImprovedResists)

 
Skill : Paladin`s Resistance
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin gains in levels, he or she becomes more and more resistant to
magical, poisonous, disease, and other magical and non-magical attacks against
him.


Palm (Thief_Palm)

 
Skill : Palm
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PALM
Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
Example : palm all dagger backpack
Example : palm all body
Example : palm pie
Example : palm all
Example : palm pie.2
Example : palm all.pie container.3
Short(s):
This skill works exactly like GET except for two important advantages. One is
that PALM is so quick that no other players in the room will see it happen. The
other is that PALM can be done as a free action/skill during combat.


Panhandling (Thief_Panhandling)

 
Skill : Panhandling
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PANHANDLE, PANHANDLING
Example :
Using this skill, a thief can sit down along a city street and beg passer-bys
for change. Some may even hand it over.


Paper Making (PaperMaking)

 
Skill : Paper Making
Domain : Crafting
Available: Artisan Scholar Numerous Classes
Allows : Quality Fabricating I, Advanced Crafting I, Lore
Allows : Quick Crafting I, Quick Worker I, Master Costuming
Allows : Light Fabricating I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAPERMAKE, PAPERMAKING
Usage : PAPERMAKE (LIST) ([PAPER ITEM NAME])
Example : papermake canvas
: : papermake list
: : papermake list paper
: : papermake all
This skill allows a player to craft papers from woods, silks, and other
materials. The types of paper which can be crafted expands as the player goes
up in level. Eventually, even arcane scrolls, suitable for scribing spells
onto, can be made. Wood is obtained by the Chopping skill, and silks through
the Foraging skill.


Parry (Skill_Parry)

 
Skill : Parry
Domain : Evasive
Available: Artisan Charlatan Minstrel Templar
Available: Trapper Several Classes Several Classes
Requires : 'Sword Proficiency' at 100%
Allows : Evasively I
Invoked : Automatic
Example :
Parrying is the ability to cancel an armed attack by an opponent using your own
weapon. The character with this skill will parry the attacks of his or her
armed opponents whenever possible.


Pay Off (Thief_PayOff)

 
Skill : Pay Off
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PAYOFF
Usage : PAYOFF [TARGET NAME]
Example : payoff judge
The thief pays off an officer of the law or a judge. Officers that are paid
off will look the other way on your warrants, though they may sometimes make a
show of arresting the thief before backing off. Paying off a judge will cause
the judge to assign the thief an easier sentence every time they are paid.


Peek (Thief_Peek)

 
Skill : Peek
Domain : Stealing
Available: Assassin Bard Jester Several Classes
Allows : Theft Mastery I, Cautiously I, Improved Peek
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PEEK
Usage : PEEK [TARGET NAME]
Example : peek orc
The thief will attempt to sneak a look at the inventory of the target.


Pet Spy (Thief_PetSpy)

 
Skill : Pet Spy
Domain : Animal affinity
Available: Pirate
Requires : 'Call Pirate Familiar'
Allows : Animal Affinity I
Invoked : Automatic
Usage : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]
Example : sayto monkey spy the enemy fort
Example : sayto monkey spy n n e e s s w
If the player has a familiar pet following them, such as from the Call Familiar
or Pirate Familiar spell, this skill allows the player to send the familiar on
spying missions. All rooms that the pet enters while on the spying run are seen
by the player as well. When the destination is reached, the pet will return to
the player. The destination may either be specified as a series of directions
from the current room, or as the title of a room within a nearby range to the
player.


Pet Steal (Thief_PetSteal)

 
Skill : Pet Steal
Domain : Animal affinity
Available: Pirate
Requires : 'Call Pirate Familiar'
Allows : Animal Affinity I
Invoked : Automatic
Usage : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING
Example : sayto monkey steal sword
Example : sayto monkey steal stop
If the player has a familiar pet following them, such as from the Call Familiar
or Pirate Familiar spell, this skill allows the player to instruct the pet to
steal an item and give it to their master. The pet will either pick the item
from the ground, or steal it from the inventory of another player or mob, which
might result in combat. This skill can be used in conjunction with pet spy to
send the pet on complex theft missions.


Pick Locks (Thief_Pick)

 
Skill : Pick Locks
Domain : Criminal
Available: Several Classes
Allows : Safecracking, Criminal Deviousness I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : PICK
Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]
Example : pick e
The thief attempts to pick the lock on a door, or container lid. Success
depends on the level of the thief and the level of the door or item as well as
the thief`s proficiency. This skill can be used to lock as well as unlock.


Pieces of Eight (Thief_PiecesOfEight)

 
Skill : Pieces of Eight
Domain : Deceptive
Available: Pirate
Requires : 'Buried Treasure'
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PIECESOFEIGHT
Usage : PIECESOFEIGHT [MONEY]
Example : PIECESOFEIGHT 8 gold
This magical skill allows the pirate to withdraw coins from any money stash
buried with the Buried Treasure skill. Only the type and denomination of
coinage specified will be withdrawn, however. So, if the pirate has buried 10
gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100
platinum is worth more.


Pin (Fighter_Pin)

 
Skill : Pin
Domain : Grappling
Available: Beastmaster Monk Trapper
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PIN
Usage : PIN [TARGET NAME]
Example : pin orc
The fighter grabs the target and wrestles them to the ground in a strong, solid
pin maneuver. For a short, period, both the fighter and the target are locked
in struggle and too occupied to fight.


Placebo (Skill_Placebo)

 
Skill : Placebo
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PLACEBO
Usage : PLACEBO [TARGET NAME]
Example : placebo Sophie
Through the power of prayer, the rougue can make the target feel like they've
received a strong boost in health (which will vanish if they are damaged
again)!


Plains Tactics (Fighter_PlainsTactics)

 
Skill : Plains Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting on the plains. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.


Planar Defiance (Paladin_PlanarDefiance)

 
Skill : Planar Defiance
Domain : Cosmology
Requires : Disallows those whose are on the following plane: PRIME MATERIAL.
Allows : Planar Extending I, Planar Empowering I, Planar Finessing I
Invoked : Automatic
The players connection to reality is so strong that they create an aura around
themselves and their group which is divinely defiant of damage absorbing
effects on other planes of existence.


Planar Enemy (Ranger_PlanarEnemy)

 
Skill : Planar Enemy
Domain : Martial lore
Requires : Disallows those whose are on the following plane: PRIME MATERIAL.
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
A specific and instinctive hatred towards creatures from a particular plane of
existence, granting an attack and damage bonus advantage against those
creatures.


Planar Lore (Skill_PlanarLore)

 
Skill : Planar Lore
Domain : Education lore
Available: Scholar
Allows : Educating I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PLANARLORE, PLORE
Usage : PLANARLORE [LIST/PLANE NAME] (REPORT)
Example : planarlore list
Example : plore astral
Example : plore astral report
Through extensive education, the player is able to recall a random bit of
information about one of the planes of existence. Each level of expertise
enlarges the types of information that can be recalled, though only one piece
of information is recalled at a time. Failing a proficiency check requires a
few extra seconds of remembering, however. The REPORT argument will cause the
results to be recited out loud.


Planar Tactics (Fighter_PlanarTactics)

 
Skill : Planar Tactics
Domain : Cosmology
Requires : Disallows those whose are on the following plane: PRIME MATERIAL.
Allows : Planar Extending I, Planar Empowering I, Planar Finessing I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting on another plane of existence. The fighter can also hide themselves
simply by sitting down on the ground and staying still for a few mins.


Planar Veteran (Fighter_PlanarVeteran)

 
Skill : Planar Veteran
Domain : Nature lore
Requires : Disallows those whose are on the following plane: PRIME MATERIAL.
Allows : Nature Lore I
Invoked : Automatic
Being a veteran of planar battle has taught the fighter many new tricks.
Revisiting the planes periodically keeps him sharp in the ways of warfare. For
each plane of existence the fighter has visited recently, he or she gains
combat bonuses unique to each type of plane.


Plant Form (Druid_PlantForm)

 
Skill : Plant Form
Domain : Shape shifting
Available: Gaian
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PLANTFORM
Usage : PLANTFORM [LIST/FORM NAME]
Example : plantform
Example : plantform list
Example : plantform flower
The druid gains the ability, through this skill, to take on the form of a
plant. The plant form progresses as the druid gains in level.


Plant Item (Thief_PlantItem)

 
Skill : Plant Item
Domain : Stealing
Available: Burglar Trapper
Allows : Theft Mastery I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PLANTITEM
Usage : PLANTITEM [ITEM NAME] [TARGET NAME]
Example : plantitem bomb orc
Plant item is the ability to slip an item to another creature unaware. If
successful, the item will be hidden in the target`s inventory.


Plant Lore (PlantLore)

 
Skill : Plant Lore
Domain : Nature lore
Available: Artisan Gaian Several Classes
Requires : 'Herbology' at 75%, and 'Floristry' at 75%
Allows : Quick Working I, Nature Lore I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLANTLORE, PSPECULATE
Usage : PLANTLORE
Example : plantlore
This skill allows a player to carefully evaluate the plant growth patterns in
the present area, and all surrounding areas to see what vegetation resources
might be available for foraging or chopping.


Play Instrument (PlayInstrument)

 
Skill : Play Instrument
Domain : Artistic
Available: Numerous Classes
Requires : A base wisdom of at least 5.
Allows : Artsy I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.


Plunder (Thief_Plunder)

 
Skill : Plunder
Domain : Stealing
Available: Pirate
Allows : Theft Mastery I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PLUNDER
Usage : PLUNDER [TARGET NAME]
Example : plunder tailor
The thief attempts plunder the target shopkeeper of their money. This
immediately begins combat with the shopkeeper, or fails if fighting is
impossible.


Point Blank Shot (Fighter_PointBlank)

 
Skill : Point Blank Shot
Domain : Martial lore
Available: Fighter Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
very close range.


Poison Immunity (Paladin_PoisonImmunity)

 
Skill : Poison Immunity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
As the Paladin's proficiency grows, he or she becomes more and more immune to
poison and poisonous affects.


Polearm Specialization (Specialization_Polearm)

 
Skill : Polearm Specialization
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Polearm Slicing I, Weaponsmithing, Polearm Piercing I
Allows : Polearm Striking I, Polearm Focus I
Invoked : Automatic
The player is a polearm master, gaining bonuses to attack when using a polearm
in combat. Can also allow the use of higher level polearms if the focus
expertise is taken.


Pottery (Pottery)

 
Skill : Pottery
Domain : Crafting
Available: Artisan Numerous Classes
Allows : Glass Blowing, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Quality Shaping I, Light Shaping I
Allows : Jewel Making
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : POT, POTTERY
Usage : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : pot pitcher
: : pot bundle 100 clay
: : pot list
: : pot list pitcher
: : pot list 5-10
: : pot list all
: : pot learn pot
This skill allows a player to craft cooked clay items, such as cups and plates.
The extent of the items which can be crafted expands as the player goes up in
level. The player may also learn to how to make a found item, provided a blank
recipe page, or recipe book with blank pages is in his or her inventory. To
begin crafting, the player must be in a room with an open fire burning, and
must have placed the clay he or she wishes to make the item from on the ground.
The Clay is obtained by using the Gem Digging skill.


Power Grab (Thief_PowerGrab)

 
Skill : Power Grab
Domain : Stealing
Available: Arcanist Reliquist
Allows : Theft Mastery I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : POWERGRAB
Usage : POWERGRAB ([CONTAINER]) ITEM
Example : powergrab corpse sword
The thief summons all their thiefly skill to take possession of an item that
would otherwise be too powerful to pick up.


Prayercraft (Skill_Prayercraft)

 
Skill : Prayercraft
Domain : Arcane lore
Available: Charlatan Oracle Reliquist Scholar
Allows : Arcane Lore I
Invoked : Automatic
The player is so knowledgable about divine magic that he or she can identify
prayers cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.

Reliquists have the ability to remember how to cast a number of prayers (based
on level) learned through this skill.


Pressure Points (Fighter_PressurePoints)

 
Skill : Pressure Points
Domain : Martial lore
Available: Monk
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Gives the fighter a bonus to all damage during combat when fighting unarmed in
melee.


Prison Assignment (Skill_PrisonAssignment)

 
Skill : Prison Assignment
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRISONASSIGNMENT, PASSIGN
Usage : PRISONASSIGNMENT SETPRISON
Usage : PRISONASSIGNMENT [TARGET OFFICER]
Example :
This skill allows the player to convince the target officer to take a prisoner
otherwise bound for an official jail cell to instead take the prisoner to a
cell of the players prior designation. The convincing is done by paying the
officer a sum, and the bribe will last for at least a full day, but will need
to be renewed after each move. Before talking to the officer, the player
should designate a room with a locked door as a prison cell by using SETPRISON.
This does not legally make the room into an official jail cell for other
purposes.


Prisoner Transfer (Skill_PrisonerTransfer)

 
Skill : Prisoner Transfer
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRISONERTRANFER, PTRANSFER
Usage : PRISONERTRANSFER [TARGET OFFICER]
Example :
This skill allows the player to convince a targeted law enforcement officer to
take the next bound prisoner to the player`s location instead of to the
intended judge. The convincing is done by paying the officer a sum of money,
which will last for at least a full day or until a prisoner is transferred to
the player, whichever happens first.


