Abandon Ship (Skill_AbandonShip)
Skill : Abandon Ship Domain : Sea travel Available: Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Movement (100) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : ABANDONSHIP Usage : ABANDONSHIP Example : abandonship During ship combat, the sailor can summon all his or her skill and training into a panicked rush of life-and-property-saving action. The sailor will gather up any life boats on the ship, load them with as much cargo as they will hold, load them up with enough crew as skill allows, jump into a boat, launch the boats, and order the floatilla on a break-neck paced retreat. If the ship has no life boats, then the sailor will simply throw some number of crew overboard and then jump themselves. The sailor will have no movement remaining afterwards.
Abiding Aura (Paladin_AbidingAura)
Skill : Abiding Aura Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic This powerful paladin aura holds back the death of the paladin's nearby allies for a few seconds. From the moment the aura prevents a death, that person has 10 seconds to get above 10 percent of their health before the delayed death finally occurs. In the meantime, so long as he or she remains in the paladin's presence, death will not occur.
Above The Law (Skill_AboveTheLaw)
Skill : Above The Law Domain : Legal Available: Oracle Allows : Legal Lore I Invoked : Automatic Example : Some people, Oracles for instance, are so beloved and respected in their home cities that they are instantly forgiven any crimes they might commit.
Accuse (Archon_Accuse)
Skill : Accuse Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : ACCUSE Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!) Example : accuse gunther making me mad Example : accuse joe of being joe 7 ! From anywhere on the map, the player with this skill can cause the target player to be accused of a crime in either the area they are currently in, their starting area, or the area the accuser is in, depending on what's available when the skill is used. This will cause the law in that area to go after the target player. The default sentence is prison time, but this can be lowered or raised by specifying a number from 0 (warning) to 10 (death) at the end. An exclamation mark may be optionally also added to do a worldwide announcement.
Ad Lib (Skill_AdLib)
Skill : Ad Lib Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (36) Movement (36) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ADLIB Usage : ADLIB [TARGET] Example : adlib bob The bard begins watching the target carefully. If the target uses a skill that is unknown to the bard within the short time of this effect, even if it is not one the bard is capable of learning, the bard will immediately attempt to ad-lib the skill towards the exact same target, and at the same proficiency. If either leaves the room, or the short time limit runs out, the effect just quietly ends.
Alchemy (Alchemy)
Skill : Alchemy Domain : Crafting Available: Arcanist Shaman Numerous Classes Requires : A base intelligence of at least 12. A base wisdom of at least 12.
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I Allows : Wise Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BREW, ALCHEMY Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER] Example : brew heal flask : : brew list : : brew list cure : : brew list all This skill allows the player to brew a potion from one of the spells or prayers the player knows. To do this, the player must have a glass drinking container to make the potion out of. Many potions require ingredients, and all require water or some other liquid base to start from. Also, the player must have mastered the spell or prayer before attempting to brew a potion from it. Lastly, the player will lose some experience for brewing the potion.
Alertness (Thief_Alertness)
Skill : Alertness Domain : Alert Available: Pirate Thief Allows : Vigilantly I Use Cost : Mana (70) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ALERTNESS Usage : ALERTNESS Example : alertness The thief uses his or her acute vision to notice details about rooms he might otherwise miss. The higher his alertness expertise, the more he will catch.
All Defence (Paladin_Defend)
Skill : All Defence Domain : Evasive Available: Minstrel Paladin Allows : Evasively I Use Cost : Movement (61) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : DEFENCE Usage : DEFENCE Example : defence During combat, the Paladin can use this skill to stop attacking in favor of an all-out defensive posture. Should the Paladin go two full rounds without being hit, the battle will end peacefully.
Ambush (Thief_Ambush)
Skill : Ambush Domain : Stealthy Available: Assassin Beastmaster Thief Allows : Stealthy I Use Cost : Mana (36) Movement (36) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : AMBUSH Usage : AMBUSH Example : ambush The thief directs the movements of his or her group members, positioning them so that they are in a hidden state, ready for an ambush.
Amputation (Amputation)
Skill : Amputation Domain : Anatomy Available: Gaoler Allows : Anatomy I Use Cost : Mana (40) Movement (40) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : AMPUTATE Usage : AMPUTATE [TARGET NAME] [PART] Example : amputate orc arm This ability governs the careful removal of body parts as a punishment for crimes. The target is, amazingly, not harmed during the procedure, but merely loses the specified limb. The target must be lying on an operating table or bed, bound.
Analyze Mark (Thief_AnalyzeMark)
Skill : Analyze Mark Domain : Combat lore Available: Assassin Charlatan Scholar Allows : Combat Lore I Invoked : Automatic Example : The thief, after marking a target for death (see the MARK skill), and "observing" the mark for awhile (15 ticks), gains great insight into the target. The thief will be able to see all vital information about the mark every time they examine the mark directly (LOOK).
Animal Bonding (AnimalBonding)
Skill : Animal Bonding Domain : Animal affinity Available: Beastmaster Mer Ranger Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ANIMALBOND, ANIMALBONDING Usage : ANIMALBOND [MOB NAME] Example : animalbond bear This skill allows the player to form a bond with the given animal follower, allowing the animal to understand ORDERs given to them. It does not cause the animal to follow the player, but only improves communication between them.
Animal Frenzy (Ranger_AnimalFrenzy)
Skill : Animal Frenzy Domain : Animal affinity Available: Ranger Allows : Animal Affinity I Invoked : Automatic Example : All animal followers of the ranger gain amazing attack feats, and up to quadruple damage bonuses.
Animal Husbandry (AnimalHusbandry)
Skill : Animal Husbandry Domain : Animal affinity Available: Artisan Requires : 'Shearing' at 75%, 'Bandaging' at 75%, and 'Cage Building' at 75% Allows : Animal Affinity I, Natural Weapon Proficiency, Quick Working I Allows : Mounted Combat, Quick Worker I, Cage, Master Shearing Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HUSBAND, ANIMALHUSBANDRY Usage : HUSBAND [MOB NAME] [MOB NAME] Example : husband bull cow This skill allows the player to coax two animals on his or her own property to reproduce. If successful, the female animal will be pregnant, and some time later, will give birth to a baby. This skill can also be used to tell if an animal is pregnant -- just select the female mob twice; if the female is pregnant, then you will see an already pregnant error, and if not, an error for selecting the female twice.
Animal Taming (AnimalTaming)
Skill : Animal Taming Domain : Animal affinity Available: Trapper Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TAME, TAMING, ANIMALTAMING Usage : TAME [MOB NAME] ([CAGE NAME]) Example : tame bear cage This skill allows the player to remove any behaviors, such as aggressiveness or the tendency to roam around, or other behaviors from the target caged or bound mob.
Animal Trading (AnimalTrading)
Skill : Animal Trading Domain : Animal affinity Available: Trapper Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME]) Example : asell bear cage shopkeeper Example : asell bear Example : asell bear shopkeeper This skill allows the player to sell bound or caged animals to shopkeepers who deal in them. As can be seen from the parameters, the player may also sell mobs right out of cages, or animals in their group who are bound.
Animal Training (AnimalTraining)
Skill : Animal Training Domain : Animal affinity Available: Beastmaster Trapper Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ANIMALTRAINING Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL] Example : animaltrain bear cage kill Example : animaltrain bear wander This skill allows the player to add behaviors, such as aggressiveness or the tendency to roam around, or other behaviors and skills to the bound or caged animal.
Apothecary (Apothecary)
Skill : Apothecary Domain : Epicurean Available: Barbarian Numerous Classes Requires : A base wisdom of at least 12. Allows : Quick Cooking I, Identify Poison, Quick Worker I Allows : Advanced Cooking I, Poisoning I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : APOTHECARY, MIX Skill : APOTHECARY Usage : MIX LIST/[BREWING CONTAINER] Example : mix pot : : mix list : : mix list slumber : : mix list all This skill allows the player to create a deadly poison from basic ingredients. The player must be near a fire over which the poison can be brewed. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot may be filled with water or other liquids, if water or the liquid is required for the recipe.
Appraise (Thief_Appraise)
Skill : Appraise Domain : Street smarts Available: Artisan Bard Burglar Dancer Available: Scholar Requires : 'Jewel Making' at 75% Allows : Haggle, Street Lore I Use Cost : Mana (51) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : APPRAISE Usage : APPRAISE [ITEM NAME] Example : appraise sword The thief carefully examines the item, determining (perhaps even successfully), the items material, weight, size (for armor), and base gold value.
Aquatic Pass (Druid_AquaticPass)
Skill : Aquatic Pass Domain : Stealthy Available: Mer Allows : Stealthy I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AQUAPASS, APASS Usage : AQUAPASS [DIRECTION] Example : aquapass east This skill allows the druid to move silently and almost invisibly from place to place while traveling in aquatic areas. Moreover, this skill allows the Druid to pass into locked dwellings, if those dwellings are located in the watery domain.
Armor Specialization (Specialization_Armor)
Skill : Armor Specialization Domain : Armor use Available: Several Classes Allows : Weaponsmithing, Armor Optimizing I, Armor Focus I Invoked : Automatic The player is an expert at getting the most from armor. This allows a small bonus per piece of armor worn, and with the use of focus expertise, can permit higher level armor to be worn.
Armor Tweaking (Fighter_ArmorTweaking)
Skill : Armor Tweaking Domain : Armor use Available: Barbarian Fighter Monk Paladin Available: Ranger Allows : Armor Optimizing I Use Cost : Mana (52) Quality : Always Beneficial Targets : Items Range : Touch, or not applicable Commands : ARMORTWEAK, TWEAK Usage : TWEAK [ARMOR PIECE] Example : tweak leggings The fighter becomes familiar enough with his or her armor that he is able to properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece to get maximum benefit from it. The result is a 10% benefit bonus from the armor. The benefits of the tweaking last as long as the armor is worn by the same wearer.
Armorsmithing (Armorsmithing)
Skill : Armorsmithing Domain : Crafting Available: Artisan Numerous Classes Requires : 'Blacksmithing' at 75% Requires : A base strength of at least 12. Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I Allows : Quick Worker I, Durable Crafting I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Scrapping Allows : Quality Metalworking I, Master Armorsmithing Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ARMORSMITH, ARMORSMITHING Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME] Example : armorsmith platemail shirt : : armorsmith list : : armorsmith list vest : : armorsmith list left wrist : : armorsmith list all : : armorsmith info vest : : armorsmith mend vest : : armorsmith refit sleeves : : armorsmith scan : : armorsmith scan bob : : armorsmith learn vest This skill allows a player to craft armor pieces from metal. This skill requires Blacksmithing in order to learn it. The extent of the items which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the item from on the ground. This command may also be used to mend damaged metal armors, get info on a list item, refit metal armors which are the wrong size, or learn to how to smith a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw metal for armorsmithing can be obtained using the Mining skill, and better metals through the Smelting skill. Using better metals will increase both the strength and the required level of the crafted item. This skill also allows the player to learn how to smith an item he or she has found. To do this, the player needs to have a blank Recipe page, or a Recipe book with blank pages in his or her inventory.