Publishing (Publishing)

 
Skill : Publishing
Domain : Legal
Available: Scholar
Allows : Quick Working I, Quick Worker I, Legal Lore I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PUBLISH, PUBLISHING
Usage : PUBLISH (LIST) / [ITEM] [PRICE]
Example : publish list
: : publish Book 3 gold
This skill allows a player to copyright and publish a written work to local
book shops and libraries. A published work can not be edited, nor can it be
re-titled, copied, duplicated, or re-named. If successfully published, the book
will earn the author a small percentage of the publishing price every time it
is purchased.

The LIST argument can be used to see how many copies have been sold, and
royalties earned. Of course, the copies sold will also decrease every time the
book is sold back to the establishment.


Puppeteer (Skill_Puppeteer)

 
Skill : Puppeteer
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PUPPETEER, PUPPET
Usage : PUPPETEER [ITEM NAME]
Example : puppeteer [item name]
This skill allows the player to animate one or more puppets. While animated,
the puppets will fight for the player. However, the player is unable to attack
or perform many other actions while animating the puppets. Puppets may be
created with the carpentry skill. To stop animating a puppet, the player need
only pick it up.


QuickChange (Skill_QuickChange)

 
Skill : QuickChange
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : QUICKCHANGE
Usage : QUICKCHANGE
Example : quickchange
The bard is so adept at costume changes that he can seemingly instantly remove
all of his gear (putting it who knows where), retrieve another costume (from
who knows where) and put it on. This skill will swap what the bard is currently
wearing with whatever gear the bard was wearing the last time a quick change
was done. The gear currently worn when a quick change is done is magically
stored away, no longer consuming bag space or encumbrance weight. Even cursed
items can be stored in this way.


Racial Lore (Skill_RacialLore)

 
Skill : Racial Lore
Domain : Education lore
Available: Scholar
Allows : Educating I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RACIALLORE, RLORE
Usage : RACIALLORE [LIST/RACE NAME] (REPORT)
Example : raciallore list
Example : rlore dragon
Example : rlore dragon report
Through extensive education, the player is able to recall random bits of
information about one of the many races. Each level of expertise enlarges the
number of factoids recalled per attempt. Failing a proficiency check requires a
few extra seconds of remembering, however. The REPORT argument will cause the
results to be recited out loud.


Racketeer (Thief_Racketeer)

 
Skill : Racketeer
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : RACKETEER
Usage : RACKETEER [BANKER NAME]
Example : racketeer bob
The thief, though intimidation and bluffing, attempts to convince a shopkeeper
to pay him or her "protection" money. The shopkeeper will then be safe from
more payments for the coming month from any thief.


Rally Cry (Fighter_Rallycry)

 
Skill : Rally Cry
Domain : Singing
Available: Barbarian
Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : RALLYCRY
Usage : RALLYCRY
Example : rallycry
The Barbarian lets out a primal call to rally, inspiring all group members to
draw from their inner strength. Those under the affect of the cry will be able
to take more hits. The affect wears off when battle is concluded, or if battle
is not joined swiftly enough after the cry is made.


Ranged Weapon Familiarity (Familiarity_Ranged)

 
Skill : Ranged Weapon Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Ranged Weapon Proficiency' at 75%
Invoked : Automatic
The player is familiar with ranged weapons they have crafted themselves,
gaining an attack bonus from wielding the product of their own hands.


Ranged Weapon Proficiency (Proficiency_Ranged)

 
Skill : Ranged Weapon Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Fletching' at 100%
Allows : Cover Defence, Ranged Weapon Familiarity
Invoked : Automatic
The player is proficient with thrown and ranged weapons, gaining the ability to
use them even if their current class training would not make it feasible
normally.


Ranged Weapon Specialization (Specialization_Ranged)

 
Skill : Ranged Weapon Specialization
Domain : Weapon use
Available: Templar Numerous Classes
Allows : Fletching, Weaponsmithing, Ranged Focus I, Ranged Striking I
Allows : Ranged Bashing I, Ranged Piercing I
Invoked : Automatic
The player becomes so specialized at thrown and ranged combat that they gain
bonuses to attack when fighting from afar. Can also allow the use of higher
level weapons if the focus expertise is taken.


Rapid Shot (Fighter_RapidShot)

 
Skill : Rapid Shot
Domain : Martial lore
Available: Arcanist Fighter Ranger Thief
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Rapid shot is the ability to make extra attacks per round whenever using a
ranged weapon that requires ammunition, such as a bow or crossbow. The number
of extra attacks will go up as the players level does.


Recall (Skill_Recall)

 
Skill : Recall
Domain : Conjuration
Available: Numerous Classes
Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
Allows : Power Conjuring I
Use Cost : Mana (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RECALL, /
Usage : RECALL
Example : recall
The player calls upon the power of the gods to return to his or her place of
origin, along with any npc group members present with him or her. Normal
fleeing penalties apply during combat.


Recollecting (Recollecting)

 
Skill : Recollecting
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RECOLLECT, RECOLLECTING
Usage : RECOLLECT [WORD OR PHRASE]
Example : recollect happy
This skill allows a player to attempt to recall where a particular word or
exact phrase appears in a group of applicable written works, which includes
recipes, books, journals, and paper. The books can be recalled if the works
and player are both in the same room, which the player owns, or if the works in
the room with the player were created by the player, or if the works are in the
players inventory.


Record (Archon_Record)

 
Skill : Record
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : RECORD
Usage : RECORD [PLAYER NAME]
Example : record gunther
From anywhere on the map, the player with this skill can begin recording all
activity of the target to a file in the local file system as if they were
snooping them.


Recover Voice (Druid_RecoverVoice)

 
Skill : Recover Voice
Domain : Fitness
Available: SkyWatcher
Allows : Fitness I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : VRECOVER, RECOVERVOICE
Usage : RECOVERVOICE
Example : recovervoice
Short(s) : vrecover
This skill allows the druid to "shake off" any magical or other affects which
may be preventing him or her from speaking and thus chanting.


Regional Awareness (Skill_RegionalAwareness)

 
Skill : Regional Awareness
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Use Cost : Mana (24)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : REGION, REGIONALAWARENESS
Usage : REGIONAL
Example : regional
The player scans the horizon, getting a rough estimate of the lay of the
wilderness around him or her. The depth of the map expands as the player gains
levels. The key to the map is as follows:
~ water
T forest
: rocks/badlands
J jungle
= city/street
M mountains
_ plains
. desert
* here
x swamp
h hills


Relics (Skill_RelicUse)

 
Skill : Relics
Domain : Arcane lore
Available: Charlatan Minstrel Paladin Reliquist
Available: Numerous Classes
Allows : Arcane Lore I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Skill : Relics
Example :
A magic relic is a holdable item that can be used to create divine magical
prayer affects.

This skill allows one to effectively use a clerical "wand" or "staff"-like
relic or scepter. To invoke a relic, it must first be held. Then the magic
word is spoken to the target. For instance, if the magic word is `zuy`, you
would enter the following to invoke your relic: sayto orc zuy. Using SAYTO
instead of SAY is important because SAY might target the wrong person or thing.
You can also use SAYTO NOBODY <magic word> to make sure you aren't targeting
anyone.

If the prayer on the relic requires extra parameters, then you can include
those after the magic words.
Relics generally require a small amount of mana to use, and less if the relic
user is capable of learning the prayer cast by the relic.


Remove Traps (Thief_RemoveTraps)

 
Skill : Remove Traps
Domain : Find/remove traps
Available: Arcanist Reliquist Several Classes
Allows : Trap Disabling I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : DETRAP, UNTRAP, REMOVETRAPS
Usage : DETRAP [ITEM, DIRECTION]
Example : detrap east
Example : detrap chest
If an item is trapped, the thief can attempt to disable or safely trigger the
trap, rendering it ineffective until it resets.


Rend (Druid_Rend)

 
Skill : Rend
Domain : Weapon use
Available: Beastmaster
Allows : Unarmed Striking I, Unarmed Piercing I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : REND
Usage : REND [TARGET NAME]
Example : rend orc
While in his or her animal form (see ShapeShift), the Druid gains the ability
to kick their way out of a pin, or rip open a target prone on the ground with
his or her legs.


Repurpose Text (Thief_RepurposeText)

 
Skill : Repurpose Text
Domain : Calligraphy
Available: Reliquist
Allows : Fine Calligraphy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : REPURPOSETEXT
Usage : REPURPOSETEXT [ITEM]
Example : repurposetext paper
The thief is so skilled at forgery that he or she can turn ordinary paper or
books into scrolls legitimately able to accept magical writing.


Rescue (Fighter_Rescue)

 
Skill : Rescue
Domain : Martial lore
Available: Barbarian Minstrel Paladin Ranger
Available: Several Classes
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : RESCUE, RES
Usage : RESCUE [GROUP MEMBER]
Example : rescue bob
Allows the fighter to step forward and take all damage from an opponent, when
fighting in a group. The person taking the opponents damage during combat is
commonly called the "tank".


Research Item (Skill_ResearchItem)

 
Skill : Research Item
Available: Reliquist Scholar
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RESEARCHITEM
Usage : RESSEARCHITEM [ITEM NAME]
Example : researchitem excalibur
Inside a library or similar room full of books, the player attempts to research
the location of some sought-after item.


Research Region Map (Skill_ResearchRegionMap)

 
Skill : Research Region Map
Available: Reliquist
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RESEARCHREGIONS, RESEARCHREGIONMAP
Usage : RESSEARCHREGIONMAP [AREA NAME]
Example : researchregionmap midgaard
Inside a library or similar room full of books, the player attempts to research
the location of some distant area, and find rare overland region maps showing
the relative locations of the areas along the way.


Resistance (Skill_Resistance)

 
Skill : Resistance
Invoked : Automatic
Params : see Prop_HaveResister
Example : see Prop_HaveResister
Desc. :
Gives the mob skill-based resistances and immunities.


Return Projectile (Fighter_ReturnProjectile)

 
Skill : Return Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the amazing ability to catch arrows, spears, and other
projectile attacks in mid flight, and then return them right back to his or her
opponent. The Monk requires a free hand to perform this skill.


Reveal Text (Skill_RevealText)

 
Skill : Reveal Text
Domain : Street smarts
Available: Reliquist Scholar
Allows : Street Lore I
Use Cost : Mana (8)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : REVEALTEXT
Usage : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])
Example : revealtext paper
Example : revealtext book 3
The player reveals any invisible writing on a book or document or other
writing. It can be used similar to the READ command to select different pages
of a book as well.


Revoke (Skill_Revoke)

 
Skill : Revoke
Domain : Neutralization
Available: Arcanist Charlatan Paladin Ranger
Available: Reliquist Numerous Classes
Allows : Neutralizing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch - Range 10
Commands : REVOKE
Usage : REVOKE [TARGET NAME]
Example : revoke bob
Mages, Clerics, and at later levels, Rangers and Paladins can revoke their
magical abilities using the revoke command. Only one spell or prayer is
revoked using this skill, usually the most recent spell.


Ride The Rigging (Thief_RideTheRigging)

 
Skill : Ride The Rigging
Domain : Sea travel
Available: Pirate
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RIDERIGGING, RIDETHERIGGING
Usage : RIDERIGGING
Example : riderigging
When on board a ship in combat, this skill can be used to climb up on the ships
rigging and swing over to the enemy ship. The farther the enemy ship is, the
more difficult the skill. A failure when the ship is more than 1 distance away
will mean falling into the drink. This skill will automatically exit combat
with flee penalty, and can be used again to return to the original vessel.


Rig Ramming Speed (Thief_RammingSpeed)

 
Skill : Rig Ramming Speed
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
Usage : RIGRAMMINGSPEED
Example : rigrammingspeed
While on their ship, and in combat, the pirate can rig their ship for ramming
speed, gaining bonus movement towards the enemy ship. The ship must be
re-rigged every turn.


Robbery (Thief_Robbery)

 
Skill : Robbery
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I, Cautiously I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ROBBERY, ROB
Usage : ROBBERY [ITEM NAME] [SHOPKEEPER]
Example : robbery bob
The thief may use this skill to steal items from the inventory of shopkeepers.
Regardless of whether the thief is actually caught, the shopkeeper will be much
less willing to deal with the thief for a period after the robbery.


Rodsmithing (Rodsmithing)

 
Skill : Rodsmithing
Domain : Crafting
Available: Arcanist Artisan
Requires : 'Wands' at 75%, and 'Lore' at 75%
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RODSMITH, RODSMITHING
Usage : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
Example : rodsmith rod
: : rodsmith list
: : rodsmith list rod
: : rodsmith list 5-10
: : rodsmith list all
: : rodsmith scan
: : rodsmith scan bob
: : rodsmith learn rod
This skill allows a player to craft rods from metal, and finials. The extent
of the rods which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the metal he or she wishes to make
the rod from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn how to make a found item, provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. The metal for rodsmithing is
obtained using the Blacksmith skill and/or Smelting skills, though some recipes
will require additional material obtained by other means. When the player has
both a rod and a finial, then the finial can be put into the rod for additional
benefits using the PUT [FINIAL] [ROD] command.


Roll With Blows (Fighter_Roll)

 
Skill : Roll With Blows
Domain : Evasive
Available: Barbarian Fighter Jester Dancer
Allows : Evasively I
Invoked : Automatic
Example :
While in combat, this skill trims off some of the damage from normal melee
hits.


Rope Swing (Thief_RopeSwing)

 
Skill : Rope Swing
Domain : Binding
Available: Pirate
Allows : Rope Use I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : ROPESWING
Usage : ropeswing ([DISTANCE]/[TARGET NAME])
Example : ropeswing orc
Example : ropeswing 3
If the player is on the deck of a sailing ship, this skill can be used to swing
from the rigging for a bit. During the swing, the player is slightly harder to
hit with missle weapons, and immediately gets away from melee combatants, but
cannot attack anything or perform most actions while swinging. The player can
choose to end the swing either in melee combat with a new given target, or at a
new distance from their current target.


Running Fight (Thief_RunningFight)

 
Skill : Running Fight
Domain : Dirty fighting
Available: Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Invoked : Automatic
Example :
The Thief is able to maneuver his or her fighting opponent into another room by
simply heading that way. The opponent must be in one-on-one combat with the
thief for it to work.


Safecracking (Thief_Safecracking)

 
Skill : Safecracking
Domain : Criminal
Available: Burglar
Requires : 'Pick Locks'
Allows : Criminal Deviousness I
Invoked : Automatic
Example :
This skill allows a thief the ability to pick the locks on doors which are
normally reserved for a thief of a much higher level. It also allows the thief
to mundanely circumvent a Wizard Lock under certain circumstances.


Safehouse (Thief_Safehouse)

 
Skill : Safehouse
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : SAFEHOUSE
Usage : SAFEHOUSE
Example : safehouse
The thief uses his knowledge of the city to hide out from the law. If the thief
is in an indoor room just off the street, then using this skill will make him
realize that he is probably already in a safehouse, and can remain safely until
he leaves it. If the current room is not a safehouse, the thief will remember
where one is nearby, so that he can go there and hide out


Salvaging (Salvaging)

 
Skill : Salvaging
Domain : Nature lore
Available: Pirate Sailor
Allows : Quick Working I, Nature Lore I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SALVAGE, SALVAGING
Usage : SALVAGE [SHIP NAME]
Example : salvage jolly roger
This skill allows a player to salvage materials from a large sunken (or
sinking) sailing ship, which can then be used by the other common skills.


Sap (Thief_Sap)

 
Skill : Sap
Domain : Dirty fighting
Available: Assassin Thief Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SAP
Usage : SAP [TARGET NAME]
Example : sap orc
The thief delivers a strong well placed blow to the target, knocking them
unconscious for a short amount of time. Like a back-stab, the thief must not
be visible to the target for this to work.


Satire (Skill_Satire)

 
Skill : Satire
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SATIRE
Usage : SATIRE [TARGET NAME]
Example : satire cityguard
This ability allows the bard to playfully mock and shame an officer of the law
satirically, to his face. Any group members (other than him or herself) wanted
for a crime in that area may be forgiven one warrant if the satire is
successful. Unsuccessful satire will get the bard in trouble with the law.
Even successful satire will occasionally cause trouble for the bard, depending
on the bard's charisma.


Scalping (Scalp)

 
Skill : Scalping
Domain : Anatomy
Available: Barbarian
Allows : Anatomy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCALP, SCALPING
Usage : SCALP [TARGET BODY]
Example : scalp body
With this common skill, a dead body can be scalped, removing the top part of
its head.


Scarring (Scarring)

Ability    : Scarring 
Parameters : Limb codes
Example : Don't worry about it
Description:
This ability governs scarred limbs.


Scrapping (Scrapping)

 
Skill : Scrapping
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : 'Armorsmithing' at 75%, 'Leather Working' at 75%, and 'Tailoring' at
75%
Allows : Quick Working I, Master Tailoring, Nature Lore I
Allows : Master Armorsmithing, Quick Worker I, Master Leather Working
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCRAP, SCRAPPING
Usage : SCRAP [ITEM NAME]
Example : scrap longsword
This skill allows a player to scrap one or more identical items into their
component resources, which can then be used by the other common skills. Some
materials require that a fire be built before scrapping can begin. The yield
on scrapping is always 1 pound of material resources per 5 pounds of items.


Scratch (Thief_Scratch)

 
Skill : Scratch
Domain : Dirty fighting
Available: Assassin
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (18)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SCRATCH
Usage : SCRATCH [TARGET NAME]
Example : scratch orc
The thief discreetly uses his or her fingertips to carefully deliver very minor
damage to the target. If done carefully, the target won't know who did it.


Scrimshawing (ScrimShaw)

 
Skill : Scrimshawing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Allows : Lethal Crafting I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Durable Shaping I, Quality Shaping I
Allows : Quality Crafting I, Light Shaping I, Light Crafting I
Allows : Counterbalance Crafting I
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCRIM, SCRIMSHAWING
Usage : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : scrim small table
: : scrim bundle 100 bone
: : scrim list
: : scrim list sword
: : scrim list 5-10
: : scrim list all
: : scrim mend sword
: : scrim refit earrings
: : scrim scan
: : scrim scan bob
: : scrim learn hand
This skill allows a player to craft bone items, such as chairs and swords. The
extent of the items which can be crafted expands as the player goes up in
level. This command also allows the player to repair any damaged bone weapons
or armor, get info on a list item, refit any armor which may be the wrong size,
or learn how to scrim a found item, provided a blank recipe page, or recipe
book with blank pages is in his or her inventory. To begin scrimshawing a new
item, the player must have placed the bone he or she wishes to make the item
from on the ground. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. The raw
bone for scrimshaw is found using the Butchering skill.


Scroll Scribing (ScrollScribing)

 
Skill : Scroll Scribing
Domain : Crafting
Available: Reliquist Scholar Numerous Classes
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Wise Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]
Example : enscribe iron grip scroll
: : enscribe list
: : enscribe list 5-10
: : enscribe list all
: : enscribe list iron
: : enscribe iron grip from "scroll of iron grip" "a scroll"
This skill allows the player to scribe a magic scroll from a limited list that
must include one of the spells the player knows or to transcribe any spell from
one scroll from to another scroll, consuming one of the charges from the source
scroll. To do this, the player must have a piece of scroll paper with
sufficient blank space on it to make the scroll out of. Many scrolls require
scribing components. Also, the player must have mastered the spell before
attempting to scribe a new scroll from it. Lastly, while the player might lose
some mana and experience for scribing a new spell onto a scroll, transcribing a
spell from one scroll to another is relatively free.


Sculpting (Sculpting)

 
Skill : Sculpting
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 10.
Allows : Blunt Weapon Proficiency, Scrimshawing, Masonry, Advanced Crafting I

Allows : Excavation, Quick Crafting I, Quick Worker I, Quality Shaping I
Allows : Quality Crafting I, Light Shaping I, Light Crafting I
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCULPT, SCULPTING
Usage : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
(PARAMETER)
Example : sculpt bench
: : sculpt bundle 100 stone
: : sculpt statue of the great Alramus
: : sculpt list
: : sculpt list statue
: : sculpt list 5-10
: : sculpt list all
: : sculpt mend avalanche
: : sculpt scan
: : sculpt scan bob
: : sculpt learn throne
This skill allows a player to sculpt stone items, such as statues and
furniture, or mend any broken stone weapons or armor. The extent of the items
which can be crafted expands as the player goes up in level. To begin
crafting, the player must have placed the stone he or she wishes to make the
item from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn how to sculpt a found item, provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. The raw stone for sculpting is
found using the Digging or Mining skills.


Scuttle (Thief_Scuttle)

 
Skill : Scuttle
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SCUTTLE
Usage : SCUTTLE
Example : scuttle
This skill allows the rogue to intentionally damage a seagoing vessel in such a
way as to cause it to sink. The player must already be aboard the ship, and
must be the last living being aboard. They must also have permission to
scuttle the vessel, either because they own it, or because it is an enemy
vessel.


Sea Charting (Skill_SeaCharting)

 
Skill : Sea Charting
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I, Sea Navigation, Intercept Ship
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SEACHARTING, SEACHART
Usage : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]
Example : seachart add
Example : seachart remove 1
Example : seachart list
Example : seachart distance 2
This skill allows the player to keep track of various points of the sea on his
or her nautical charts, from within a boat or sailing ship. Use the ADD
command to add your ships current location to the list of charted points. Use
LIST to list all previous places added. Use REMOVE followed by one of the
numbers from the LIST to remove an old point. Use DISTANCE followed by one of
the numbers from the LIST to see the number of sea rooms between the ships
current location and that nautical chart point.


Sea Legs (Skill_SeaLegs)

 
Skill : Sea Legs
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Invoked : Automatic
This skill allows the player to remain on his or her feet despite certain
magical or physical attempts to get them off their feel while on the deck of
their ship. It also provides immunity to sea sickness.


Sea Lore (Druid_SeaLore)

 
Skill : Sea Lore
Domain : Water lore
Available: Mer
Allows : Water Lore I
Invoked : Automatic
Usage : automatic
Example :
So long as the Druid is in the water, he or she will have a advantage in
attack, damage, and armor adjustements.


Sea Maneuvers (Skill_SeaManeuvers)

 
Skill : Sea Maneuvers
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Invoked : Automatic
During ship combat, this skill will allow the player who passes their
proficiency check to make sharper turns with their ship, even to going in an
opposite direction at the end of a round. This allows the ship to make more
maneuvers per combat round when changing directions.


Sea Navigation (Skill_SeaNavigation)

 
Skill : Sea Navigation
Domain : Sea travel
Available: Pirate Sailor
Requires : 'Sea Charting'
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SEANAVIGATION, SEANAVIGATE
Usage : SEANAVIGATE [NUMBER]
Example : seanavigate 3
This skill works with the charts created with the Sea Charting skill to find
the direction the player must steer their ship in order to reach a charted
location. If the sailor has the authority and ability to set a course on a
large ship, that will be done automatically. Otherwise, the directions from
the current boat location will be given.


Searching (Searching)

 
Skill : Searching
Domain : Alert
Available: Artisan Numerous Classes
Allows : Wilderness Lore, Quick Working I, Vigilantly I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SEARCH, SEARCHING
Usage : SEARCH
Example : search
This skill allows a player to spend some time looking around a room. For this
duration of the search, any hidden items will become apparent to the one
searching. Once the search is completed, hidden items or mobs still in the
room may no longer be seen.


Second Attack (Skill_Attack2)

 
Skill : Second Attack
Domain : Martial lore
Available: Assassin Beastmaster Fighter Templar
Available: Several Classes Numerous Classes
Allows : Combat Fluidity I, Martial Lore I, Third Attack
Invoked : Automatic
Allows the affected character to deliver a second attack during their round.
These attacks will be slightly less effective than primary attacks.


Second Totem (Druid_ShapeShift2)

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.


Secret Writing (Skill_SecretWriting)

Skill    : SECRET WRITING 
Usage : SWRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : swrite parchment From recall, go nseeseenwesee
This skill allows one to write invisible messages in common language onto
ordinary paper, parchments, and similar writing material. This will fail if
the document is already written in a language other than common.

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


Sense Digs (Thief_SenseDigs)

 
Skill : Sense Digs
Domain : Nature lore
Available: Reliquist
Allows : Nature Lore I
Invoked : Automatic
Example :
The thief gains an uncanny ability to sense places where the ground has been
dug up. Some valuable burials will be especially difficult to sense at lower
levels/expertise.


Sense Law (Thief_SenseLaw)

 
Skill : Sense Law
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Invoked : Automatic
Example :
The thief gains an uncanny ability to sense law enforcement officials in the
same room or any adjacent room, even if they are invisible or unseen.


Sense Snares and Pits (Ranger_SenseTraps)

 
Skill : Sense Snares and Pits
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Invoked : Automatic
Example :
The Ranger has the natural ability to sense snares, pits, and other kinds of
traps while roaming around outdoors.


Set Alarm (Thief_SetAlarm)

 
Skill : Set Alarm
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Exits
Range : Touch, or not applicable
Commands : SETALARM
Usage : SETALARM [DIRECTIONNAME]
Example : setalarm east
This skill allows a trap to be set on a door. Should the door be opened, an
alarm will be set off which can be heard from many rooms away. Many mobile
creatures in the area will come running to the rooms, curious about the noise.
Once the alarm has run out, they will disperse. The number and levels of mobs
who come running will depend on skill and expertise, and a particular mob will
be difficult to fool twice.


Set Decoys (Thief_SetDecoys)

 
Skill : Set Decoys
Domain : Deceptive
Available: Thief
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SETDECOYS, DECOYS
Usage : SETDECOYS
Example : setdecoys
This skill sets a series of decoys that, during the heat of combat, will fool
the thiefs opponents into thinking that he or she is actually where the decoy
is. The victim is fooled into running towards the decoy until they realize
their mistake. This has the effect of putting the victim at a distant range
from the thief for a time. After the trap is set, the decoys will begin
popping up every so often for a duration.


Set Snare (Ranger_SetSnare)

 
Skill : Set Snare
Domain : Trapping
Available: Ranger
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SETSNARE
Usage : SETSNARE
Example : setsnare
The ranger carefully sets a snare on the outdoor room, tripping up and binding
anyone who runs into it. Snares will be permanent on owned property.