Arrest (Skill_Arrest)
Skill : Arrest Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Movement (69) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ARREST Usage : ARREST [TARGET NAME] Example : arrest orc This powerful skill allows the player to automagically knock out the target, and instantly handcuff them for travel to the local judge for trial. The Collect Bounty skill is required to turn the prisoner over to the judge. Otherwise, your other recourse is to turn the prisoner over to a cityguard.
Arresting Sap (Skill_ArrestingSap)
Skill : Arresting Sap Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : ASAP Usage : ASAP [TARGET NAME] Example : asap orc If the target has warrants out in the area, this skill will knock them out so that they can be cuffed for transport to the judge for trial. The Handcuff skill is required to cuff them, and the Collect Bounty skill is required to turn the prisoner over to the judge. Otherwise, your other recourse is to turn the prisoner over to a cityguard.
Arsonry (Thief_Arsonry)
Skill : Arsonry Domain : Criminal Available: Thief Allows : Criminal Deviousness I Use Cost : Mana (63) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : ARSON, ARSONRY Usage : ARSONRY [TARGET ITEM]/[DIRECTION] Example : arsonry pile of wood Example : arsonry east If the thief is holding a torch or something else usable to spread fire, he may quickly light an available item, or a random item in an adjacent room using this skill.
Articles (Thief_Articles)
Skill : Articles Domain : Influential Available: Pirate Allows : Influencing I Use Cost : Mana (71) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ARTICLES Usage : ARTICLES [TARGET NAME] Example : articles bob This skill allows the player on their ship to offer the articles of piracy to the target bound or grouped npc. If they are accepted, the target will be tied to the ship for the rest of their life, and will perform one of three jobs for the ship: Siege Weapon Operator: This type of crew will remain passive until the ship enters combat. At that point they will seek out the nearest siege weapon and attempt to load and aim it. They pick up and use any suitable ammunition sitting around. Defender: This type of crew will remain passive until the ship enters combat. At that point, they will begin wandering the ship looking for fights to get into against anyone who boards. Boarder: This type of crew will remain passive until the ship enters combat. At that point, they will begin wandering the ship looking for a way to get to the enemy ship. If any grapples are sitting around, they will grab them and use them. The total amount of crew that can sign the articles of piracy is limited by the size of the ship deck, the number of rooms in the ship total, and the expertise of the pirate.
Assassinate (Thief_Assassinate)
Skill : Assassinate Domain : Dirty fighting Available: Assassin Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Mana (32) Movement (32) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ASSASSINATE Usage : ASSASSINATE ([TARGET NAME]) Example : The thief begins to track their mark for assassination. When the track is complete, the thief will automatically attack. If the thief is hidden, then the attack will be as a backstab. Non-players with this skill will accept a parameter of a name, and will sneak into the room with the target. Players with the Mark skill, however, must Mark the target first.
Atemi Strike (Fighter_AtemiStrike)
Skill : Atemi Strike Domain : Punching Available: Monk Allows : Iron Punching I, Combat Fluidity I Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : ATEMI Usage : ATEMI [TARGET NAME] Example : atemi orc The Monk delivers a lethal, deadly, and powerful strike to the target. Some time later, the target WILL die.
Attribute Training (AttributeTraining)
Skill : Attribute Training Domain : Education lore Available: Scholar Allows : Quick Working I, Educating I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE] Example : attribtrain bob strength Example : attribtrain bob dexterity This skill allows the player to train a particular attribute with a follower. The attribute requires the trainee to have the a sufficient number of Training Points, which, for NPCs, can be more than required by players.
AutoBash (Fighter_AutoBash)
Skill : AutoBash Domain : Shield use Available: Fighter Requires : 'Shield Bash' Allows : Shield Using I Use Cost : Movement (70) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOBASH Usage : AUTOBASH Example : autobash Using this command will toggle Auto Shield Bashing on and off. If the Fighter turns this feature on, and knows Shield Bashing, he will attempt a free shield bash attempt every combat round in which his autobash proficiency check is made.
AutoCaltrops (Thief_Autocaltrops)
Skill : AutoCaltrops Domain : Trapping Available: Trapper Requires : 'Caltrops' Allows : Trapping I Component: 10 pounds of metal, or 10 pounds of mithril Use Cost : Mana (62) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOCALTROPS Usage : AUTOCALTROPS Example : The thief quickly prepares a handful of caltrops and drops them into every room he or she enters automatically.
AutoClimb (Skill_Autoclimb)
Skill : AutoClimb Domain : Fitness Available: Artisan Numerous Classes Requires : 'Climb' Requires : A base strength of at least 12. Allows : Strategic Retreat, Fitness I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOCLIMB Usage : AUTOCLIMB Example : The player begins climbing around whenever they move. By turning this on, the player uses half their normal movement cost for climbing. Enter AUTOCLIMB again to turn it off.
AutoCrawl (Skill_Autocrawl)
Skill : AutoCrawl Domain : Fitness Available: Artisan Numerous Classes Allows : Strategic Retreat, Fitness I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOCRAWL Usage : AUTOCRAWL Example : The player begins crawling around whenever they move. By turning this on, the player uses half their normal movement cost for crawling. Enter AUTOCRAWL again to turn it off.
AutoDetect Traps (Thief_AutoDetectTraps)
Skill : AutoDetect Traps Domain : Alert Available: Trapper Requires : 'Detect Traps' Allows : Vigilantly I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTODETECTTRAPS Usage : AUTODETECTTRAPS Example : autodetecttraps The thief concentrates on scanning all exits and obvious items in a room for signs of traps whenever entering a room.
AutoMark Traps (Thief_AutoMarkTraps)
Skill : AutoMark Traps Domain : Alert Available: Trapper Requires : 'Mark Trapped', and 'Detect Traps' Allows : Vigilantly I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOMARKTRAPS Usage : AUTOMARKTRAPS Example : automarktraps The thief concentrates on scanning all exits and obvious items in a room for signs of traps whenever entering a room. When one is spotted, the thief places the mark upon it so others will know their peril.
AutoSneak (Thief_Autosneak)
Skill : AutoSneak Domain : Stealthy Available: Thief Requires : (One of: 'Woodland Sneak', or 'Sneak') Allows : Stealthy I Use Cost : Mana (54) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOSNEAK Usage : AUTOSNEAK Example : The thief begins using his or her sneaking skill every time they move. By turning this on, the thief uses half their normal movement cost for sneaking. Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can depend on the level of the mobs in the room the thief is trying to sneak into, and on the thiefs stealth expertise.
AutoSwim (Skill_Autoswim)
Skill : AutoSwim Domain : Fitness Available: Artisan Numerous Classes Requires : 'Swim' Requires : A base constitution of at least 8. Allows : Strategic Retreat, Fitness I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOSWIM Usage : AUTOSWIM Example : The player begins instinctively using their swimming skill whenever they move. By turning this on, the player uses half their normal movement cost for swimming. Enter AUTOSWIM again to turn it off.
Avoid Currents (Skill_AvoidCurrents)
Skill : Avoid Currents Domain : Sea travel Available: Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable This skill allows the sailor to guide their sailing ship around the tug of currents, putting the captain back in charge of the course.
Avoid Traps (Thief_AvoidTraps)
Skill : Avoid Traps Domain : Find/remove traps Available: Jester Trapper Allows : Trap Disabling I Invoked : Automatic Example : The player gains the ability to skirt, dodge, withstand, avoid, and otherwise survive traps which he may trigger or be fixing to trigger.
Await Ship (Skill_AwaitShip)
Skill : Await Ship Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (75) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : AWAITSHIP Usage : AWAITSHIP Example : awaitship While standing on a shore, this skill will cause the sailors nearest big sailing ship to be sailed to where the sailor is.
Ax Kick (Fighter_AxKick)
Skill : Ax Kick Domain : Kicking Available: Monk Requires : 'Kick' Allows : Flying Kick, Iron Kicking I, Combat Fluidity I Use Cost : Movement (58) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : AXKICK Usage : AXKICK [TARGET NAME] Example : axkick orc The Monk delivers swift and powerful kick to the target.
Axe Proficiency (Proficiency_Axe)
Skill : Axe Proficiency Domain : Weapon use Available: Artisan Requires : 'Axe Familiarity' at 75% Invoked : Automatic The player is proficient with an axe, gaining the ability to use them even if their current class training would not make it feasible normally.
Axe Specialization (Specialization_Axe)
Skill : Axe Specialization Domain : Weapon use Available: Assassin Templar Several Classes Allows : Axe Slicing I, Axe Focus I, Weaponsmithing, Axe Piercing I Allows : Axe Striking I Invoked : Automatic The player is an axe master, gaining bonuses to attack when using an axe in combat. Can also allow the use of higher level axes if the focus expertise is taken.
Back Hand (Fighter_BackHand)
Skill : Back Hand Domain : Punching Available: Monk Allows : Iron Punching I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a swift, closed fist. This attack is only delivered to a combatant which the monk is not currently targeting, but with whom the monk is in melee combat all the same.
Back Stab (Thief_BackStab)
Skill : Back Stab Domain : Dirty fighting Available: Trapper Several Classes Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BACKSTAB, BS Usage : BACKSTAB [TARGET NAME] Example : backstab orc Shorts : BS If the thief is hidden, or otherwise invisible to the target, this ability will allow him or her to deal a massive one-time attack to them.
Baiting (Baiting)
Skill : Baiting Domain : Gathering Available: Artisan Sailor Requires : 'Fish Lore' at 75% Allows : Master Fishing, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BAIT, BAITING Usage : BAIT LIST/[FISH TYPE] Example : bait salmon Example : bait list This skill allows the player to use a bit of raw meat to bait the water in hopes of attracting fish of a particular kind. Bits of meat are best obtained through the Butchering, Fishing, or Trawling skills. Bait list can be used to list the types of fish that can be baited for.
Baking (Baking)
Skill : Baking Domain : Epicurean Available: Artisan Gaoler Numerous Classes Requires : 'Cooking' Allows : Quick Cooking I, Master Baking, Fortified Baking I Allows : Quick Worker I, Home Cooking I, Advanced Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BAKING, BAKE Usage : BAKE LIST/[BAKING CONTAINER] Example : bake list Example : bake list oven Example : bake list all Example : bake oven This skill allows the player to create a more nutritious meal from basic edible ingredients. The player must be near a fire over which the meal can be cooked. The ingredients must be placed in a fire-safe container, that is closeable, and is closed. The container may be filled with water, if water is required for the recipe. The ingredients for cooking are best obtained through the Butchering skill and the Foraging skill.
Bandaging (Bandaging)
Skill : Bandaging Domain : Anatomy Available: Numerous Classes Allows : Anatomy I, Animal Husbandry, Branding Component: 1 pound of cloth, or 5 pounds of dust held Use Cost : Movement (5) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : BANDAGE, BANDAGING Usage : BANDAGE [MOB NAME] Example : bandage bob This skill allows the player to use a small bit of raw cloth to bandage up any serious wounds. This skill will stop bleeding, and protect extreme injuries, allowing the body to heal normally. This skill also allows broken bones to be properly set, so that they will begin healing on their own. The skill allows a small amount of hit points to be restored during the process.
Banish (Archon_Banish)
Skill : Banish Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : BANISH Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME) Example : banish gunther Example : banish gunther Midgaard#3001 Example : banish gunther 3 hours Example : banish gunther 14 years From anywhere on the map, the player with this skill can send the target mob/player to a prison from which they can not escape magically. Use this skill again on the same player to release them. The Archon can optionally specify a room on the map which this skill will copy and use as the jail. The Archon can also optionally end the command with the number of seconds, ticks, minutes, hours, days, weeks, or years in which to keep the player imprisoned. It is up to the Archon to make sure there are no mundane ways out of the prison; Banish will take care of the magical ways of escape.
Bard Honorary Degree (Skill_HonoraryDegreeBard)
Skill : Bard Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Battle Cry (Fighter_Battlecry)
Skill : Battle Cry Domain : Singing Available: Barbarian Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Movement (56) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BATTLECRY Usage : BATTLECRY Example : battlecry The Barbarian lets out a primal scream of battle, inspiring all group members to his or her banner. Those under the affect of the cry will hit more frequently. The affect wears off when battle is concluded, or if battle is not joined swiftly enough after the cry is made.
Befriend (Skill_Befriend)
Skill : Befriend Domain : Influential Available: Several Classes Allows : Influencing I Use Cost : Mana (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : BEFRIEND Usage : BEFRIEND [TARGET NAME] Example : befriend vagabond This ability allows the bard to pick up new followers to join his or her adventures. The target must be a mobile npc mob, and must be the same racial category, and of a similar alignment. The bard suffers penalties for trying to befriend mobs of higher or lower levels, though only 10% higher levels are forbidden entirely.
Behead (Fighter_Behead)
Skill : Behead Domain : Anatomy Available: Gaoler Allows : Anatomy I Use Cost : Movement (70) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BEHEAD Usage : BEHEAD [TARGET NAME] Example : behead orc This skill is an execution skill whereby the fighter rears back and beheads a target which has been bound and is lying prone. The target must be wanted for a crime in the area for this skill to work.
Belay (Thief_Belay)
Skill : Belay Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (26) Movement (26) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : BELAY Usage : BELAY [ITEM] Example : belay box This ability secures an item to the deck of a sailing ship, so that it cannot be washed overboard.
Belly Rolling (Skill_BellyRolling)
Skill : Belly Rolling Domain : Foolishness Available: Jester Allows : Foolmaking I Invoked : Automatic During combat, the fighter gains the ability to dodge attacks while sitting or on the floor.
Berzerk (Fighter_Berzerk)
Skill : Berzerk Domain : Martial lore Available: Barbarian Beastmaster Fighter Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (58) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : BERZERK Usage : BERZERK Example : berzerk Allows the fighter to gain some temporary bonus hit points, bonus attack points, and bonus damage, at the expense of a slightly lower armor score.
Bind (Thief_Bind)
Skill : Bind Domain : Binding Available: Jester Trapper Several Classes Allows : Rope Use I Use Cost : Movement (61) Quality : Malicious Targets : Creatures Rooms Range : Touch, or not applicable Commands : BIND Usage : BIND [TARGET NAME] Example : bind orc The thief uses ropes to bind the target, making them unable to move. The target must be completely incapacitated (asleep) for the binding to work. The bound creature can break free eventually, but the skill of the binding improves with the level of the thief.
Bite (Druid_Bite)
Skill : Bite Domain : Weapon use Available: Beastmaster Allows : Unarmed Striking I, Unarmed Piercing I Use Cost : Movement (57) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BITE Usage : BITE [TARGET NAME] Example : bite orc While in his or her animal form (see ShapeShift), the Druid gains the ability to deliver an especially powerful and piercing bite of damage.
Blacksmithing (Blacksmithing)
Skill : Blacksmithing Domain : Crafting Available: Artisan Gaoler Numerous Classes Requires : A base strength of at least 10. Allows : Construction, Shield Familiarity, Light Metalworking I Allows : Torturesmithing, Jewel Making, Smelting, Quick Worker I Allows : Weaponsmithing, Light Crafting I, Quality Metalworking I Allows : Locksmithing, Engraving, Quality Crafting I, Advanced Crafting I Allows : Quick Crafting I, Armorsmithing Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BLACKSMITH, BLACKSMITHING Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE] Example : blacksmith pot : : blacksmith bundle 100 iron : : blacksmith list : : blacksmith list pot : : blacksmith list all : : blacksmith learn pot This skill allows a player to craft metal items, such as pots and pans. The extent of the items which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the item from on the ground. The player may also learn how to smith an item he or she has found, so long as he or she has a blank recipe page or a recipe book with blank pages in his or her inventory. The raw metal for blacksmithing can be obtained using the Mining skill, and better metals through the Smelting skill.
Blind Fighting (Fighter_BlindFighting)
Skill : Blind Fighting Domain : Martial lore Available: Beastmaster Burglar Fighter Jester Available: Monk Paladin Dancer Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Negates the affects of not being able to see your opponent during combat.
Blood Brother (Fighter_BloodBrother)
Skill : Blood Brother Domain : Influential Available: Barbarian Allows : Influencing I Use Cost : Movement (58) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : BLOODBROTHER, BROTHER Usage : BLOODBROTHER [TARGET NAME] Example : bloodbrother bob The fighter becomes blood brother to the target, sealing a bond of lifetime friendship. Other than making the two family for the purposes of clan requirements, this skill has no other effect.
Blunt Weapon Familiarity (Familiarity_BluntWeapon)
Skill : Blunt Weapon Familiarity Domain : Weapon use Available: Artisan Requires : 'Blunt Weapon Proficiency' at 75% Invoked : Automatic The player is familiar with blunt weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Blunt Weapon Proficiency (Proficiency_BluntWeapon)
Skill : Blunt Weapon Proficiency Domain : Weapon use Available: Artisan Requires : 'Sculpting' at 75% Allows : Blunt Weapon Familiarity Invoked : Automatic The player is proficient with blunt weapons, gaining the ability to use them even if their current class training would not make it feasible normally.
Blunt Weapon Specialization (Specialization_BluntWeapon)
Skill : Blunt Weapon Specialization Domain : Weapon use Available: Assassin Gaian Numerous Classes Allows : Blunt Focus I, Weaponsmithing, Blunt Striking I, Blunt Bashing I Allows : Blunt Piercing I Invoked : Automatic The player is a master of blunt weapons, gaining bonuses to attack when using a blunt weapon in combat. Can also allow the use of higher level weapons if the focus expertise is taken.
Boatwrighting (Boatwright)
Skill : Boatwrighting Domain : Crafting Available: Artisan Sailor Numerous Classes Requires : 'Carpentry' Requires : A base wisdom of at least 12. Allows : Master Wood Chopping, Quick Worker I, Ingenious Engineering I Allows : Advanced Crafting I, Quick Crafting I, Ship Building Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BOATWRIGHTING Usage : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME] Example : boatwright canoe : : boatwright list : : boatwright list canoe : : boatwright list all : : boatwright mend canoe : : boatwright scan : : boatwright scan bob : : boatwright learn boat This skill allows a player to craft wooden boats. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to repair any damaged small wooden boats. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for building is found using the Chopping skill.
Body Flip (Fighter_BodyFlip)
Skill : Body Flip Domain : Grappling Available: Monk Dancer Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BODYFLIP Usage : BODYFLIP [TARGET NAME] Example : bodyflip orc The Monk slips in and turns the target head over heels, dropping them to the ground stunned for a few moments.
Body Piercing (BodyPiercing)
Skill : Body Piercing Domain : Artistic Available: Gaoler Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BODYPIERCE, BODYPIERCING Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION] Example : bodypiercing bob ears Example : bodypiercing remove bob ears This skill allows a player to pierce (and heal the piercings) of the body parts of a target. The target must hold still for it, of course. What results can only be seen when the proper wear location is not covered by clothing. Parts available for piercing include the lip, nose, ears, eyebrows, nipples, and belly button.
Body Shield (Fighter_BodyShield)
Skill : Body Shield Domain : Grappling Available: Monk Allows : Vice-Gripping I, Combat Fluidity I Invoked : Automatic Example : This skill allows a fighter to use an opponent pinned using the PIN skill as a shield against weapon attacks.
Body Toss (Fighter_BodyToss)
Skill : Body Toss Domain : Grappling Available: Monk Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (59) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BODYTOSS Usage : BODYTOSS [TARGET NAME] Example : bodytoss orc The fighter picks up the target and tosses them away from himself, doing a bit of damage and putting them out of range.
Book Editing (BookEditing)
Skill : Book Editing Domain : Calligraphy Available: Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BOOKEDITING, BOOKEDIT, BEDIT Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM]) Example : bookedit "a book" 2 : bookedit "a book" The writer uses this skill to edit an existing paper, or an existing chapter in a book. Once published, however, a book can not longer be edited.
Book Naming (BookNaming)
Skill : Book Naming Domain : Calligraphy Available: Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BOOKNAMING, BOOKNAME, BNAME Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS] Example : bookname "a book" 2 "Magic Bob" : bookname list The writer uses this skill to put the finishing touches on a crafted written and readable work, given it a full name. The name is built according to one of the Name Formats, which you can list with BOOKNAME LIST. The give name words, and possibly the author name, are then inserted into the chosen format for make the new item name.
Bow Specialization (Specialization_Bow)
Skill : Bow Specialization Domain : Weapon use Available: Ranger Allows : Weaponsmithing Invoked : Automatic The player is a master with bows, gaining bonuses to attack when using a bow in combat. Can also allow the use of higher level bows if the focus expertise is taken. This specialization stacks its bonuses on top of the more general ranged weapon specialization.
Branding (Branding)
Skill : Branding Domain : Animal affinity Available: Artisan Numerous Classes Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BRANDING, BRAND Usage : BRAND [MOB NAME] Example : brand cow This skill allows the player to put their mark upon an animal that is on their own property, or property they control. This will make that room the animals starting room for as long as the animal lasts. The animal will lose the brand when sold to a shopkeeper. A branded animal will also automatically follow a property owner to a new home room whenever the owner attempts to push or pull the animal.
Break A Leg (Skill_BreakALeg)
Skill : Break A Leg Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (29) Movement (29) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BREAKALEG Usage : BREAKALEG Example : breakaleg The bard begins wishing everyone good luck (but especially his or her enemies), saying 'Break A Leg!'. This will create a 5% chance per tick that everyone who heard him or her will actually break their leg.
Breakup Fight (Paladin_Breakup)
Skill : Breakup Fight Domain : Legal Available: Paladin Allows : Legal Lore I Use Cost : Movement (65) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BREAKUP Usage : BREAKUP [TARGET NAME] Example : breakup bob If the Paladin is not fighting, he or she may use this skill to break up a fight between any two other creatures or players.
Bribe (Thief_Bribe)
Skill : Bribe Domain : Influential Available: Burglar Thief Allows : Influencing I Use Cost : Mana (64) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BRIBE Usage : BRIBE [TARGET NAME] [COMMAND] Example : bribe orc sleep The thief will attempt to use money to get a target to do something for him or her.
Buffoonery (Skill_Buffoonery)
Skill : Buffoonery Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Movement (80) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BUFFOONERY Usage : BUFFOONERY [TARGET NAME] [ITEM NAME] Example : buffoonery orc banana This strange skill allows the player to swap out an existing worn or wielded item on the target with one of his or her own. The item must not be an effective weapon or piece of armor for the skill to work effectively. This powerful skill overcomes curses and other inhibitions by the amazing power of silliness.