Shadow (Thief_Shadow)

 
Skill : Shadow
Domain : Stealthy
Available: Arcanist Assassin Thief Trapper
Allows : Stealthy I, Shadow I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SHADOW
Usage : shadow [TARGET NAME]
Example : shadow orc
If the thief is hidden, or otherwise invisible to the target, this skill will
allow the thief to follow them perfectly while remaining hidden. Entering
'shadow' again will stop the shadowing.


Shadowpass (Thief_Shadowpass)

 
Skill : Shadowpass
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SHADOWPASS
Usage : SHADOWPASS [DIRECTION LIST...]
Example : shadowpass 4n 3e 3s e s w
This ability allows the thief to pass from one dark room to another, avoiding
traps, and slipping through doors and entryways. The starting room, and the
room represented by the end of the trail must both be in utter darkness,
regardless of the rooms in between, or the shadowpass will fail. The thief is
unable to take any followers or mounts on his journey.


Shadowstrike (Thief_Shadowstrike)

 
Skill : Shadowstrike
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SHADOWSTRIKE
Usage : SHADOWSTRIKE [TARGET NAME]
Example : shadowstrike orc
If the thief is unseen (hidden especially) by the target, then a sneaky melee
strike can be made. Following the strike, the thief will instantly try to
recover their hidden position. The target will be totally unaware of where the
attack came from.


Shame (Archon_Shame)

 
Skill : Shame
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : SHAME
Usage : SHAME [PLAYER NAME] (RL TIME)
Example : shame gunther
Example : shame gunther 3 hours
From anywhere on the map, the player with this skill can shame the target
mob/player making them unable to effectively interact with shopkeepers or to be
spoken to or about.


Shape Shift (Druid_ShapeShift)

 
Skill : Shape Shift
Domain : Shape shifting
Available: Several Classes
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SHAPESHIFT
Usage : SHAPESHIFT (FORM)
Example : shapeshift
Example : shapeshift list
Example : shapeshift cub
Throughout his or her life, a Druid will have a particular creature which he or
she may change to and from at will. By entering into this chant in any shape,
the druid may change to their special animal form. The animal form will
progress as the Druid gains in levels. Entering the command again allows the
druid to revert to human form. A higher level druid may optionally specify a
lower version of their form to assume that form instead. Use shapeshift list to
see all available forms.


Shards (Skill_ShardUse)

Skill    : Shards 
Example :
A magic shard is a holdable item that can be used to create druidic magical
chant affects.

This skill allows one to effectively use a druidic "wand" or "staff"-like shard
or shillelagh. To invoke a shard, it must first be held. Then the magic word
is spoken to the target. For instance, if the magic word is `zuy`, you would
enter the following to invoke your shard: sayto orc zuy. Using SAYTO instead
of SAY is important because SAY might target the wrong person or thing. You
can also use SAYTO NOBODY <magic word> to make sure you aren't targeting
anyone.

If the chant on the shard requires extra parameters, then you can include those
after the casting words.
Shards generally require a small amount of mana to use, and less if the shard
user is capable of learning the chant invoked by the crystal shard.


Shearing (Shearing)

 
Skill : Shearing
Domain : Gathering
Available: Numerous Classes
Allows : Master Shearing, Textiling, Quick Working I, Quick Worker I
Allows : Branding, Animal Husbandry
Use Cost : Movement (26)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SHEAR, SHEARING
Usage : SHEAR [TARGET]
Example : shear sheep
With this common skill, you can shear the wool off of a sheeps body, or at
least as much of it as you can.


Shield Bash (Skill_Bash)

 
Skill : Shield Bash
Domain : Shield use
Available: Reliquist Templar Several Classes
Allows : Shield Using I, AutoBash
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BASH
Usage : BASH [TARGET NAME]
Example : bash orc
The fighter uses their shield as a weapon, delivering an otherwise additional
blow to the target in combat.


Shield Block (Fighter_ShieldBlock)

 
Skill : Shield Block
Domain : Shield use
Available: Fighter
Allows : Shield Using I
Invoked : Automatic
Example :
So long as the Fighter is holding a shield, he has a chance to totally block
weapon attacks coming at him or her.


Shield Familiarity (Familiarity_Shield)

 
Skill : Shield Familiarity
Domain : Armor use
Available: Artisan
Requires : 'Carpentry' at 75%, and 'Blacksmithing' at 75%
Allows : Armor Optimizing I
Invoked : Automatic
The player is familiar with shields they have crafted themselves, gaining an
armor bonus from using the product of their own hands.


Shield Specialization (Specialization_Shield)

 
Skill : Shield Specialization
Domain : Weapon use
Available: Several Classes
Allows : Weaponsmithing, Shield Focus I, Shield Striking I
Invoked : Automatic
The player is adept with a shield, gaining bonuses to attack and damage when
using a shield as a weapon in combat (such as Shield Bash). Can also allow the
use of higher level shields if the focus expertise is taken.


Ship Building (Shipwright)

 
Skill : Ship Building
Domain : Crafting
Available: Artisan Sailor
Requires : 'Boatwrighting' at 75%, and 'Trawling' at 75%
Allows : Clan Ship Building, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Ship Lore, Ingenious Engineering I
Allows : Find Ship
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
Usage : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
Example : shipwright cruiser
: : shipwright list
: : shipwright list cruiser
: : shipwright list 5-10
: : shipwright list all
: : shipwright mend cruiser
: : shipwright scan
: : shipwright scan bob
: : shipwright help Bob
: : shipwright title The Cargo Deck
: : shipwright desc This is a beautiful cargo deck!
: : shipwright door east
: : shipwright demolish east
This skill allows a player to craft large sailing ships, and alter great ships
they own. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to repair any combat
damage on great ships. To begin building a new item, the player must have
placed the wood he or she wishes to make the item from on the ground. The
parameters also allow more than one person to assist in a project. Items
crafted with balsa can be done with half the required wood listed, while items
crafted with ironwood will require twice the required wood listed. The raw wood
for building is found using the Chopping skill.


Ship Lore (Skill_ShipLore)

 
Skill : Ship Lore
Domain : Water lore
Available: Artisan Pirate Sailor
Requires : 'Ship Building' at 75%
Allows : Water Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SHIPLORE, SLORE
Usage : SHIPLORE [SHIP NAME] (REPORT)
Example : shiplore list
Example : slore raging dragon
Example : slore "raging dragon" report
Through extensive education, the player is able to recall random bits of
information about a ship they can see. Each level of expertise enlarges the
number of factoids recalled per attempt. Failing a proficiency check requires a
few extra seconds of remembering, however. The REPORT argument will cause the
results to be recited out loud. An attempt to recall information about a ship
you cannot presently see will reduce or eliminate your chances of remembering,
depending on expertise.


Shrug Off (Fighter_Shrug)

 
Skill : Shrug Off
Domain : Fitness
Available: Barbarian
Allows : Fitness I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BRACE
Usage : BRACE
Example : shrugoff
The Barbarian braces him or herself for the next blow, allowing that blow to be
shrugged off without any damage.


Shuffle (Skill_Shuffle)

 
Skill : Shuffle
Domain : Foolishness
Available: Charlatan
Allows : Foolmaking I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SHUFFLE
Example :
This strange but very useful skill allows the player to rearrange the order of
the people in the room by running around and bumping into them.


Shush (Skill_Shush)

 
Skill : Shush
Domain : Influential
Available: Scholar
Allows : Influencing I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : SHUSH
Usage : SHUSH [TARGET]
Example : shush orc
The player is so intimidatingly adept at keeping others quiet, that he or she
can give the universal SHUSH to a target and often make them agree to whisper
and refrain from loud noises like spell casting for a time. This skill is
limited outside of libraries and book stores, but more powerful inside them.


Side Kick (Fighter_SideKick)

 
Skill : Side Kick
Domain : Kicking
Available: Monk
Allows : Combat Fluidity I, Iron Kicking I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift side kick. This attack is only delivered to a
combatant which the monk is not currently targeting, but with whom the monk is
in melee combat all the same.


Siege Weapon Specialization (Specialization_SiegeWeapon)

 
Skill : Siege Weapon Specialization
Domain : Weapon use
Available: Sailor
Allows : Siege Bashing I, Weaponsmithing
Invoked : Automatic
The player is a siege weapon master, gaining bonuses to damage when used during
combat.


Siegecrafting (Siegecraft)

 
Skill : Siegecrafting
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Carpentry'
Requires : A base strength of at least 12.
Allows : Quality Fabricating I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Master Wood Chopping, Light Fabricating I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SIEGECRAFT
Usage : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]
Example : siegecraft catapult
: : siegecraft list
: : siegecraft list catapult
: : siegecraft list 5-10
: : siegecraft list all
: : siegecraft learn catapult
This skill allows a player to craft siege weapons for ship combat, such as
trebuchets, catapults, and ballistas, as well as the necessary ammunitions
(shots, boulders and bolts, respectively). The extent of the items which can be
crafted expands as the player goes up in level. To begin siegcrafting, the
player must have placed the wood he or she wishes to make the item from on the
ground. The raw wood and stone for siegecraft is obtained by using the Chopping
and Mining skills. Light siege weapons are anti-personnel only, damaging a
ship's crew, but not the ship itself, and can hold multiple rounds of
ammunition hitting multiple targets. Heavy siege weapons have longer range and
do more damage. The player may also learn how to craft found items, provided a
blank recipe page, or recipe book with blank pages is in his or her inventory.
Bear in mind that many of these weapons are constructed in-place and may be
difficult to be picked up and moved once completed.


Silent AutoGold (Thief_SilentGold)

 
Skill : Silent AutoGold
Domain : Stealing
Available: Burglar Thief
Allows : Theft Mastery I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SILENTGOLD
Usage : SILENTGOLD
Example : silentgold
This command is similar to the AUTOGOLD command, which allows a player to
automatically take gold from the corpse of a defeated monster. If the player
is in a group when AUTOGOLD is used, the gold is evenly distributed among the
players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief
will automatically, and without anyone knowing, take 10% of a defeated monsters
gold. This will work regardless of whether the thief played any part in the
defeat of the monster, or is even a member of the group which defeated the
monster. Also, the gold taken is "off the top" of any gold which may be
obtained while the thief is part of a group.


Silent AutoLoot (Thief_SilentLoot)

 
Skill : Silent AutoLoot
Domain : Stealing
Available: Burglar Pirate Thief
Allows : Theft Mastery I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SILENTLOOT
Usage : SILENTLOOT
Example : silentloot
This command is similar to the AUTOLOOT command, which allows a player to
automatically take items from the corpse of a defeated monster. SILENTLOOT,
like AUTOLOOT, is toggled on and off. When on the thief will automatically,
and without anyone knowing, take one of a defeated monsters items. This will
work regardless of whether the thief played any part in the defeat of the
monster, or is even a member of the group which defeated the monster.


Silent Drop (Thief_SilentDrop)

 
Skill : Silent Drop
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SILENTDROP, SDROP
Usage : SILENTDROP [TARGET ITEM]
Example : silentdrop gold
This command is similar to the drop command, except that the thief is able to
drop the item without anyone else knowing about it.


Silent Open (Thief_SilentOpen)

 
Skill : Silent Open
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : SILENTOPEN, SOPEN
Usage : SILENTOPEN [TARGET ITEM]
Example : silentopen door
This command is similar to the open command, except that the thief is able to
open the container or door without anyone else knowing about it.


Silent Running (Thief_SilentRunning)

 
Skill : Silent Running
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SSNEAK, SILENTRUN
Usage : SSNEAK ([DIRECTION] ([DIRECTION])...)
Example : ssneak
Example : ssneak north north east east
The pirate uses his superior sailing skills to rig the ship for silent running,
so that no one will see the ship come into range. This skill can be used to
set a course, or can be used before setting a COURSE using the mundane
commands. Once the course has been followed, however, the pirate will
automatically attempt to Hide Ship in the destination room.


Skillcraft (Skill_Skillcraft)

 
Skill : Skillcraft
Domain : Street smarts
Available: Oracle Scholar
Allows : Street Lore I
Invoked : Automatic
Example :
The player is so knowledgable about uncommon skills that he or she can identify
skills in his or her presence by name. The players ability to identify more
powerful skills will go up in level as he or she does.


Slapstick (Skill_Slapstick)

 
Skill : Slapstick
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLAPSTICK
Usage : SLAPSTICK [TARGET NAME]
Example : slapstick orc
This will cause the player to perform some random slapstick comedy to or for
the target. The result will be a loss of mana, which the target will not even
feel.


Slave Trading (SlaveTrading)

 
Skill : Slave Trading
Domain : Criminal
Available: Gaoler
Allows : Quick Working I, Quick Worker I, Criminal Deviousness I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])
Example : ssell boy shopkeeper
Example : ssell boy
This skill allows the player to sell slaves to shopkeepers who deal in them.


Slip Item (Thief_SlipItem)

 
Skill : Slip Item
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I, Cautiously I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPITEM
Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME]
Example : slipitem hat orc
The thief will attempt to remove some item the target is wearing. If
successful, the item will appear in the target's inventory. This skill is very
sly, and may not be used in combat, lest the target notice what the thief is
doing.


Slippery Mind (Thief_SlipperyMind)

 
Skill : Slippery Mind
Domain : Evasive
Available: Arcanist
Allows : Evasively I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPPERYMIND
Usage : SLIPPERYMIND
Example : slipperymind
The thief manages to convince himself and others that he is utterly neutral
with regard to all factions (right in the middle of the range of each of his
factions).