Bullrush (Fighter_BullRush)
Skill : Bullrush Domain : Acrobatic Available: Barbarian Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (73) Quality : Circumstantial Targets : Creatures Range : Touch - Range 1 Commands : BULLRUSH Usage : BULLRUSH [TARGET NAME] [DIRECTION] Example : bullrush orc east The fighter takes a strong charge at the target, and runs them into the next room or area in one mighty heroic move.
Buried Treasure (Thief_BuriedTreasure)
Skill : Buried Treasure Domain : Deceptive Available: Pirate Allows : Deceptive I, Pieces of Eight Invoked : Automatic Whenever items are placed in a hole dug using the DIG command, those proficient with this skill will see that they have buried treasure. Treasure so buried will be more difficult to dig up by anyone other than the original bury-er. The difficulty approaches impossible with higher skill level and expertise.
Butchering (Butchering)
Skill : Butchering Domain : Gathering Available: Artisan Numerous Classes Requires : A base intelligence of at least 9. Allows : Master Butchering, Quick Working I, Quick Worker I Allows : Tanning, MeatCuring, Chirurgy, Scrimshawing Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BUTCHER, BUTCHERING, SKIN Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY] Example : butcher body Example : butcher bundle 10 bones With this common skill, a dead body can be cut up and its useful parts separated. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Cage (Skill_Cage)
Skill : Cage Domain : Animal affinity Available: Artisan Trapper Requires : 'Animal Husbandry' at 75% Allows : Animal Affinity I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CAGE Usage : CAGE [TARGET NAME] [CAGE ITEM] Example : cage rabbit wagon The thief will attempt to get a sleeping or otherwise bound or subdued animal into a cage for safe keeping. The cage door must be closed afterwards. If the door to a cage is left open, the creatures inside may escape within a few minutes!
Cage Building (CageBuilding)
Skill : Cage Building Domain : Crafting Available: Artisan Trapper Requires : 'Carpentry' at 75%, and 'Hunting' at 75% Allows : Quality Fabricating I, Quick Worker I, Animal Husbandry Allows : Advanced Crafting I, Quick Crafting I, Light Fabricating I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BUILDCAGE, CAGEBUILDING Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE] Example : cagebuild cage : : cagebuild list : : cagebuild list cage : : cagebuild list all : : cagebuild learn cage This skill allows a player to craft cages and wagon cages. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn how to craft cages he or she finds, provided a blank recipe page, or a recipe book with blank pages is in his or her inventory. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground.
Call Mount (Paladin_SummonMount)
Skill : Call Mount Domain : Animal affinity Available: Paladin Allows : Animal Affinity I Use Cost : Mana (55) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CALLMOUNT Usage : CALLMOUNT Example : callmount Allows the Paladin to call upon a white steed which can bear him from place to place.
Call Pirate Familiar (Thief_PirateFamiliar)
Skill : Call Pirate Familiar Domain : Animal affinity Available: Pirate Allows : Animal Affinity I, Pet Spy, Pet Steal Use Cost : Mana (all) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR Usage : CALLFAMILIAR Example : callfamiliar This skill will call forth a "pet" for the rogue with specific powers. The skill requires all mana to use. The pet which results from the call exists only as long as the pet is able to follow the pirate. The pet will, in addition to typical follower duties, grant stat and other bonuses specific to the race of the pet. The type of pet, which is random, may be: a parrot, a rat, a spidermonkey, a boa constrictor, a iguana, or a, sea turtle. The pet may also be trained in other skills, and will know how to sneak.
Called Shot (Fighter_CalledShot)
Skill : Called Shot Domain : Martial lore Available: Ranger Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CALLEDSHOT Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART] Example : calledshot left arm Example : calledshot orc left arm The player calls out a body part on the target to destroy. If the player manages to take more than 10% of the target`s hit points on the next hit, the body part will be removed. Requires the use of a ranged or thrown weapon.
Called Strike (Fighter_CalledStrike)
Skill : Called Strike Domain : Martial lore Available: Fighter Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (74) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CALLEDSTRIKE Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART] Example : calledstrike left arm Example : calledstrike orc left arm The player calls out a body part on the target to destroy. If the player manages to take more than 10% of the target`s hit points on the next hit, the body part will be removed. Requires the use of a slashing melee weapon.
Caltrops (Thief_Caltrops)
Skill : Caltrops Domain : Trapping Available: Trapper Allows : AutoCaltrops, Trapping I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : CALTROPS Usage : CALTROPS Example : caltrops The thief drops numerous small metal spikes on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be damaged by them.
Camouflage (Ranger_Camouflage)
Skill : Camouflage Domain : Nature lore Available: Ranger Requires : 'Woodland Hide' Allows : Nature Lore I Use Cost : Mana (35) Movement (35) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CAMOUFLAGE Usage : CAMOUFLAGE [TARGET] Example : camouflage bob Example : camouflage table The ranger covers the target so that they resemble the surrounding country, making them more difficult to see.
Careful Step (Thief_CarefulStep)
Skill : Careful Step Domain : Acrobatic Available: Thief Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (67) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CARESTEP, CAREFULSTEP Usage : CARESTEP [DIRECTION] Example : carestep east The thief moves slowly, watching every single footfall with utter care. This has the effect of helping to prevent certain traps from springing, as well as preventing one from falling off a tightrope or narrow bridge.
Cargo Loading (CargoLoading)
Skill : Cargo Loading Domain : Binding Available: Sailor Allows : Quick Working I, Quick Worker I, Rope Use I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CARGO Usage : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME] Example : cargo load bundle ss minnow : : cargo unload bundle ss minnow This skill allows the player to load or unload large heavy cargo to or from a ship from the shore using a series of ropes and pullies. The maximum weight of the cargo loaded per skill use goes up with expertise in rope use. The cargo loader must be allowed to load or unload cargo from the ship, and there must be a clear path of unlocked exits from the cargo room to the loader. Cargo will always be loaded below decks.
Carpentry (Carpentry)
Skill : Carpentry Domain : Crafting Available: Artisan Gaoler Sailor Trapper Available: Numerous Classes Requires : A base constitution of at least 10. Allows : Construction, Shield Familiarity, Torturesmithing Allows : Quick Worker I, Wainwrighting, Light Crafting I, Light Shaping I Allows : Fletching, Siegecraft, Quality Shaping I, Boatwrighting Allows : Paper Making, Counterbalance Crafting I, Quality Crafting I Allows : Cage Building, Durable Crafting I, Durable Shaping I Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I Allows : Instrument Making, Ship Building Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CARVE, CARPENTRY Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : carve small table : : carve bundle 100 maple : : carve list : : carve list table : : carve list all : : carve mend club : : carve refit club : : carve scan : : carve scan bob : : carve learn club This skill allows a player to craft wooden items, such as chairs and wooden shields. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to repair any damaged wooden weapons or armor, get info on a list item, refit any armor which may be the wrong size, or learn to how to carve a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for carpentry can be obtained using the Chopping skill. Using better materials may increase both the strength and the required level of the crafted item.
Cartwheel (Fighter_Cartwheel)
Skill : Cartwheel Domain : Acrobatic Available: Jester Monk Dancer Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (65) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CARTWHEEL Usage : CARTWHEEL Example : cartwheel The Monk jumps into a hands-over-heels cartwheel away from his or her opponent. This can put the Monk as far as range 2 from enemies.
Cast Blocking (Skill_CastBlocking)
Skill : Cast Blocking Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CASTBLOCKING Usage : CASTBLOCKING Example : castblocking The bard carefully re-arranges all the people in the room who are in combat, possibly changing who they are fighting, and at what range.
Cataloging (Cataloging)
Skill : Cataloging Domain : Calligraphy Available: Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CATAWRITE, CWRITE Usage : CWRITE [ITEM] ([CATALOG ITEM]) Example : cwrite flag : : cwrite "that sword" "my catalog book" This skill allows a player carefully study an item and write down useful information about it onto a piece of paper or into a book. If the player has sufficient skill in Lore, then that information will also be added. If the player is a skilled at Appraisal, then an estimation of value is also added. If the player has used Tagging to tag an item, then the tag number will also be included. Specifying the catalog book name is not necessary if the Titling skill was used to designate one of your books as a catalog of the proper type as the item being cataloged.
Catch Projectile (Fighter_CatchProjectile)
Skill : Catch Projectile Domain : Evasive Available: Monk Allows : Evasively I Invoked : Automatic Example : The Monk gains the uncanny ability to catch arrows, spears, and other projectiles in mid flight. The Monk requires a free hand to perform this skill.
Center of Attention (Skill_CenterOfAttention)
Usage : CENTEROFATTENTION Example : centerofattention The bard begins performing loudly, flailing about dramatically. The performance then causes all enemies in the room to stop fighting and freeze in place, watching the bard attentively. This skill can only be used approximately twice every mud hour.
Chantcraft (Skill_Chantcraft)
Skill : Chantcraft Domain : Arcane lore Available: Charlatan Scholar Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about druidic magic that he or she can identify chants cast in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Charge (Fighter_Charge)
Skill : Charge Domain : Acrobatic Available: Barbarian Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Range 1 - Range 2 Commands : CHARGE Usage : CHARGE [TARGET NAME] Example : charge orc The Barbarian runs at top speed at an target, delivering a deadly attack, but sacrificing armor.
Chirurgy (Skill_Chirgury)
Skill : Chirurgy Domain : Anatomy Available: Gaoler Requires : 'Butchering' Allows : Anatomy I Use Cost : Mana (75) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHIRURGY Usage : CHIRURGY [BODY PART] [TARGET NAME] Example : chururgy heart corpse The player is able to remove body parts from the dead, blood from the living or the dead, or an unborn fetus from the living.
Circle Parry (Fighter_CircleParry)
Skill : Circle Parry Domain : Evasive Available: Monk Allows : Evasively I Invoked : Automatic Example : The Monk gains the skill to block and parry melee attacks while unarmed.
Circle Trip (Fighter_CircleTrip)
Skill : Circle Trip Domain : Dirty fighting Available: Monk Dancer Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (72) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CIRCLETRIP, CTRIP Usage : CIRCLETRIP Example : circletrip Short(s) : ctrip The Monk becomes capable of swinging his foot along the floor, tripping all opponents in range.
Clan Crafting (ClanCrafting)
Skill : Clan Crafting Domain : Crafting Available: Numerous Classes Several Classes Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I Allows : Wise Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CLANCRAFT Usage : CLANCRAFT (LIST) [ITEM TYPE] Available: Enchanter Clan Members Example : clancraft flag : : clancraft list : : clancraft list flag : : clancraft list all This skill allows a player to craft clan items. The clan items from this skill require that the clan have a certain amount of experience in order to make the item. For this reason, only clan members who have the rank of Enchanter (or the equivalent privileges), may use this skill even if they have the skill. The majority of items crafted using this skill serve the CONQUEST system. 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.
Cleave (Fighter_Cleave)
Skill : Cleave Domain : Martial lore Available: Assassin Barbarian Beastmaster Fighter Available: Paladin Ranger Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : This skill allows a fighter who is in combat against more than one opponent to take an extra attack against the next opponent on the same round in which the first opponent is killed.
Cleric Honorary Degree (Skill_HonoraryDegreeCleric)
Skill : Cleric Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer, Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those prayers specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Climb (Skill_Climb)
Skill : Climb Domain : Fitness Available: Monk Numerous Classes Several Classes Numerous Classes Requires : 'Wood Chopping' at 75% Allows : Improved Boarding, Fitness I, AutoClimb, Crow`s Nest Use Cost : Movement (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CLIMB Usage : CLIMB [DIRECTION] Example : climb up In some places, one may be able (or required) to climb up or down a surface in order to get there safely. Without using this skill, someone attempting the climb such a surface is certain to fall.
Cobbling (Cobbling)
Skill : Cobbling Domain : Crafting Available: Artisan Numerous Classes Requires : 'Leather Working' Requires : A base constitution of at least 12. Allows : Light Sewing I, Quality Crafting I, Durable Sewing I Allows : Quick Worker I, Durable Crafting I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COBBLE, COBBLING Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : cobble shoes : : cobble bundle 100 oak : : cobble list : : cobble list shoe : : cobble list all : : cobble mend shoe : : cobble refit boots : : cobble scan : : cobble scan bob : : cobble learn boots This skill allows a player to craft shoes and footware. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to mend any damaged footware, get info on a recipe, refit any footware which may be the wrong size, or learn to how to cobble a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin crafting a new item, the player must have placed the material he or she wishes to make the item from on the ground. Using better materials will increase both the strength and the required level of the crafted item. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. or a recipe book with blank pages in his or her inventory.
Collect Bounty (Skill_CollectBounty)
Skill : Collect Bounty Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Mana (68) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : COLLECTBOUNTY, BOUNTY Usage : COLLECTBOUNTY [TARGET NAME] Example : collectbounty orc If the player is able to bring a legitimately wanted criminal up before a judge in the same area, the judge will pay the player a bounty on the criminal and bring in an authorized cityguard to complete the trial.
Combat Log (Skill_CombatLog)
Skill : Combat Log Domain : Combat lore Available: Scholar Allows : Combat Lore I Use Cost : Mana (53) Quality : Circumstantial Targets : Creatures Range : Touch - Range 20 Commands : COMBATLOG Usage : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT])) Usage : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER]) Example : combatlog rabbit Example : combatlog stop Example : combatlog report Example : combatlog write paper This ability allows the player to assess key statistics about another character or creatures performance in a fight. The player studiously notes all combat details and can report out the details at any time, so long as they are still observing. The player is able to observe things like the resources they consume, and the challenges they overcome. The more lore Expertise the player has, the greater the number of insights and details they will be able to note using this skill. The player can then report on these details or even write them onto paper or into a book. Stopping will clear the statistics, allowing the player to study a new target.
Combat Repairs (Skill_CombatRepairs)
Skill : Combat Repairs Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (34) Movement (34) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : COMBATREPAIR, COMBATREPAIRS Usage : COMBATREPAIR Example : combatrepair The sailor quickly runs around patching up holes and other ship damage with any materials on hand. This may only be done while the ship is in combat and provides an amount of repair which depends on the sailors dexterity and expertise. The repairs wear off once the ship leaves combat, but never falls below the damage level when repairs were made.
Command Horse (Paladin_CommandHorse)
Skill : Command Horse Domain : Animal affinity Available: Paladin Allows : Animal Affinity I Use Cost : Mana (72) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch, or not applicable Commands : COMMANDHORSE Usage : COMMANDHORSE [TARGET] [COMMAND] Example : commandhorse horse smile The Paladin`s affinity with horses has grown such that they have the natural ability to command equines of all sorts to do just about anything he wants.
Commoner Honorary Degree (Skill_HonoraryDegreeCommoner)
Skill : Commoner Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those common skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Composting (Composting)
Skill : Composting Domain : Gathering Available: Artisan Numerous Classes Requires : 'Farming' Requires : A base wisdom of at least 12. Allows : Irrigation, Quick Working I, Landscaping, Quick Worker I Allows : Gardening Use Cost : Movement (15) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COMPOST, COMPOSTING Usage : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE] Example : compost carrots : : compost 20 carrots : : compost bundle 100 compost This skills allows the player to quickly convert any vegetation resources, such as those from the forage or butcher skills, into compost items. These compost items can then be used to greatly increase the yield of the Farming skill.
Con (Thief_Con)
Skill : Con Domain : Deceptive Available: Burglar Charlatan Allows : Deceptive I Use Cost : Mana (73) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CON Usage : CON [TARGET NAME] [COMMAND] Example : con orc sleep The thief will attempt to use trickery, and flattery to get a character to do something for him or her. The conned character will do almost anything, but some things even the gullible won't do, such as follow or sleep (among others).
Conceal Door (Thief_ConcealDoor)
Skill : Conceal Door Domain : Stealthy Available: Thief Allows : Stealthy I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR Usage : DOORCONCEAL [EXIT NAME] Example : doorconceal east The thief is able to hide a door or gate. The level of the door he is able to hide is affected by level and stealth expertise. The door remains hidden from non-players for a long time, or permanently if owned.
Conceal Item (Thief_ConcealItem)
Skill : Conceal Item Domain : Stealthy Available: Pirate Thief Allows : Stealthy I Use Cost : Mana (32) Movement (32) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM Usage : ITEMCONCEAL [TARGET NAME] Example : itemconceal chest The thief is able to hide an item of moderate size. The size of the item he is able to hide is affected by level and stealth expertise. The item remains hidden for a long time, or permanently if owned.
Conceal Walkway (Thief_ConcealWalkway)
Skill : Conceal Walkway Domain : Stealthy Available: Thief Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY Usage : WALKWAYCONCEAL [EXIT NAME] Example : walkway east The thief is able to hide a walkway to or within a building. The level of the walkway he is able to hide is affected by level and stealth expertise. The walkway remains hidden from non-players for a long time, or permanently if owned.
Conduct Symphony (Skill_Conduct)
Skill : Conduct Symphony Domain : Playing Available: Minstrel Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I Use Cost : Mana (80) Quality : Circumstantial Targets : Creatures Range : Touch - Range 2 Commands : CONDUCT Usage : CONDUCT Example : conduct This powerful bard skill allows the bard to conduct their group as if it were a symphony. If the bard`s group all have instruments, and all are prepared to play them, then using this skill will grant them all the ability to play the magical "symphony" as per the bard song.
Construction (Construction)
Skill : Construction Domain : Building Available: Artisan Numerous Classes Requires : 'Carpentry' Requires : A base constitution of at least 12. Allows : Quick Building I, Decorating, Quick Worker I, Ingenious Engineering I Allows : Find Home Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CONSTRUCT Usage : CONSTRUCT [LIST/INFO/[PROJECT NAME]] [DIRECTION] Example : construct wall north : : construct list : : construct info wall : : construct roof : : construct door east : : construct title A messy room. : : construct desc east This is my favorite Door. : : construct desc room This is a messy room. : : construct stairs : : construct help Bob : : construct demolish west : : construct demolish room This skill allows a player to construct a building or other structures on a property the player owns. Walls, stairs, and doors may be built following the construction of roof and framework. Fences and gates may be built outdoors. This skill also allows the demolition of unwanted walls and structures, upstairs rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a construction project. All of the structures made with this skill are made of wood. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for construction can be obtained using the Chopping skill.
Contract Hit (Thief_ContractHit)
Skill : Contract Hit Domain : Criminal Available: Burglar Allows : Criminal Deviousness I Use Cost : Mana (80) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CONTRACTHIT Usage : CONTRACTHIT [TARGET NAME] Example : contracthit orc By spending an appropriate amount of money, the player can put a 'hit' out on the target. The target will, after some time, be assaulted by 3-6 assassins of appropriate level. The assassins will persist until their job is done, or are all killed. They will track the target if necessary.
Control Undead (Skill_ControlUndead)
Skill : Control Undead Domain : Death lore Available: Cleric Necromancer Allows : Death Lore I Use Cost : Mana (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CONTROL Usage : CONTROL [TARGET NAME] Example : control skeleton The evil or neutral priest attempts to frighten the heck out of an undead creature. Depending upon the level of the priest versus the level of the creature, the effect of the skill may be to either cause it to become submissive for a time, or come completely under the clerics control.
Convert (Skill_Convert)
Skill : Convert Domain : Evangelism Available: Numerous Classes Allows : Evangelising I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CONVERT Usage : CONVERT [PLAYER NAME/DEITY NAME] Example : convert bob Example : convert odin This skill allows Clerics to convert themselves or others to the worship of specific deities. If a player is specified, the target player must not be worshiping another deity at the time, which means that to change deities, the player must first REBUKE their current deity. If an npc mob is specified, then a failed conversion will be followed by a 30 minute period of doubt where the npc may not be converted by anyone. That is then followed by another 30 minute period where the mob will be susceptable to conversion. A converted npc mob will remain so for a period of time, but any religious services in the area attended by the mob will extend the period. A deity may be also be specified as a parameter, allowing the cleric to convert themselves to the worship of a deity. Use the DEITIES command to list available deities. See also the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS for more information.
Cooking (Cooking)
Skill : Cooking Domain : Epicurean Available: Artisan Gaoler Numerous Classes Allows : Distilling, Quick Cooking I, Master Cooking, Quick Worker I Allows : Home Cooking I, Advanced Cooking I, Food Prep, Baking Allows : Vigorous Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COOK, COOKING Usage : COOK LIST/[COOKING CONTAINER] Example : cook list Example : cook list stew Example : cook list all Example : cook pot This skill allows the player to create a more nutritious meal from basic edible ingredients. The player must be near a fire over which the meal can be cooked. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot may be filled with water, if water is required for the recipe. The ingredients for cooking are best obtained through the Butchering skill and the Foraging skill, and some Food Prep may be necessary for some dishes.
Costuming (Costuming)
Skill : Costuming Domain : Crafting Available: Artisan Charlatan Numerous Classes Requires : 'Tailoring' Requires : A base intelligence of at least 12. Allows : Light Sewing I, Quality Crafting I, Quick Worker I Allows : Durable Crafting I, Light Crafting I, Advanced Crafting I Allows : Quick Crafting I, Quality Sewing I, Master Costuming Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COSTUME, COSTUMING Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE] Example : costume habit : : costume list : : costume list habit : : costume list all : : costume mend habit : : costume refit habit : : costume scan : : costume scan bob : : costume learn shirt This skill allows a player to fabricate paper clothing that can be worn over most other clothing so as to produce a different display, but not interfere with the function of the underlying clothing and armor. In order to use this skill, the costumer must first acquire the desired item they wish to base the pattern off of, and then deconstruct that item into a costuming recipe with the COSTUME LEARN command provided a blank recipe page, or recipe book with blank pages is in his or her inventory. This command also allows the player to mend any damaged paper clothing, get info on a list item, or refit any paper clothes which are the wrong size. To begin costuming a new item, the player must have placed the bolt of paper he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw materials for costuming are created using the Papermake skill.