Slow Fall (Skill_SlowFall)

 
Skill : Slow Fall
Domain : Fitness
Available: Jester
Allows : Fitness I
Invoked : Automatic
If the proficiency check is made, this player does not fall from high places,
but floats instead.


Smelting (Smelting)

 
Skill : Smelting
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 12.
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Blacksmithing
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SMELTING
Usage : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])
Example : smelt steel
: : smelt list
: : smelt list steel
: : smelt list all
: : smelt bronze 10
This skill allows a player to create metal alloys, such as steel, bronze, and
adamantium. You can also make very strong metals, such as steel. To begin
smelting, the player must be in a room with an open fire burning, and must have
placed the two base metals he or she wishes to make the alloy from on the
ground. If you have excess metals, you may specify a max amount of each base
metal to smelt. The default is to smelt as much as possible. The raw metal for
smelting is found using the Mining skill.


Smoke Rings (SmokeRings)

 
Skill : Smoke Rings
Domain : Artistic
Available: Numerous Classes
Requires : 'Herbology' at 75%
Requires : A base charisma of at least 5.
Allows : Artsy I, Quick Working I, Quick Worker I
Invoked : Automatic
Usage : (automatic)
This skill allows the player to produce beautiful smoke rings whenever smoking
a pipe or cigar.


Smoke Signals (Fighter_SmokeSignals)

 
Skill : Smoke Signals
Domain : Nature lore
Available: Barbarian Scholar
Allows : Nature Lore I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SMOKESIGNALS, SMOKESIGNAL
Usage : "SMOKESIGNALS" [MESSAGE]
Example : smokesignals I'm here at the temple!
This skill requires a fire to be built in the area, and it must be performed
outdoors. This skill sends a smoke signal viewable throughout the entire area
by those outside. Those with the smoke signal skill will be able to read the
message in the signal.


Smugglers Hold (Thief_SmugglersHold)

 
Skill : Smugglers Hold
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : BUILDHOLD, SMUGGLERSHOLD
Usage : BUILDSMUGGLERSHOLD [DIRECTION]
Example : buildsmugglershold below
This skill allows a pirate on their ship to build a secret smugglers hold on
their ship. A pirate may only build one such hold on their ship, ever. This
requires 500 pounds of wood.


Sneak (Thief_Sneak)

 
Skill : Sneak
Domain : Stealthy
Available: Jester Monk Pirate Trapper
Available: Several Classes
Allows : Stealthy I, AutoSneak, Shadow I
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SNEAK
Usage : SNEAK [DIRECTION]
Example : sneak e
The thief attempts to sneak in the indicated direction. If successful, he or
she will not be seen when entering the room. Also, a sneak attempt
automatically invokes a hide attempt. The success of a sneak attempt can
depend on the level of the mobs in the room the thief is trying to sneak into,
and on the thiefs stealth expertise.


Sneak Attack (Thief_SneakAttack)

 
Skill : Sneak Attack
Domain : Dirty fighting
Available: Assassin Thief Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Invoked : Automatic
Example :
This skill allows the thief to deliver a more accurate attack and extra damage
when attacking from a hidden position.


Snipe (Thief_Snipe)

 
Skill : Snipe
Domain : Dirty fighting
Available: Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (50) Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SNIPE
Usage : SNIPE [TARGET NAME]
Example : snipe orc
If the thief is unseen (hidden especially) by the target, then a sneaky ranged
strike can be made. Following the shot, the thief will instantly try to
recover their hidden position. The target will be totally unaware of where the
attack came from.


Song Write (Skill_SongWrite)

Usage    : SONGWRITE [SPELL NAME] [TARGET NAME]  
Example : songwrite "rage" scroll
This skill allows the bard to place any song he or she knows onto a scroll.
Once placed on the scroll, the song may be sung off it. Song Writing is very
draining on the bard however. The bard will lose some experience points for
using this skill. Song Writing also requires that the caster be at full mana.


Songcraft (Skill_Songcraft)

 
Skill : Songcraft
Domain : Arcane lore
Available: Charlatan Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about bardic magic that he or she can identify
magical songs sung in his or her presence by name. The players ability to
identify more powerful magic will go up in level as he or she does.


Speculating (Speculate)

 
Skill : Speculating
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 10.
Allows : Quick Working I, Wands, Nature Lore I, Master Drilling
Allows : Quick Worker I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SPECULATE, SPECULATING
Usage : SPECULATE
Example : speculate
This skill allows a player to carefully evaluate the present area, and all
surrounding to see what resources might be available for hunting, fishing,
foraging, chopping, mining, digging, etc..


Spellcraft (Skill_Spellcraft)

 
Skill : Spellcraft
Domain : Arcane lore
Available: Arcanist Charlatan Diviner Illusionist
Available: Scholar Wizard Numerous Classes
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about arcane magic that he or she can identify
spells cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.

Arcanists have the ability to remember how to cast a number of spells (based on
level) learned through this skill.


Spring Attack (Fighter_Spring)

 
Skill : Spring Attack
Domain : Acrobatic
Available: Barbarian Dancer
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SPRINGATTACK, SPRING, SATTACK
Usage : SPRINGATTACK [TARGET NAME]
Example : sattack orc
Short(s) : spring, sattack
The Barbarian delivers a quick damaging blow, then leaps backwards to a further
position of range 1 or 2.


Spying (Thief_Spying)

 
Skill : Spying
Domain : Stealthy
Available: Assassin
Allows : Mark Spying, Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SPYING, SPY
Usage : SPYING [TARGET]
Example : spy bob
The thief, by lip reading and discreet over-the-shoulder glaces, is able to
read anything the target reads while they are both in the same room. The thief
must remain unnoticed by the target. Otherwise, this skill lasts indefinitely
once the thief has figured out how to spy on the target. The level of player
the thief can spy on depends, in part, on stealth expertise.


Squatting (Thief_Squatting)

 
Skill : Squatting
Domain : Criminal
Available: Thief
Allows : Criminal Deviousness I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SQUAT, SQUATTING
Usage : SQUATTING
Example : squat
To use this skill, the player must be sitting on a piece of property that is,
or was once for sale. If it is owned by another player or clan, then an owner
must be online when squatting begins, and must have either their PK flag set,
or be in a clan war. After a mud month of continuous sitting, the property
will change ownership. Property belonging to another player will go back on
the market. Property on the market will belong to the squatter.


Stability (Skill_Stability)

 
Skill : Stability
Domain : Acrobatic
Available: Artisan Assassin Jester Pirate
Requires : 'Trawling' at 75%
Allows : Combat Fluidity I, Master Trawling, AutoCrawl, Acrobatic I
Invoked : Automatic
This skill allows the player to remain on his or her feet despite certain
magical or physical attempts to get them on the ground.


Staff Familiarity (Familiarity_Staff)

 
Skill : Staff Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Staff Proficiency' at 75%
Allows : Trip, Staff Making
Invoked : Automatic
The player is familiar with staffs they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.


Staff Making (StaffMaking)

 
Skill : Staff Making
Domain : Crafting
Available: Artisan Reliquist
Requires : 'Staff Familiarity' at 75%, and 'Lore' at 75%
Allows : Lethal Crafting I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Quality Shaping I, Light Shaping I
Allows : Counterbalance Crafting I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : STAFFMAKE, STAFFMAKING
Usage : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
Example : staffmake Iron-shod Staff
: : staffmake list
: : staffmake list Iron-shod
: : staffmake list 5-10
: : staffmake list all
: : staffmake scan
: : staffmake scan bob
: : staffmake learn staff
This skill allows a player to craft staffs from wood. The extent of the staffs
which can be crafted expands as the player goes up in level. To begin
crafting, the player must have placed the wood he or she wishes to make the
staff from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn how to make a found item, provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. The wood for staffmaking is
obtained using the Chopping skill, though some recipes will require additional
material obtained by other means. When the player has both a staff and a
staffcrown, then the crown can be put into the staff for additional benefits
using the PUT [CROWN] [STAFF] command.


Staff Proficiency (Proficiency_Staff)

 
Skill : Staff Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Fishing' at 75%
Allows : Staff Familiarity
Invoked : Automatic
The player is proficient with staffs, gaining the ability to use them even if
their current class training would not make it feasible normally.


Staff Specialization (Specialization_Staff)

 
Skill : Staff Specialization
Domain : Weapon use
Available: Druid Reliquist
Allows : Weaponsmithing
Invoked : Automatic
The player is proficient with staffs, gaining bonuses to attack when using a
staff in combat. Can also allow the use of higher level staffs if the focus
expertise is taken.


Stance (Fighter_Stance)

 
Skill : Stance
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : STANCE
Usage : STANCE OFFENSIVE/DEFENSIVE/WILD/NONE
Example : stance offensive
During combat, the fighter takes on one of the fighting stances he or she has
been trained in. Each stance offers a small bonus to combat stats, but is also
counterable by another stance:
Offensive : +attack, -armor, countered by Defensive
Defensive : +armor -attack, countered by Wild
Wild : +damage, -attack, -armor, countered by Offensive
None : cancels your fighter stance.

The fighting stance of your opponent, if any, can be seen only when combat has
started.


Steal (Thief_Steal)

 
Skill : Steal
Domain : Stealing
Available: Bard Jester Several Classes
Allows : Theft Mastery I, Cautiously I, Improved Steal
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STEAL
Usage : STEAL [ITEM NAME] [TARGET NAME]
Example : steal paper orc
The thief will attempt to pilfer some item from the inventory of the target.
This skill can not be used in combat, and works best when the target can not
see the thief. This skill is almost always successful if the target is
incapacitated (asleep, knocked out, bound, etc).


Steal Boon (Thief_StealBoon)

 
Skill : Steal Boon
Domain : Stealing
Available: Reliquist
Requires : 'Borrow Boon'
Allows : Theft Mastery I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STEALBOON, BSTEAL
Usage : STEALBOON [PRAYER NAME] [TARGET NAME]
Example : stealboon orc
Example : bsteal Sanctuary orc
Example : bsteal all orc
The thief will attempt to tap into the raw divine power of a holy item
presently being held in order to pilfer a divine magical effect from the target
and onto themselves. This skill can not be used in combat, and works best when
the target can not see the thief. This skill is almost always successful if
the target is incapacitated (asleep, knocked out, bound, etc). This skill has
a small chance of depleting the item.


Stinkify (Archon_Stinkify)

 
Skill : Stinkify
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : STINKIFY
Usage : STINKIFY [PLAYER NAME]
Example : stinkify gunther
From anywhere on the map, the player with this skill can cause the target to
become 1 level stinkier than they were before.


Stone Body (Fighter_Stonebody)

 
Skill : Stone Body
Domain : Fitness
Available: Barbarian
Allows : Fitness I
Invoked : Automatic
Example :
The Barbarian has become so hardened to battle that he or she ignores 2 points
from every damage roll taken.


Stowaway (Skill_Stowaway)

 
Skill : Stowaway
Domain : Deceptive
Available: Sailor
Allows : Deceptive I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : STOWAWAY
Usage : STOWAWAY ([DESTINATION]/[CHART INDEX])
Example : stowaway
Example : stowaway new thalos docks
Example : stowaway 3
The sailor packs himself into a shipping crate bound for overseas travel, and,
after a long sea voyage, emerges on a different shore. If the sailor knows Sea
Charting, he or she may be able to select the destination from his or her
charts. Shorter voyages to more distant locations can be obtained through
expertise. A failed skill check will seem to work fine, but the sailor will not
end up where their charts said they would.


Strategic Retreat (Thief_StrategicRetreat)

 
Skill : Strategic Retreat
Domain : Dirty fighting
Available: Artisan Trapper
Requires : 'AutoClimb' at 75%, 'AutoSwim' at 75%, and 'AutoCrawl' at 75%
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FREEFLEE, STRATEGICRETREAT
Usage : FREEFLEE ([DIRECTION])
Example : freeflee
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Unlike FLEE, this command may be used without
experience loss, provided the proficiency check is passed.


Strike The Set (Skill_StrikeTheSet)

 
Skill : Strike The Set
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : STRIKETHESET, STRIKESET
Usage : STRIKETHESET
Usage : STRIKESET
Example : striketheset
The bard strikes the set of the room, making any and all items in the room
appear to be gone, and the room empty.


Strip Item (Thief_StripItem)

 
Skill : Strip Item
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STRIPITEM
Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME]
Example : stripitem hat orc
The thief will attempt to remove some item the target is wearing. If
successful, the item will appear in the target's inventory. This skill is
blatant, and may be used during combat.


Struggle (Skill_Struggle)

 
Skill : Struggle
Domain : Evasive
Available: Jester Minstrel
Allows : Evasively I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : STRUGGLE
Usage : STRUGGLE
Example : struggle
The player wriggles and pulls to escape from bonds holding him or her. This
skill can be used to more quickly become released from ropes, webs, nets, and
other bindings.