Counter-Attack (Fighter_CounterAttack)
Skill : Counter-Attack Domain : Martial lore Available: Fighter Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : This skill allows a fighter to position themselves for an extra attack following a successful Parry.
Counter-Tracking (Thief_Countertracking)
Skill : Counter-Tracking Domain : Stealthy Available: Thief Allows : Stealthy I Invoked : Automatic Example : proficiency in this skills negates mundane tracking skill use against the target, such as the tracking done by rangers and assassins.
Coup de Grace (Fighter_CoupDeGrace)
Skill : Coup de Grace Domain : Dirty fighting Available: Fighter Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (150) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : COUP, COUPDEGRACE Usage : COUP [TARGET NAME] Example : coup orc The fighter attempts to deliver a final fatal blow to the target which is very injured, below 25% of their hit points and completely prone (lying down). This is a difficult skill to use properly, so practice often! The typical fighter must quickly whomp their target to the ground and coup-de-grace them before they come back to their senses.
Cover Defence (Fighter_CoverDefence)
Skill : Cover Defence Domain : Evasive Available: Artisan Fighter Requires : 'Ranged Weapon Proficiency' at 75% Allows : Evasively I Invoked : Automatic Example : During combat, the fighter will keep an eye out for defensive cover positions to take against missile weapons. When the moment is right, the fighter may take cover behind these positions, negating the missile attack.
Craft Holy Avenger (Paladin_CraftHolyAvenger)
Skill : Craft Holy Avenger Domain : Crafting Available: Paladin Requires : 'Sword Specialization', and 'Weaponsmithing' Allows : Quick Worker I, Light Crafting I, Advanced Crafting I Allows : Quick Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER Usage : CRAFTHOLY Example : Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack and damage are based on the Paladin's level.
Critical Shot (Fighter_CriticalShot)
Skill : Critical Shot Domain : Martial lore Available: Assassin Fighter Jester Ranger Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Gives the fighter a bonus to all damage during combat when firing or throwing a ranged weapon in combat.
Critical Strike (Fighter_CritStrike)
Skill : Critical Strike Domain : Martial lore Available: Assassin Fighter Jester Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Gives the fighter a bonus to all damage during combat when using a weapon in melee combat.
Crow`s Nest (Skill_CrowsNest)
Skill : Crow`s Nest Domain : Sea travel Available: Sailor Requires : 'Climb' at 74% Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : CROWSNEST Usage : crowsnest Example : crowsnest Allows the sailor to attempt to climb up into the crows nest from the deck of their large sailing ship. From this small perch, the sailor can look around and see approaching people or objects or land from a greater distance, and take note of the direction. They can then yell down instructions to those on the deck below. Looking in particular directions will allow them to make out some minor details in that direction.
Curtain Call (Skill_CurtainCall)
Skill : Curtain Call Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (34) Movement (34) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CURTAINCALL Usage : CURTAINCALL Example : curtaincall The bard calls the curtain, making everyone in his or her group begin taking a bow until their health and mana is restored, at the cost of movement.
Cut Throat (Thief_CutThroat)
Skill : Cut Throat Domain : Dirty fighting Available: Assassin Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (66) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CUTTHROAT, CT Usage : CUTTHROAT [TARGET NAME] Example : cutthroat orc Shorts : CT If the thief is hidden, or otherwise invisible to the target, and is wielding a dagger, this ability will allow him or her to cut the target`s throat, dealing a big burst of damage, and starting the bleeding effect.
Dagger Defense (Thief_DaggerDefense)
Skill : Dagger Defense Domain : Evasive Available: Assassin Allows : Evasively I Invoked : Automatic Example : This skill grants an extra attempt to parry when wielding a dagger. Parrying is the ability to cancel an armed attack by an opponent using your own weapon. The character with this skill will parry the attacks of his or her armed opponents whenever possible.
Dagger Specialization (Specialization_Dagger)
Skill : Dagger Specialization Domain : Weapon use Available: Assassin Allows : Weaponsmithing Invoked : Automatic The player is a master with daggers, gaining bonuses to attack when using a dagger in combat. Can also allow the use of higher level daggers if the focus expertise is taken. This specialization stacks its bonuses on top of the more general edged weapon specialization.
Dampen Auras (Thief_DampenAuras)
Skill : Dampen Auras Domain : Deceptive Available: Arcanist Allows : Deceptive I Use Cost : Mana (72) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : DAMPENAURAS Usage : DAMPENAURAS Example : dampenauras This skill eliminates any emanations and auras on the thief and his or her inventory items. This includes emanations and auras which others might be using skills to detect (such as magic, goodness, metalicness, etc).
Dazzling Caltrops (Thief_DazzlingCaltrops)
Skill : Dazzling Caltrops Domain : Trapping Available: Trapper Allows : Trapping I, Mana Sapping I Use Cost : Mana (33) Movement (33) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : DAZZLINGCALTROPS Usage : DAZZLING CALTROPS Example : dazzlingcaltrops The thief drops numerous small shiny colorful metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have have to avoid meeting their dazzling gaze or else risk losing mana from doing so.
Dead Reckoning (Skill_DeadReckoning)
Skill : Dead Reckoning Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (30) Movement (30) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : DEADRECKON, DEADRECKONING Usage : DEADRECKON Example : deadreckon From the deck of a boat or ship, the sailor can use their intuition and superior guesswork to determine which direction lies the path to the closest land.
Death Trap (Thief_DeathTrap)
Skill : Death Trap Domain : Trapping Available: Trapper Allows : Trapping I Use Cost : Mana (40) Movement (40) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : DEATHTRAP Usage : DEATHTRAP Example : deathtrap With 100 pounds of metal on the ground, the thief may construct a most horrible and astounding trap. Anyone entering the room with the trap will be killed most horribly.
Decipher Script (Skill_DecipherScript)
Skill : Decipher Script Domain : Street smarts Available: Several Classes Allows : Street Lore I Use Cost : Mana (8) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : DECIPHER Usage : DECIPHER [TARGET NAME] ([PAGE NUMBER]) Example : decipher paper Example : decipher book 3 The player decodes any encryption on a book or document or other writing. It can be used similar to the READ command to select different pages of a book as well.
Decorating (Decorating)
Skill : Decorating Domain : Artistic Available: Artisan Requires : 'Painting' at 75%, and 'Construction' at 75% Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DECORATE, DECORATING Usage : DECORATE MOUNT/HANG/STICK [ITEM NAME] Example : decorate mount picture This skill allows the player to hang or mount an item on the wall of a room. The item will blend with the room description, and while it is still GETtable, it is protected from mass commands like GET ALL. Items mounted or hung will have their display text altered, whereas items put up using STICK will not.
Deep Breath (Skill_DeepBreath)
Skill : Deep Breath Domain : Fitness Available: Sailor Allows : Fitness I Invoked : Automatic This skill grants the ability to hold ones breathe for a period, allowing one to forego damage when under water or otherwise unable to breathe.
Deep Cut (Thief_DeepCut)
Skill : Deep Cut Domain : Martial lore Available: Assassin Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DEEPCUT Usage : DEEPCUT ([TARGET NAME]) [BODY PART] Example : deepcut left arm Example : deepcut orc left arm The player lunges for a body part on the target to deeply injure. If the player manages to take more than 8% of the target`s hit points on the next hit, the body part will be directly cut into. Requires the use of a slashing or piercing melee weapon.
Deflect Projectile (Fighter_DeflectProjectile)
Skill : Deflect Projectile Domain : Evasive Available: Monk Allows : Evasively I Invoked : Automatic Example : The Monk gains the uncanny ability to block and deflect arrows, spears, and other projectiles in mid flight. The Monk requires a free hand to perform this skill.
Desert Tactics (Fighter_DesertTactics)
Skill : Desert Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in deserts. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Desperate Moves (Fighter_DesperateMoves)
Skill : Desperate Moves Domain : Evasive Available: Fighter Allows : Evasively I Invoked : Automatic When near death, the fighters desperation brings out their best evasive moves, cutting all damage in half when below 10% hit points.
Detect Traps (Thief_DetectTraps)
Skill : Detect Traps Domain : Alert Available: Bard Jester Trapper Several Classes Allows : Identify Traps, AutoDetect Traps, AutoMark Traps Allows : Vigilantly I Use Cost : Mana (54) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : CHECK Spell : Detect Traps Domain : Divination Available: Diviner Allows : Extended Divining I, Power Divining I, Reduced Divining I Allows : Ranged Divining I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CAST, CA, C Usage : CHECK Example : check east Example : check chest The thief can take a careful look at an item, container, or door to see if it is trapped.
Detection (Thief_Detection)
Skill : Detection Domain : Alert Available: Arcanist Burglar Charlatan Monk Available: Thief Trapper Allows : Vigilantly I Use Cost : Mana (63) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : DETECT, DETECTION Usage : detect Example : The thief takes a careful and meticulous look around, allowing him or her to spot any hidden things in the area. The longer the thief looks around, the more he will see.
Dirt (Skill_Dirt)
Skill : Dirt Domain : Dirty fighting Available: Assassin Barbarian Fighter Minstrel Available: Monk SkyWatcher Thief Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (52) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : DIRT Usage : DIRT [TARGET NAME] Example : dirt orc The fighter attempts to kick dirt into the eyes of the target, making them temporarily blind.
Disabling Caltrops (Thief_DisablingCaltrops)
Skill : Disabling Caltrops Domain : Trapping Available: Trapper Allows : Trapping I, Fatiguing I Use Cost : Mana (37) Movement (37) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : DISABLINGCALTROPS Usage : DISABLING CALTROPS Example : disablingcaltrops The thief drops numerous small metal hooked spikes on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have their feet caught on them, disabling movement.
Disarm (Skill_Disarm)
Skill : Disarm Domain : Martial lore Available: Barbarian Beastmaster Fighter Monk Available: Dancer Numerous Classes Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (56) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DISARM Usage : DISARM [TARGET NAME] Example : disarm orc The fighter attempts use his or her weapon to disarm the target, hurling their weapon onto the floor and out of reach. To succeed, the player must be armed, make their proficiency check, "hit" their opponent, and not be too underpowered compared to their opponent.
Disease Immunity (Paladin_DiseaseImmunity)
Skill : Disease Immunity Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic Example : As the Paladin's proficiency grows, he or she becomes more and more immune to diseases and disease like spell affects.
Disguise (Skill_Disguise)
Skill : Disguise Domain : Deceptive Available: Charlatan Allows : Deceptive I Use Cost : Mana (53) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : DISGUISE Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION] Example : disguise race orc Example : disguise class thief Example : disguise height 1000 This powerful ability allows the bard to disguise his or her appearance in numerous ways. The disguise command, without any arguments, will list the attributes which may be changed. Once a disguise has been put on, entering disguise again without any arguments will remove the disguise.
Dissertating (Dissertating)
Skill : Dissertating Domain : Crafting Available: Scholar Allows : Advanced Crafting I, Quick Crafting I, Wise Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DISSERTATE, DISSERTATING Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER] Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER] Example : dissertate iron grip scroll : : dissertate iron grip from "scroll of iron grip" "a dissertation" This skill allows the player to write a lengthy dissertation on how to learn one of the skills or spells the player knows, or to transcribe any skill from one scroll or dissertation to another. To do this, the player must have a piece of paper with sufficient blank space on it to make the dissertation out of. Once written, the dissertation may be read in order to learn the skill.
Distilling (Distilling)
Skill : Distilling Domain : Epicurean Available: Artisan Numerous Classes Requires : 'Cooking' Allows : Warrants, Master Distilling, Quick Cooking I, Quick Worker I Allows : Master Foraging, Home Cooking I, Imbued Distilling I Allows : Advanced Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DISTILLING Usage : DISTILL LIST/[BREWING CONTAINER] Example : distill pot : : distill list : : distill list whiskey : : distill list all This skill allows the player to create a beer and other liquors from basic ingredients. The player must be near a fire over which the alcohol can be brewed. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot must be filled with water or other liquids required by the recipe. The ingredients for cooking are best obtained through the Foraging skill.
Distract (Thief_Distract)
Skill : Distract Domain : Deceptive Available: Pirate Dancer Thief Several Classes Allows : Improved Distraction, Deceptive I Use Cost : Movement (57) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DISTRACT Usage : DISTRACT [TARGET NAME] Example : distract orc The fighter forfeits his or her attacks in order to spend time distracting the target. While distracted, the target`s attack and defence skills are greatly reduced.
Diving (Skill_Diving)
Skill : Diving Domain : Fitness Available: Sailor Allows : Fitness I Invoked : Automatic This skill automatically turns falls into water from a great height into a graceful dive, which mitigates damage taken when the player hits water.
Dodge (Skill_Dodge)
Skill : Dodge Domain : Evasive Available: Artisan Beastmaster Charlatan Minstrel Available: Monk Dancer Numerous Classes Numerous Classes Requires : 'Natural Weapon Proficiency' at 75% Allows : Evasively I Invoked : Automatic Example : dodge During combat, the character begins to dance around on their feet, making them harder to hit in combat.
Domesticating (Domesticating)
Skill : Domesticating Domain : Animal affinity Available: Trapper Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DOMESTICATE, DOMESTICATING Usage : DOMESTICATE [MOB NAME] Usage : DOMESTICATE NAME [MOB] [NEW NAME] Example : domesticate rabbit Example : domesticate name rabbit bob This skill allows the player to make a animal into a follower, and then to re-name the animal if he chooses. The animal remains renamed only as long as it is a follower.
Draw Treasure Map (Thief_TreasureMap)
Skill : Draw Treasure Map Domain : Calligraphy Available: Pirate Allows : Fine Calligraphy I Use Cost : Mana (7) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : DRAWTREASUREMAP, TREASUREMAP Usage : DRAWTREASUREMAP [PAPER NAME] Example : drawtreasuremap paper This skill allows the pirate to draw a map from his or her current room, to the location of a Buried Treasure in the same area which the pirate does not presently have a map to. Obviously this requires that the Buried Treasure skill be used in the same area first.
Drilling (Drilling)
Skill : Drilling Domain : Gathering Available: Numerous Classes Requires : A base intelligence of at least 9. Allows : Distilling, Irrigation, Edged Weapon Specialization Allows : Quick Working I, Quick Worker I, Speculating, Master Drilling Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DRILL, DRILLING Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER] Example : drill pot Example : drill bundle 10 "lamp oil" With this common skill, a player carefully pokes around, in the ground or trees, for useful liquids. The liquids are then placed into the liquid container given by the parameters. Drilling is best done in forests and deserts. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Druid Honorary Degree (Skill_HonoraryDegreeDruid)
Skill : Druid Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and Beastmaster. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Druidic Pass (Druid_DruidicPass)
Skill : Druidic Pass Domain : Stealthy Available: Several Classes Allows : Stealthy I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PASS Usage : PASS [DIRECTION] Example : pass east This skill allows the druid to move silently and almost invisibly from place to place while traveling in the wild. Moreover, this skill allows the Druid to pass into locked dwellings, if those dwellings are located in the wild outdoorsy domain.
Dual Parry (Fighter_DualParry)
Skill : Dual Parry Domain : Martial lore Available: Assassin Fighter Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : For players wielding two weapons, this skill allows the fighter to have an extra parry attempt using the off-hand weapon during combat. A successful parry effectively cancels the attack.
Dyeing (Dyeing)
Skill : Dyeing Domain : Artistic Available: Artisan Numerous Classes Requires : A base charisma of at least 8. Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DYE, DYEING Usage : DYE LIST/[ITEM NAME] [COLOR] Example : dye LIST Example : dye shirt blue This skill allows the player to dye a qualifying cloth item a different color.
Edged Weapon Proficiency (Proficiency_EdgedWeapon)
Skill : Edged Weapon Proficiency Domain : Weapon use Available: Artisan Allows : Edged Weapon Specialization 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 Requires : 'Edged Weapon Proficiency' at 100%, and 'Drilling' at 75% Allows : Edged Focus I, Edged Slashing I, Edged Piercing I Allows : Weaponsmithing, Edged Striking I Invoked : Automatic The player is a master of sharp edges, gaining bonuses to attack when using an edged weapon in combat. Can also allow the use of higher level weapons if the focus expertise is taken.
Embezzle (Thief_Embezzle)
Skill : Embezzle Domain : Criminal Available: Burglar Allows : Criminal Deviousness I Use Cost : Mana (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : EMBEZZLE Usage : EMBEZZLE [BANKER NAME] Example : embezzle bob The thief attempts to embezzle at least 2% of the value of a random bank account into his own account with the same bank. If successful, the banker will notice that something has happened, and will watch their books closely for the coming month.
Embroidering (Embroidering)
Skill : Embroidering Domain : Calligraphy Available: Artisan Numerous Classes Requires : 'Write' Requires : A base charisma of at least 10. Allows : Fine Calligraphy I, Marketeering, Quick Working I Allows : Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : EMBROIDER, EMBROIDERING Usage : EMBROIDER [ITEM NAME] [MESSAGE] Example : embroider shirt my favorite shirt This skill allows the player to embroider a unique message onto a qualifying cloth or leather item. To read the message, one need only LOOK at the item.
Encrypted Writing (Skill_EncryptedWriting)
Skill : ENCRYPTED WRITING Usage : EWRITE [ITEM] ([TEXT TO WRITE]) Available: ALL Example : ewrite parchment From recall, go nseeseenwesee This skill allows one to write encrypted messages in common language onto ordinary paper, parchments, and similar writing material. This will fail if the document is already written in a language other than common. When writing on a journal, you need not specify any parameters when using this command.
Endurance (Fighter_Endurance)
Skill : Endurance Domain : Fitness Available: Barbarian Fighter Monk Dancer Allows : Fitness I Invoked : Automatic Example : Allows the fighter to recover hit points, mana, and movement more quickly when not in combat.
Engraving (Engraving)
Skill : Engraving Domain : Calligraphy Available: Artisan Numerous Classes Requires : 'Write' Requires : A base charisma of at least 10. Allows : Fine Calligraphy I, Marketeering, Quick Working I Allows : Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ENGRAVE, ENGRAVING Usage : ENGRAVE [ITEM NAME] [MESSAGE] Example : engrave sword the deathmaster This skill allows the player to engrave a unique message onto a qualifying metal, stone, or wooden item. To read the message, one need only LOOK at the item. Engraving requires proficiency in both this skill and in the WRITEing skill.
Enrolling (Enrolling)
Skill : Enrolling Domain : Education lore Available: Scholar Allows : Quick Working I, Educating I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ENROLLING, ENROLL Usage : ENROLL [MOB NAME] [CLASS NAME] Example : enroll bob fighter This skill allows the player to introduce a grouped but untrained npc to a new career. The class name is any of the available classes or subclasses. Such as Fighter, Assassin, Illusionist, etc. Once enrolled, the mob will begin earning new levels in that class, and either gain or qualify for new skills as would a player. The scholar using this skill must either already be a member of the class to enroll into, or be expressing an honorary degree in that class, such as with a Title. An npc/mob with a class can gain and learn new skills like a player, and will not forget them. A mob will not necessarily use their skills in combat. Some might, others might not. A mob group member can always be ordered to use a skill, however.
Enslave (Skill_Enslave)
Skill : Enslave Domain : Criminal Available: Gaoler Allows : Criminal Deviousness I Use Cost : Mana (73) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ENSLAVE Usage : ENSLAVE [TARGET NAME] Example : enslave orc This skill allows the player to break down an intelligent mob and enslave them. Once enslaved, a mob can be sold to slave traders, brought to the players clan homes or personal homes to remain as permanent residents, ORDERed as vassals of the owner, and, of course, command them to perform tasks. Tasks for the slave to perform must be directed to the slave with the SAY command, and must begin with the words "I command you to" or "I order you to". The slave will then wander around as in a GEAS trying to perform the task. The slave can be released from the task by saying "cancel" to them. Slaves are different from pets in that they require food and drink to survive. If given the food and water, they will eat and drink as necessary from what they have been given. Slaves eventually lose loyalty as well. If they starve, or if they take damage for any reason, their loyalty will decrease, making them more and more likely to leave their masters homes, or attack their masters.
Escape Bonds (Thief_EscapeBonds)
Skill : Escape Bonds Domain : Binding Available: Thief Allows : Rope Use I Use Cost : Mana (74) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ESCAPEBONDS, ESCAPE Usage : ESCAPEBONDS Example : escapebonds The player uses his or her special skills to be released from ropes, webs, nets, and other bindings.
Espionage (Thief_Espionage)
Skill : Espionage Domain : Stealthy Available: Assassin Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ESPIONAGE Usage : ESPIONAGE [TARGET] Example : espionage bob The thief uses the target to spy on the target`s clan communications. Any talk on the target`s clan-only or clan-ally channels will also be heard by the thief, so long as the thief is in the same room, and remains unnoticed by the target. The level of the player that can be used by the thief for espionage will depend on the thiefs level and on stealth expertise.
Evesdrop (Thief_Evesdrop)
Skill : Evesdrop Domain : Alert Available: Assassin Allows : Vigilantly I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : EVESDROP Usage : EVESDROP [TARGET] Example : evesdrop bob The thief atunes his hearing so well that he can hear TELL messages to the target, so long as he remains in the same room as the target and remains unnoticed by the target. The level of the player the thief can evesdrop on, and the duration of the evesdropping will depend on alertness expertise.
Excavation (Excavation)
Skill : Excavation Domain : Building Available: Artisan Numerous Classes Requires : 'Sculpting' Requires : A base constitution of at least 15. Allows : Quick Building I, Quick Worker I, Master Mining, Ingenious Engineering I Allows : Master Gem Digging Use Cost : Movement (15) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : EXCAVATE, EXCAVATION Usage : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION] Example : excavate wall north : : excavate list : : excavate info wall : : excavate room east : : excavate title A messy room. : : excavate desc east This is my favorite Door. : : excavate desc room This is a messy room. : : excavate help Bob : : excavate demolish west : : excavate demolish room This skill allows a player to excavate a building or other structures on an underground property the player owns. This skill also allows the demolition of unwanted walls and rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a excavation project. All of the structures made with this skill are made by digging into dirt and stone, though a few require adding additional stone. The raw stone for excavation is found using the Digging or Mining skills.