Studying (Studying)

 
Skill : Studying
Domain : Education lore
Available: Scholar
Allows : Cleric Honorary Degree, Thief Honorary Degree, Quick Working I
Allows : Bard Honorary Degree, Educating I, Druid Honorary Degree
Allows : Mage Honorary Degree, Quick Worker I, Fighter Honorary Degree
Allows : Commoner Honorary Degree
Use Cost : Movement (19)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : STUDY, STUDYING
Usage : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])
Usage : STUDY ([SKILL TYPE])
Example : study
Example : study bob fireball
Example : study dissertation light
Example : study forget fireball
Example : study spells
This skill makes one scholarly, allowing them to learn any skill from any
willing teacher or from a dissertation. Only a certain number of skills can be
studied, depending on class level. Skills learned this way cannot be
conventionally used. They can, however, be taught to others. At first, the
scholar can only study common skills, but gains access to thief and fighter
skills, as well as songs, spells, and prayers, as he or she gains scholarly
levels. The scholar can enter STUDY alone to see what they have learned and
how much more he or she may learn. Entering STUDY with a skill type like
SPELLS, SKILLS, etc will list the things you can learn of that type.


Subdue (Skill_Subdue)

 
Skill : Subdue
Domain : Evasive
Available: Fighter
Allows : Evasively I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SUBDUE
Usage : SUBDUE [TARGET NAME]
Example : subdue orc
The fighter uses finesse to avoid killing the target by making more strategic
hits on the target. The actual damage will be minimal, but in reality the
fighters damage will count towards subdueing damage. If carried through to the
end, it will end up knocking the target cold instead of killing them. During
combat, a smart fighter can examine his or her target and tell how close they
are to being fully subdued despite the apparent actual damage done. Once
knocked out, the target can not be killed until consciousness is regained.

Enter SUBDUE again to cancel this effect.


Superstition (Thief_Superstition)

 
Skill : Superstition
Domain : Combat lore
Available: Pirate
Allows : Combat Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SUPERSTITION
Usage : SUPERSTITION [PHRASE TO SAY]
Example : superstition i am the most awesome pirate in the whole wide world!
This skill reflects the superstitious nature of the character. Once the
superstition is set up in the character's mind, the character must perform the
superstition once per day to receive a bonus to skills and combat ability.
Failing to perform the superstition once per day will give an equal negative to
skills and combat ability. Superstition does not affect the character until it
is intentionally set up the first time. Afterward it is set, it will always
affect the character, either positively, or negatively. To set up the
superstition, the character needs to be wearing at least 3 items of armor, and
then invoke the command with some phrase that the character will need to say to
become lucky. The phrase can be anything, but needs to have at least 5 words
and be at least 30 characters long. Once the superstition is set up, invoking
the command in the future will remind the character about the phrase and the
item of armor they must wear whenever saying the phrase to satisfy the
superstition.


Surrender (Thief_Surrender)

 
Skill : Surrender
Domain : Influential
Available: Thief
Allows : Influencing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SURRENDER
Usage : SURRENDER
Example : surrender
A unique thief skills which allows him or her to toss shiny coins at his
opponents for allowing the thief to leave combat without losing experience.


Surveying (Surveying)

 
Skill : Surveying
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SURVEYWRITE, SUWRITE
Usage : SUWRITE ROOM/AREA ([CATALOG ITEM])
Example : suwrite room
: : suwrite area "my catalog book"
This skill allows a player to carefully study their current room or area and
write down useful information about it onto a piece of paper or into a book.
Additional details about the room or area are discovered for each level of
expertise. Writing the same room or area into a book that already has a
chapter about that room or area will append to the old page. Specifying the
catalog book name is not necessary if the Titling skill was used to designate
one of your books as a catalog of Survey.


Swamp Tactics (Fighter_SwampTactics)

 
Skill : Swamp Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in swamps. The fighter can also hide themselves simply by sitting down
on the ground and staying still for a few mins.


Sweep (Fighter_Sweep)

 
Skill : Sweep
Domain : Dirty fighting
Available: Barbarian Fighter Monk Paladin
Available: Ranger
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SWEEP
Usage : SWEEP
Example :
Allows the fighter wielding a slashing weapon to rear back and take a free
whack at all opponents within range. Attack ability on such an attack is one
half less and damage is one third normal.


Swim (Skill_Swim)

Skill    : SWIM 
Usage : SWIM [DIRECTION]
Available: ALL
Example : swim e
This skill allows the character to travel on a water surface. The amount of
weight being carried can affect this skill.


Swipe gold (Thief_Swipe)

 
Skill : Swipe gold
Domain : Stealing
Available: Bard Burglar Charlatan Jester
Available: Thief
Allows : AutoSwipe, Theft Mastery I, Cautiously I, Improved Swipe
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SWIPE
Usage : SWIPE [TARGET NAME]
Example : swipe orc
The thief will attempt to pocket some of a target`s gold. This skill can not be
used in combat, and works best when the target can not see the thief. This
skill is almost always successful if the target is incapacitated (asleep,
knocked out, bound, etc).


Sword Familiarity (Familiarity_Sword)

 
Skill : Sword Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Sword Proficiency' at 75%
Allows : Master Weaponsmithing
Invoked : Automatic
The player is familiar with swords they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.


Sword Proficiency (Proficiency_Sword)

 
Skill : Sword Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Weaponsmithing' at 75%
Allows : Half Attack, Parry, Sword Familiarity
Invoked : Automatic
The player is proficient with sword, gaining the ability to use them even if
their current class training would not make it feasible normally.


Sword Specialization (Specialization_Sword)

 
Skill : Sword Specialization
Domain : Weapon use
Available: Numerous Classes
Allows : Sword Piercing I, Craft Holy Avenger, Weaponsmithing
Allows : Sword Slicing I, Sword Striking I, Sword Focus I
Invoked : Automatic
The player is a sword master, gaining bonuses to attack when using a sword in
combat. Can also allow the use of higher level swords if the focus expertise
is taken.


Tag Turf (Thief_TagTurf)

 
Skill : Tag Turf
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : TAGTURF, TURFTAG
Usage : TAGTURF (UNTAG)
Example : tagturf
Example : tagturf untag
The thief tags this place as their "turf" or, if they are a part of a clan,
their clan's "turf". Other thieves will not be able to use their skills here.
The tag can only be seen by the tagging thief, and those who can see hidden
things. A tag can be removed only by a turf war.


Tailoring (Tailoring)

 
Skill : Tailoring
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base dexterity of at least 10.
Allows : Master Tailoring, Scrapping, Advanced Crafting I
Allows : Quick Crafting I, Embroidering, Quality Crafting I
Allows : Light Crafting I, Quality Sewing I, Light Sewing I
Allows : Quick Worker I, Durable Crafting I, Durable Sewing I
Allows : Costuming
Use Cost : Movement (28)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : KNIT, TAILOR, TAILORING
Usage : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : knit shirt
: : knit bundle 100 cotton
: : knit list
: : knit list vest
: : knit list 5-10
: : knit list all
: : knit mend vest
: : knit refit sleeves
: : knit scan
: : knit scan bob
: : knit learn shirt
This skill allows a player to knit clothing, such as shirts and leggings. The
extent of the items which can be knitted expands as the player goes up in
level. This command also allows the player to mend any damaged clothing, get
info on a list item, refit any clothes which are the wrong size, or learn how
to knit a found item, provided a blank recipe page, or recipe book with blank
pages is in his or her inventory. To begin knitting a new item, the player must
have placed the cloth he or she wishes to make the clothing from on the ground.
The player may also scan the room or other players for equipment that may be
mended by this skill, using the scan parameter. The raw cloth for knitting is
found using the Butchering, Shearing, or Foraging skills.


Tanning (Tanning)

 
Skill : Tanning
Domain : Nature lore
Available: Artisan Numerous Classes
Allows : Quick Working I, Dyeing, Nature Lore I, Taxidermy
Allows : Quick Worker I, Leather Working
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TAN, TANNING
Usage : TAN [HIDE ITEM NAME]
Example : TAN hide
This skill allows a player to tan hide resource items until they are a leather
usable by Leatherworking and other skills. It requires that a fire be built
before tanning can begin.


Tap Room (Thief_TapRoom)

 
Skill : Tap Room
Domain : Alert
Available: Assassin
Allows : Vigilantly I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch - Range 50
Commands : TAPROOM
Example : taproom
The thief is able to use two glass drinking cups and some sort of raw cloth to
stretch a long tapline between the room he wishes to tap, and some destination
room. The distance the line can be stretched depends upon the thieves level
and alertness expertise. If, while stretching the line, the thief runs out of
either cloth or distance allowance, the second cup must be put down. At the
destination, the thief will hear, through the second cup, all that is said in
the room where the skill was involved, where the first cup was hidden.


Tar And Feather (Thief_TarAndFeather)

 
Skill : Tar And Feather
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (50) Movement (50)
Quality : Malicious
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TARANDFEATHER, TAR
Usage : TAR [TARGET]
Example : TAR Orc
The player with this skill is able to cover the target with tar and feathers,
making the wearing of equipment impossible for the duration. The target must
not be wearing clothes for the skill to work. They must also be bound or
prone.


Tattooing (Tattooing)

 
Skill : Tattooing
Domain : Artistic
Available: Gaoler
Allows : Artsy I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TATTOO, TATTOOING
Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
Example : tattooing bob arms a skull and crossbones
Example : tattooing bob arms remove
This skill allows a player to tattoo the body parts of the target. The target
must hold still for it, of course. What results can only be seen when the
proper wear location is not covered by clothing. Tattoos can also be removed
with this skill. Parts available for tattooing include: arms, legs, hands,
head, feet, wrists, neck, and torso.


Taxidermy (Taxidermy)

 
Skill : Taxidermy
Domain : Crafting
Available: Artisan Scholar Trapper Numerous Classes
Requires : A base intelligence of at least 12.
Allows : Master Butchering, Light Sewing I, Advanced Crafting I
Allows : Quick Crafting I, Quick Worker I, Quality Sewing I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : STUFF, TAXIDERMY
Usage : STUFF ([POSE]/LIST) [BODY NAME]
Example : stuff body of an orc
Example : stuff list
Example : stuff list scary
Example : stuff scary body of a horse
This skill allows a player to stuff a dead body with cloth, cotton, feathers,
fur, or similar substances to make a light statue. To begin stuffing a body,
the player must have placed the cloth he or she wishes to stuff with on the
ground with the body. A pose for the body may optionally be specified. A list
of valid poses may be obtained by entering TAXIDERMY LIST.


Textiling (Textiling)

 
Skill : Textiling
Domain : Crafting
Available: Artisan
Requires : 'Shearing' at 75%
Allows : Dyeing, Tailoring, Quick Crafting I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TEXTILING, TEXTILE
Usage : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE])
Example : textile denim
: : textile bolt of cotton
: : textile denim 10
This skill allows a player to create cloth bolts, special kinds of cloth,
including especially strong cloths, such as spidersteel. To begin textiling,
the player must have placed the constituent cloths he or she wishes to make the
bolt from on the ground. To make more than one bolt at a time, an additional
amount of input cloth can be specified. The raw cloth for textiling is found
using skills like Shearing and Foraging skill.


Thief Honorary Degree (Skill_HonoraryDegreeThief)

 
Skill : Thief Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and
Trapper. When the scholar has Studied at least 4 skills qualified for by at
least one of the qualifying classes, including those skills specified by the
class, then the scholar will receive access to an honorary degree Title. The
scholar can then use the TITLE command to select and use the honorary degree
title. When one of these titles is in use, the scholar is permitted to enter
areas normally only allowed to those of the qualifying class, and also gains
the ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.


Thiefcraft (Skill_Thiefcraft)

 
Skill : Thiefcraft
Domain : Street smarts
Available: Charlatan Oracle
Allows : Street Lore I
Invoked : Automatic
The player is so knowledgable about thief skills that he or she can identify
skills in his or her presence by name. The players ability to identify more
powerful skills will go up in level as he or she does.


Third Attack (Skill_Attack3)

 
Skill : Third Attack
Domain : Martial lore
Available: Fighter
Requires : 'Second Attack'
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Allows the character to deliver a third attack during their round. These
attacks will be slightly less effective than primary attacks.


Third Totem (Druid_ShapeShift3)

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.


Tie Down (Skill_TieDown)

 
Skill : Tie Down
Domain : Binding
Available: Sailor
Allows : Rope Use I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : TIEDOWN
Usage : TIEDOWN (UNTIE) [BOAT/SHIP NAME]
Example : tiedown ship
Example : tiedown untie ship
The sailor uses special knots to tie down a boat or large sailing ship at an
official boat dock. The knots can be easily removed by the original sailor
using either this skill or Unbinding. However, anyone else will find it more
difficult to figure out the knots.


Titling (Titling)

 
Skill : Titling
Domain : Calligraphy
Available: Diviner Oracle Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENTITLE, TITLING
Usage : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])
Example : entitle paper "Essay concerning essays"
: entitle book "Huckleberry Finn" "Book"
The writer uses this skill to put the finishing touches on a crafted written
and readable work, given it a title. By adding a special catalog term, the
work can also be designated as an official catalog for particular types of
items for the Cataloging skill.


Torturesmithing (Torturesmithing)

 
Skill : Torturesmithing
Domain : Crafting
Available: Gaoler
Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
Requires : A base intelligence of at least 14.
Allows : Quality Metalworking I, Advanced Crafting I, Durable Metalworking I
Allows : Quick Crafting I, Quick Worker I, Light Metalworking I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TORTURESMITH, TORTURESMITHING
Usage : TORTURESMITH (LIST/INFO) [ITEM NAME]
Example : torturesmith rack
: : torturesmith list
: : torturesmith list rack
: : torturesmith list 5-10
: : torturesmith list all
This skill allows a player to craft implements of execution and torture. The
extent of the items which can be crafted expands as the player goes up in
level. To begin carving a new item, the player must have placed the wood he or
she wishes to make the item from on the ground. The raw wood for building is
found using the Chopping skill. Some items require metal gathered with the
Mining skill. Most items require that the victim be bound, and some require
that the MOUNT command be used to get them onto the implement.


Toughness (Fighter_Toughness)

 
Skill : Toughness
Domain : Fitness
Available: Fighter
Allows : Fitness I, Toughness II
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints.


Toughness II (Fighter_Toughness2)

 
Skill : Toughness II
Domain : Fitness
Available: Fighter
Requires : 'Toughness'
Allows : Toughness III, Fitness I
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints. The hit
points stack with those gained from Toughness.


Toughness III (Fighter_Toughness3)

 
Skill : Toughness III
Domain : Fitness
Available: Fighter
Requires : 'Toughness II'
Allows : Fitness I
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints. The hit
points stack with those gained from Toughness and Toughness II.


Track (Ranger_Track)

 
Skill : Track
Domain : Combat lore
Available: Charlatan Ranger Trapper
Allows : Combat Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : TRACK
Usage : TRACK [TARGET NAME]
Example : track orc
The ranger attempts to find a trail leading from where he or she is at present,
to the location of the indicated target (not necessarily the closest)! When
walking around, the Ranger will become aware of which direction seems best.


Track Animal (Ranger_TrackAnimal)

 
Skill : Track Animal
Domain : Combat lore
Available: Ranger
Allows : Combat Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TRACKANIMAL
Usage : TRACK ANIMAL
Example : trackanimal
The ranger, being a skilled hunter, may use this skill to track down the
nearest unintelligent animal in the area.


Transcribing (Transcribing)

 
Skill : Transcribing
Domain : Calligraphy
Available: Scholar
Allows : Quick Working I, Quick Worker I, Fine Calligraphy I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TRANSCRIBING, TRANSCRIBE, BCOPY
Usage : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])
Example : transcribe "The Book of Sam" "An Empty Book" 2
: transcribe "a piece of paper" "Book of Essays"
The writer uses this skill to scribe a document from one work to another. New
chapters will be added to books, or appended to pieces of paper. Specifying a
chapter number will only copy that chapter from the source book. Recipes can
also be copied between recipe books.


Trap Immunity (Thief_TrapImmunity)

 
Skill : Trap Immunity
Domain : Find/remove traps
Available: Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
As the Thief's proficiency grows, he or she becomes more and more immune to
traps and bombs.


Trawling (Trawling)

 
Skill : Trawling
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fish Lore' at 75%
Allows : Master Trawling, Quick Working I, Quick Worker I
Allows : Stability, Ship Building
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TRAWL
Usage : TRAWL (BUNDLE [NUM]) [TARGET])
Example : trawl
Example : trawl bundle 10 trout
With this common skill, a player can catch lots of fish from the deck of a
large sailing ship by casting nets into the water, assuming there are enough
fish around to fill up the nets. You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources.


Trip (Skill_Trip)

 
Skill : Trip
Domain : Dirty fighting
Available: Artisan Beastmaster Fighter Monk
Available: Paladin Ranger Several Classes Several Classes
Requires : 'Staff Familiarity' at 75%
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : TRIP
Usage : TRIP [TARGET NAME]
Example : trip orc
The fighter attempts to trip the target, putting them on the floor for a short
time. During that time, the tripped target is much easier to hit.


Trophy Count (Thief_TrophyCount)

 
Skill : Trophy Count
Domain : Combat lore
Available: Minstrel Trapper
Allows : Combat Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TROPHYCOUNT
Uage : TROPHYCOUNT
Example : trophycount
The thief has the ability to keep track of their racial kills. The player may
use the TROPHYCOUNT command to review the log of kills.


True Shot (Fighter_TrueShot)

 
Skill : True Shot
Domain : Martial lore
Available: Assassin Fighter Ranger Trapper
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter an enormous boost to attack rating when using a ranged or
thrown weapon in ranged combat.


Tumble (Fighter_Tumble)

 
Skill : Tumble
Domain : Acrobatic
Available: Assassin Burglar Fighter Jester
Available: Monk Dancer
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TUMBLE
Usage : TUMBLE
Example : tumble
Allows the fighter to avoid a couple of potentially painful hits in combat by
tumbling around. This comes at the cost of some attack and damage capability,
however.


Tune Instrument (Skill_TuneInstrument)

 
Skill : Tune Instrument
Domain : Artistic
Available: Minstrel
Allows : Artsy I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : TUNEINSTRUMENT, TUNE
Usage : TUNE
Example :
The Bard tunes their instrument, which can provide bonuses to many songs which
are played with it.


Turf War (Thief_TurfWar)

 
Skill : Turf War
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : TURFWAR
Usage : TURFWAR
Example : turfwar
The thief declares the tagged room he is in to be in dispute. Any turf tag on
the room will be removed unless the thief who tagged the room successfully
defends the turf in combat. After declaring the turf war, the tagging thief
will be notified that it is in dispute. The tagger has until the expiration of
the war to respond to the challenge. As soon as the tagger arrives in the
disputed room, the tagger and the challenger will immediately be entered into
combat. The combat will be non-lethal, with the loser merely being recalled
instead of dying. After combat begins, the first combatant to be forced from
the disputed room (e.g. by non-lethal "death"), will be the winner.

A TurfWar can only be infrequently declared.


Turn Undead (Skill_TurnUndead)

 
Skill : Turn Undead
Domain : Death lore
Available: Cleric Healer Oracle Purist
Allows : Death Lore I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : TURN
Usage : TURN [TARGET NAME]
Example : turn skeleton
The good or neutral priest attempts to frighten the heck out of an undead
creature. Depending upon the level of the priest versus the level of the
creature, the effect of the skill may be to either frighten the creature away
or cause it to be completely destroyed


Two Dagger Fighting (Skill_TwoDaggerFighting)

 
Skill : Two Dagger Fighting
Domain : Martial lore
Available: Assassin
Requires : 'Two Weapon Fighting'
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
While in combat, this skill allows the player to attack with a second dagger in
the hold position, assuming the player is in range for the second weapon. This
skill also allows more frequent attacks when wielding two daggers. If the
player also has two weapon fighting, then they will find they no longer suffer
quite as much attack and damage penalty when using two daggers.


Two Weapon Fighting (Skill_TwoWeaponFighting)

 
Skill : Two Weapon Fighting
Domain : Martial lore
Available: Bard Dancer Ranger Several Classes
Available: Several Classes
Allows : Combat Fluidity I, Two Dagger Fighting, Martial Lore I
Invoked : Automatic
Example :
While in combat, this skill allows the fighter to attack with a second weapon
in the hold position, assuming the fighter is in range for the second weapon.
The fighter suffers a small attack and a tiny damage penalty for using 2
weapons.


Unbinding (Unbinding)

 
Skill : Unbinding
Domain : Binding
Available: Bard Sailor Thief
Allows : Rope Use I, Quick Working I, Quick Worker I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : UNBIND, UNTIE
Usage : UNBIND [TARGET NAME]
Example : unbind jack
: : untie bob
This skill allows a player remove the bonds entangling or binding someone. The
length of time it takes to complete the task depends on the difficulty of the
task and the level of the one trying to do it.


Underground Connections (Thief_UndergroundConnections)

 
Skill : Underground Connections
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : UNDERGROUNDCONNECTIONS
Usage : UNDERGROUNDCONNECTIONS
Example : undergroundconnections
The thief contacts his or her underground connections within the city. The
connections arrange quick (though seldom comfortable) transportation outside
the current area into an adjoining one. The thief and group members will make
the trip in an environment free from the restrictions of law, geas, or spells,
and without being harassed by the local law or any other aggressive monsters.


Unearth Demography (Skill_UnearthDemography)

 
Skill : Unearth Demography
Domain : Street smarts
Available: Reliquist
Allows : Street Lore I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : UNEARTHDEMOGRAPHY, DEMOGRAPHY
Usage : UNEARTHDEMOGRAPHY START/STOP/([AREANAME])
Example : unearthdemography start
Example : unearthdemography stop
Example : unearthdemography
By finding scraps and tracks, the demographer can make some determination of
the types of inhabitants within the local area. The number of different types
and information about each increases with level and expertise.


Upstage (Skill_Upstage)

 
Skill : Upstage
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : UPSTAGE
Usage : UPSTAGE
Example : upstage
The bard upstages his or her enemies, making them stop fighting who they were
fighting, target the bard, and cross the room to reach him or her. The effect
ends when they hit the bard, at which point they returning immediately to their
previous target and range.


Urban Tactics (Fighter_UrbanTactics)

 
Skill : Urban Tactics
Domain : Nature lore
Available: Fighter
Allows : Nature Lore I
Invoked : Automatic
This skill gives one an edge in attack, defence, and damage when fighting in
urban areas. They can also hide themselves simply by sitting down on the
ground and staying still for a few mins.


Use Poison (Thief_UsePoison)

 
Skill : Use Poison
Domain : Poisoning
Available: Arcanist Assassin Jester Thief
Available: Trapper
Allows : Poisoning I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : POISON, USEPOISON
Usage : POISON [ITEM NAME] [POISON SOURCE]
Example : poison sword beesting
Example : poison waterskin beesting
This allows the player to poison a weapon, food, or drink with a pre-prepared
poison source. The Apothecary skill must be used to create the poison. After
that, the poison may be applied, where it will persist for a short time on
weapons, and forever on food and drink.


Use Potion (Thief_UsePotion)

Usage    : USEPOTION [ITEM NAME] [POTION NAME] 
Example : poison sword "potion of cause light wounds"
Example : poison waterskin "potion of cause light wounds"
This allows the player to apply a potion to a weapon, food, or drink with a
pre-prepared magical or divine potion as a source. It will persist for a short
time on weapons, and forever on food and drink.


Wainwrighting (Wainwrighting)

 
Skill : Wainwrighting
Domain : Crafting
Available: Artisan Trapper Numerous Classes
Requires : 'Carpentry'
Requires : A base intelligence of at least 12.
Allows : Boatwrighting, Quality Fabricating I, Advanced Crafting I
Allows : Quick Crafting I, Quick Worker I, Light Fabricating I
Use Cost : Movement (35)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WAINWRIGHTING
Usage : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME]
Example : wainwright wagon
: : wainwright list
: : wainwright list wagon
: : wainwright list 5-10
: : wainwright list all
: : wainwright learn cart
This skill allows a player to craft wagons and carts. The extent of the items
which can be crafted expands as the player goes up in level. To begin carving
a new item, the player must have placed the wood he or she wishes to make the
item from on the ground. The player may also learn to how to make a found cart,
provided a blank recipe page, or recipe book with blank pages is in his or her
inventory. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for building is found using the Chopping skill.


Walk The Plank (Thief_WalkThePlank)

 
Skill : Walk The Plank
Domain : Sea travel
Available: Pirate
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WALKTHEPLANK, PLANK
Usage : WALKTHEPLANK ([TARGET NAME])
Example : WALKTHEPLANK orc
Allows the thief to force the target to walk the plank on the ship they
currently occupy. The thief must be permitted to attack the target to force
them to walk, but they must also be one of the following:
1. Wanted for a crime on the ship
2. Bound or Held
3. A non-combatant foreign entity on the thiefs ship.
4. The last foreign entity on the thiefs ship.
5. The last single resident of the ship the thief is on, when the thief has
friends also on the ship.


Wand Making (WandMaking)

 
Skill : Wand Making
Domain : Crafting
Available: Arcanist Artisan
Requires : 'Wands' at 75%, and 'Lore' at 75%
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Quality Shaping I, Light Shaping I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WANDMAKE, WANDMAKING
Usage : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME]
Example : wandmake Iron-shod wand
: : wandmake list
: : wandmake list Iron-shod
: : wandmake list 5-10
: : wandmake list all
: : wandmake scan
: : wandmake scan bob
: : wandmake learn wand
This skill allows a player to craft wands from wood, or wand cores. The extent
of the wands which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the materials he or she wishes to
make the wand or core from on the ground. The player may also scan the room or
other players for equipment that may be mended by this skill, using the scan
parameter, or learn how to make a found item, provided a blank recipe page, or
recipe book with blank pages is in his or her inventory. The wood for
wandmaking is obtained using the Chopping skill, though some recipes will
require additional material obtained by other means. When the player has both
a wand and a wand core, then the core can be put into the wand for additional
benefits using the PUT [CORE] [WAND] command.


Wands (Skill_WandUse)

Skill    : Wands 
Available: Almost All
Example :
A wand is a holdable item that can be used to create magical affects.

This skill allows one to effectively use an arcane wand or staff. To invoke a
wand or staff, it must first be held. Then the magic word is spoken to the
target. For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is
important because SAY might target the wrong person or thing. You can also use
SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.

If the spell on the wand requires extra parameters, then you can include those
after the casting words. For a wand of Summon, for instance, you might try:
say zuy cityguard.
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.


War Cry (Fighter_Warcry)

 
Skill : War Cry
Domain : Singing
Available: Barbarian
Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
Use Cost : Movement (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : WARCRY
Usage : WARCRY
Example : warcry
The Barbarian lets out a primal call to war, inspiring all group members to
follow his or her banner. Those under the affect of the cry will deliver more
damaging blows. The affect wears off when battle is concluded, or if battle is
not joined swiftly enough after the cry is made.


Warning Shot (Thief_WarningShot)

 
Skill : Warning Shot
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WARNINGSHOT
Usage : WARNINGSHOT ([TARGET NAME])
Example : warningshot pirate
The pirate immediately fires all the siege weapons on the deck of his or ship
across the bow of either the ship he/she is in combat with, or the named
target. This also gives the sailor an idea of how strong his ship is compared
to the target.


Warrants (Skill_Warrants)

 
Skill : Warrants
Domain : Legal
Available: Artisan Charlatan Gaoler Thief
Requires : 'Distilling' at 75%, and 'Painting' at 75%
Allows : Legal Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : WARRANTS
Example :
The player, using nothing more than local contacts and charismatic persuasion,
gathers information about all warrants and wanted criminals.


Water Cover (Druid_WaterCover)

 
Skill : Water Cover
Domain : Water lore
Available: Mer
Allows : Water Lore I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WCOVER
Usage : WCOVER
Example : wcover
The druid slinks into the water, taking cover behind reed, seaweed, or simply
blending in with the waves, all while remaining perfectly still. Doing this
makes them invisible to any other creatures in the room. Making any moves or
sounds will negate the hidden advantage. The druid must be in or on the water
for this skill to work. You can use the VISIBLE command to make yourself
visible again.


Water Tactics (Fighter_WaterTactics)

 
Skill : Water Tactics
Domain : Nature lore
Available: Sailor
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the water. The fighter can also hide themselves simply by resting
in the water and staying still for a few mins.


Weapon Break (Fighter_WeaponBreak)

 
Skill : Weapon Break
Domain : Martial lore
Available: Barbarian Fighter Monk
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BREAK
Usage : BREAK [TARGET NAME]
Example : break orc
The fighter will attempt the difficult maneuver of breaking the weapon of the
target. See also help on SONG BREAK.


Weapon Catch (Fighter_WeaponCatch)

 
Skill : Weapon Catch
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
This skill allows the fighter to thwart disarm attempts by catching his as it
flies out of his hand.


Weapon Sharpening (Fighter_WeaponSharpening)

 
Skill : Weapon Sharpening
Domain : Weapon use
Available: Fighter
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WEAPONSHARPENING, SHARPEN
Usage : SHARPEN [WEAPON NAME]
Example : sharpen sword
The fighter sharpens the slashing or piercing weapon so that it will give a
slight damage bonus during use. The weapon will remain sharp until it takes
too much wear damage in combat.


Weapon Snatch (Thief_Snatch)

 
Skill : Weapon Snatch
Domain : Stealing
Available: Monk Thief
Allows : Theft Mastery I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SNATCH
Usage : SNATCH [TARGET NAME]
Example : snatch orc
The thief attempts to disarm the target, flinging their weapon into the air so
that it can be caught by the thieves other hand.


Weaponsmithing (Weaponsmithing)

 
Skill : Weaponsmithing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe
Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
'Weapon Specialization', or 'Whip Specialization')
Requires : A base strength of at least 12.
Allows : Quality Metalworking I, Craft Holy Avenger, Lethal Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quick Worker I
Allows : Quality Crafting I, Light Metalworking I, Light Crafting I
Allows : Master Weaponsmithing, Counterbalance Crafting I
Allows : Sword Proficiency
Use Cost : Movement (30)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WEAPONSMITH, WEAPONSMITHING
Usage : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : weaponsmith twohanded sword
: : weaponsmith list
: : weaponsmith list Butchers Knife
: : weaponsmith list blunt
: : weaponsmith list 5-10
: : weaponsmith list all
: : weaponsmith scan
: : weaponsmith scan bob
: : weaponsmith learn knife
This skill allows a player to craft weapons from metal. This skill requires
Blacksmithing in order to learn it. It also requires specialization in the
weapon type the player wishes to make. The extent of the weapons which can be
crafted expands as the player goes up in level. To begin smithing, the player
must be in a room with an open fire burning, and must have placed the metal he
or she wishes to make the weapon from on the ground. The player may also scan
the room or other players for equipment that may be mended by this skill, using
the scan parameter, or learn how to smith a found item, provided a blank recipe
page, or recipe book with blank pages is in his or her inventory. The metal for
weaponsmithing is obtained using the Mining skill, or better metals from the
Smelting skill. Using better materials will increase both the strength and the
required level of the crafted item, and some material types require smaller
amounts to make the same items.


Weaving (Weaving)

 
Skill : Weaving
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 10.
Allows : Light Sewing I, Advanced Crafting I, Quick Crafting I
Allows : Quick Worker I, Durable Sewing I, Durable Crafting I
Allows : Quality Crafting I, Quality Sewing I, Light Crafting I
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WEAVING, WEAVE
Usage : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Usage : WEAVE (...) (LABEL [NAME]) [ITEM NAME]
Example : weave basket
: : weave bundle 100 vine
: : weave list
: : weave list vest
: : weave list 5-10
: : weave list all
: : weave mend vest
: : weave refit sleeves
: : weave scan
: : weave scan bob
: : weave learn shirt
: : weave label fruit basket
This skill allows a player to weave items, such as baskets and ropes. The
parameter label followed by a name can be used to label weaved containers. The
extent of the items which can be weaved expands as the player goes up in level.
This command also allows the player to mend any damaged items, get info on a
list item, refit any clothes which are the wrong size, or learn how to weave a
found item, provided a blank recipe page, or recipe book with blank pages is in
his or her inventory. To begin weaving a new item, the player must have placed
the material he or she wishes to make the item from on the ground. Weaving
requires hemp, vine, wheat, flowers, bamboo, herbs, feathers, or seaweed. The
player may also scan the room or other players for equipment that may be mended
by this skill, using the scan parameter. The raw material for weaving is found
using the Foraging or Butchering skills.


Welding (Welding)

 
Skill : Welding
Domain : Building
Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
Use Cost : Movement (19)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WELDING
Usage : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : welding wall north
: : welding list
: : welding info wall
: : welding roof
: : welding title A messy room.
: : welding desc east This is my favorite Door.
: : welding desc room This is a messy room.
: : welding stairs
: : welding help Bob
: : welding demolish west
: : welding demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls or Stairs may be built following the
construction of roof and framework. This skill also allows the demolition of
unwanted walls and structures, upstairs rooms, and the giving of a title and
description to a room. The parameters also allow more than one person to assist
in a welding project. All of the structures made with this skill are made of
metals. The raw metal for welding is found using the Mining skills.


Wenching (Thief_Wenching)

 
Skill : Wenching
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WENCHING
Usage : WENCHING ([TARGET NAME]) ([GENDER])
Example : wenching
Example : wenching barkeeper
Example : wenching male
This thief makes a, hmm, well, a financial "proposition" to a bar patron, such
as a bartender or a drunk patron, of the proper sex. After paying the proper
fee, the thief will feel relaxed, confident, and lucky, having better saving
throws or a full day. With no target, the skill will look for an alcohol
wielding wench of the opposite sex. If a gender is specified, the wench must be
of that gender.


Whip Specialization (Specialization_Whip)

 
Skill : Whip Specialization
Domain : Weapon use
Available: Reliquist
Allows : Weaponsmithing
Invoked : Automatic
The player is a master of whips, gaining bonuses to attack when using a whip in
combat. Can also allow the use of higher level whips if the focus expertise is
taken. This specialization stacks with flailed specialization.


Whip Strip (Thief_WhipStrip)

Usage    : WHIPSTRIP [ITEM NAME] [TARGET NAME]  
Example : whipstrip sword orc
When using a leather flailed weapon in combat, this skill will allow the next
attack to be be slung around the target worn item, stripping from the target
and flinging it to the ground.


Whiplash (Thief_Whiplash)

 
Skill : Whiplash
Domain : Dirty fighting
Available: Barbarian Gaoler Reliquist Templar
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WHIPLASH
Usage : WHIPLASH [TARGET NAME]
Example : whiplash orc
When using a leather flailed weapon in combat, this skill will allow the next
attack to be delivered with brutal efficiency, having an enhanced attack and
damage bonus, as well as a chance to scar the target.


Whipsmack (Skill_Whipsmack)

 
Skill : Whipsmack
Domain : Martial lore
Available: Fighter Gaoler Reliquist
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WHIPSMACK
Usage : WHIPSMACK [TARGET NAME]
Example : whipsmack orc
When using a leather flailed weapon in combat, this skill will deliver a
punishing blunt smack across the target`s body, doing damage.


Whomp (Fighter_Whomp)

 
Skill : Whomp
Domain : Dirty fighting
Available: Fighter
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WHOMP
Usage : WHOMP [TARGET NAME]
Example : whomp orc
The fighter attempts to deliver a massive blow to the target, causing them to
instantly to fall unconscious for a time.


Wilderness Lore (Skill_WildernessLore)

 
Skill : Wilderness Lore
Domain : Nature lore
Available: Oracle Scholar Trapper Numerous Classes
Requires : 'Searching' at 75%, and 'Foraging' at 75%
Allows : Floristry, Weaving, Nature Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : WILDERNESSLORE, WLORE
Usage : WLORE (REPORT)
Example : wlore
Example : wlore report
Tells you what type of terrain you are presently in or on, and something about
the climate. As expertise increases, you'll also be able to recognize the
types of resources that places like this might provide. The REPORT argument
will cause the results to be recited out loud.


Wilderness Sounds (Thief_WildernessSounds)

 
Skill : Wilderness Sounds
Domain : Nature lore
Available: Trapper
Requires : 'Listen'
Allows : Nature Lore I
Invoked : Automatic
Allows the player to use the Listen skill in outdoor areas such as forests,
plains, etc.


Wood Chopping (Chopping)

 
Skill : Wood Chopping
Domain : Gathering
Available: Artisan Sailor Numerous Classes
Requires : A base constitution of at least 9.
Allows : Weaving, Axe Proficiency, Climb, Quick Working I
Allows : Quick Worker I, Master Wood Chopping, Carpentry, Speculating
Use Cost : Movement (27)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CHOP, CHOPPING
Usage : CHOP (BUNDLE [NUM]) [TARGET])
Example : chop
Example : chop bundle 10 oak
With this common skill, a player can find good trees, chop a few down, and then
chop up the wood for carrying. Trees for chopping are best found in forests.
You can also bundle multiple resources together using this skill. The GET
command can be used to unbundle such resources.


Woodland Creep (Ranger_WoodlandCreep)

 
Skill : Woodland Creep
Domain : Stealthy
Available: Ranger
Allows : Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WCREEP
Usage : WCREEP
Example : wcreep
The ranger creep slowly from bush to tree, remaining especially hard to spot.
Doing this makes them invisible to any other creatures in the area. The ranger
must be in the wild for this skill to work. You can use the VISIBLE command to
make yourself visible again.


Woodland Hide (Ranger_Hide)

 
Skill : Woodland Hide
Domain : Stealthy
Available: Gaian Ranger SkyWatcher
Allows : Stealthy I, Camouflage
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WHIDE
Usage : WHIDE
Example : whide
The ranger attempts to creep behind a rock, or into a bush and remain perfectly
still. Doing this makes them invisible to any other creatures in the room.
Making any moves or sounds will negate the hidden advantage. The ranger must
be in the wild for this skill to work. You can use the VISIBLE command to make
yourself visible again.


Woodland Lore (Ranger_WoodlandLore)

 
Skill : Woodland Lore
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Invoked : Automatic
Usage : automatic
Example :
So long as the Ranger is in the wild, he or she will have gain a advantage in
attack, damage, and armor adjustements.


Woodland Sneak (Ranger_Sneak)

 
Skill : Woodland Sneak
Domain : Stealthy
Available: Ranger SkyWatcher
Allows : Stealthy I, AutoSneak
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : WSNEAK
Usage : WSNEAK [DIRECTION]
Example : wsneak e
So long as the Ranger is in the wild, he or she can use this skill to attempt
to sneak in the indicated direction. If successful, he or she will not be seen
when entering the room. Also, a sneak attempt automatically invokes a woodland
hide attempt. The success of a sneak attempt can depend on the level of the
mobs in the room the ranger is trying to sneak into, and on the rangers stealth
expertise.


Wrath (Archon_Wrath)

 
Skill : Wrath
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : WRATH
Usage : WRATH [PLAYER NAME] (!)
Example : wrath gunther
Example : wrath gunther !
From anywhere on the map, the player with this skill can immediately knock
another mob out of their shoes, depriving them of half of their hit points,
mana, and movement in the process. If the "!" flag is added, an announcement of
the wrath will also be made.


Write (Skill_Write)

 
Skill : Write
Domain : Calligraphy
Available: Numerous Classes
Allows : Engraving, Lore, Fine Calligraphy I, Embroidering
Use Cost : Mana (5)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WRITE, WR
Skill : WRITE
Usage : WRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : write parchment From recall, go nseeseenwesee
This skill allows one to write ordinary messages onto ordinary paper,
parchments, and similar writing material. The language the player will write
in will depend on which language the player is currently SPEAKing.

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