Exit Stage Left (Skill_ExitStageLeft)
Skill : Exit Stage Left Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (33) Movement (33) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : EXITSTAGELEFT Usage : EXITSTAGELEFT Example : exitstageleft The bard calls the curtain and motions for his or her enemies to exit, stage left (West). The enemies will then flee or wander west for awhile, until they run out of west directions, or the effect wears off. At that point, they will return quickly to their homes.
False Arrest (Skill_FalseArrest)
Skill : False Arrest Domain : Deceptive Available: Charlatan Allows : Deceptive I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FALSEARREST Usage : FALSEARREST [CRIMINAL NAME] Example : falsearrest joe This skill allows the player to act as a bounty hunter or arresting officer for any area which enforces law. The target must be a player wanted for some crime in some area. The arresting player or the target player need not be in that area to use this skill. However, unless both players are allowed by the mud rules to attack each other, certain aspects (such as hand-cuffing or subdueing) will fizzle out when the arresting player attempts them.
Far Shot (Fighter_FarShot)
Skill : Far Shot Domain : Martial lore Available: Ranger Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at extremely far ranges.
Farming (Farming)
Skill : Farming Domain : Gathering Available: Artisan Gaian Numerous Classes Allows : Composting, Quick Working I, Landscaping, Quick Worker I Allows : Master Farming Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PLANT, FARM, FARMING Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME] Example : plant berries Example : plant bundle 10 berries This skill allows the player to plant a resource into the ground. The player must place a sample of the resource on the ground first to use as seed. After planting is completed, the resource will be ready to harvest some time later, after the plants have grown. There will be no need to forage them, as the new crop will simply appear in the fields. Most foods with seeds can be grown from the food source, but others may require seeds, such as cotton or help, etc. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources. See also the Composting skill.
Favored Enemy 1 (Ranger_Enemy1)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Favored Enemy 2 (Ranger_Enemy2)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Favored Enemy 3 (Ranger_Enemy3)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Favored Enemy 4 (Ranger_Enemy4)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Feint (Skill_Feint)
Skill : Feint Domain : Evasive Available: Jester Minstrel Allows : Evasively I Use Cost : Movement (70) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : FEINT Usage : FEINT Example : feint During combat, the player feints a attack in order to put his or her opponent off balance. The next attack then will have a much better chance of hitting. The feinting skill of the player increases with level.
Fence Loot (Thief_FenceLoot)
Skill : Fence Loot Domain : Influential Available: Burglar Pirate Allows : Influencing I Use Cost : Mana (56) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FENCE, FENCELOOT Usage : FENCE [ITEM NAME] ([SHOPKEEPER NAME]) Example : fence sword This skill allows the player to sell stolen items to a shopkeeper that will otherwise not accept them. Stolen items are those taken from someone elses private property.
Fierce Companions (Ranger_FierceCompanions)
Skill : Fierce Companions Domain : Animal affinity Available: Ranger Allows : Animal Affinity I Invoked : Automatic The ranger becomes an expert at fighting with animal companions. Whenever the ranger is in combat alongside an animal, the ranger gains attack and damage bonuses.
Fifth Totem (Druid_ShapeShift5)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster Mer Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Fighter Honorary Degree (Skill_HonoraryDegreeFighter)
Skill : Fighter Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Find Home (Skill_FindHome)
Skill : Find Home Domain : Nature lore Available: Artisan Numerous Classes Requires : A base wisdom of at least 8. Allows : Nature Lore I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FINDHOME Usage : FINDHOME Example : findhome The player uses their innate sense of direction to find a trail leading from where he or she is at present, to their nearest owned private property! When walking around, the player will become aware of which direction seems best.
Find Ship (Skill_FindShip)
Skill : Find Ship Domain : Nature lore Available: Artisan Pirate Sailor Numerous Classes Requires : A base wisdom of at least 8. Allows : Nature Lore I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FINDSHIP Usage : FINDSHIP Example : findship The player uses their innate sense of direction to find a trail leading from where he or she is at present, to their nearest personally owned sailing ship! When walking around, the player will become aware of which direction seems best.
Find Water (Ranger_FindWater)
Skill : Find Water Domain : Nature lore Available: Minstrel Ranger Trapper Allows : Nature Lore I Use Cost : Mana (52) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FINDWATER Usage : FINDWATER Example : findwater The ranger attempts to find a trail leading from where he or she is at present, to the location of a water source (not necessarily the closest)! When walking around, the Ranger will become aware of which direction seems best.
Fire Breathing (Skill_FireBreathing)
Skill : Fire Breathing Domain : Dirty fighting Available: Jester Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Mana (59) Quality : Malicious Targets : Creatures Range : Touch - Range 5 Commands : FIREBREATHING, FIREBREATH Usage : FIREBREATH [TARGET NAME] Example : firebreath orc If the player has a torch, or other burning object in his or her hands, they can use it to breathe fire at a target. This will destroy the torch.
Fire Building (FireBuilding)
Skill : Fire Building Domain : Nature lore Available: Artisan Numerous Classes Allows : Distilling, Quick Working I, Smelting, Quick Worker I Allows : Nature Lore I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LIGHT, FIREBUILD, FIREBUILDING Usage : LIGHT [(FIRE) or TARGET NAME] Example : light fire : : light wood With this common skill, a player can start fires for light, or cooking, or whatever. If you were looking for help on the light spell, enter HELP SPELL LIGHT.
Fish Lore (FishLore)
Skill : Fish Lore Domain : Nature lore Available: Artisan Sailor Requires : 'Fishing' at 75% Allows : Irrigation, Trawling, Quick Working I, Quick Worker I Allows : Baiting, Nature Lore I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FISHLORE, FSPECULATE Usage : FISHLORE Example : fishlore This skill allows a player to carefully evaluate the water patterns in the present area, and all surrounding areas to see what fish life might be available for fishing or trawling.
Fishing (Fishing)
Skill : Fishing Domain : Gathering Available: Numerous Classes Requires : A base wisdom of at least 8. Allows : Master Fishing, Find Ship, Staff Proficiency, Quick Working I Allows : Fish Lore, Quick Worker I, MeatCuring, Speculating Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FISH Usage : FISH (BUNDLE [NUM]) [TARGET]) Example : fish Example : fish bundle 10 trout With this common skill, a player can catch lots of fish from a suitable location, assuming the fish are biting. Fishing is best done in the water. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Flailing Weapon Specialization (Specialization_FlailedWeapon)
The player is a master of flails, gaining bonuses to attack when using a flailed weapon in combat. Can also allow the use of higher level weapons if the focus expertise is taken.
Flank (Thief_Flank)
Skill : Flank Domain : Dirty fighting Available: Assassin Thief Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (72) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : FLANK Usage : FLANK Example : flank This skill allows the thief to deliver a more accurate attack and extra damage when flanking his or her opponent in combat. The thief can only slip around into a flanking position if their opponent is targeting someone else.
Flay (Thief_Flay)
Skill : Flay Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : FLAY Example : FLAY Orc The player with this skill is able to use a flailing leather weapon to so harm the target that it makes the wearing of equipment on the back or torso impossible for the duration. The target must not be wearing anything on the torso or back for the skill to work. They must also be bound or prone.
Fletching (Fletching)
Skill : Fletching Domain : Crafting Available: Artisan Numerous Classes Requires : 'Ranged Weapon Specialization', and 'Carpentry' Requires : A base dexterity of at least 12. Allows : Counterbalance Crafting I, Quality Crafting I, Quality Fabricating I
Allows : Quick Worker I, Light Crafting I, Siegecraft, Advanced Crafting I Allows : Quick Crafting I, Lethal Crafting I, Ranged Weapon Proficiency Allows : Light Fabricating I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FLETCH, FLETCHING Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE] Example : fletch short bow : : fletch list : : fletch list bow : : fletch list all : : fletch learn crossbow This skill allows a player to craft ranged wooden weapons, such as bows, crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn how to fletch found items, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin fletching, the player must have placed the wood he or she wishes to make the item from on the ground. The raw wood for fletching is obtained by using the Chopping skill.
Floristry (Floristry)
Skill : Floristry Domain : Nature lore Available: Gaian Numerous Classes Allows : Quick Working I, Quick Worker I, Master Floristry Allows : Nature Lore I, Plant Lore Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FLORISTRY Usage : FLORISTRY [ITEM NAME] Example : floristry some flowers Without this skill, all flowers found are unknown to the player, being known only as "flowers". With this skill, the player may identify the flower for the type that it is. The flowers for floristry are obtained by using the Foraging skill.
Fly Merchant Flag (Thief_MerchantFlag)
Skill : Fly Merchant Flag Domain : Sea travel Available: Pirate Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : FLYMERCHANTFLAG, MERCHANTFLAG Usage : FLYMERCHANTFLAG Example : flymerchantflag Once per mud-month, the pirate can raise an innocent merchant flag on their ship. This makes the ship unattackable by all except another pirate who knows the merchant flag trick. Once the ship enters combat, the merchant flag goes down, and the pirate flag back up. This makes the ship so notorious that it can not fool anyone with the merchant flag for another mud-month.
Flying Kick (Fighter_FlyingKick)
Skill : Flying Kick Domain : Kicking Available: Monk Requires : 'Ax Kick' Allows : Iron Kicking I, Combat Fluidity I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Range 1 - Range 5 Commands : FLYINGKICK, FLYKICK Usage : FLYING KICK [TARGET NAME] Example : flying kick orc From a range of 1 or greater, the Monk uses this skill to leap high into the air and land a terrific kick on the target!
Food Prep (FoodPrep)
Skill : Food Prep Domain : Epicurean Available: Artisan Gaoler Numerous Classes Requires : 'Cooking' Allows : Herbology, Quick Cooking I, Creative Food Prep I Allows : Quick Worker I, Home Cooking I, Advanced Cooking I Allows : Master Food Prep Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FOODPREPPING, FPREP Usage : FOODPREP LIST/[CONTAINER] Example : foodprep bowl Example : foodprep list Example : foodprep list salad Example : foodprep list all This skill allows the player to create a more nutritious meal from basic edible ingredients. The ingredients must be placed in a preparation container, The container may be filled with water, if water is required for the recipe. The ingredients are best obtained through the Butchering skill and the Foraging skill.
Food Preserving (FoodPreserving)
Skill : Food Preserving Domain : Epicurean Available: Artisan Numerous Classes Requires : A base intelligence of at least 12. Allows : Distilling, Quick Cooking I, Cooking, Quick Worker I Allows : Advanced Cooking I, Food Prep, Baking Use Cost : Movement (18) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FOODPRESERVING, FOODPRESERVE, FPRESERVING, FPRES Usage : FOODPRESERVE [TARGET] Example : foodpreserve greens With this skill, a player can spice or pickle in an attempt to preserve some amount of fruit or greens to prevent it from spoiling. The amount of time this takes will depend on the amount of food being preserved in a targeted bundle. If successful, the food bundle will never spoil. If not successful, the food will seem preserved for a time, but will eventually stop seeming preserved, and then eventually rot.
Footlocks (Thief_Footlocks)
Skill : Footlocks Domain : Binding Available: Burglar Allows : Rope Use I Use Cost : Movement (70) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : FOOTLOCK Usage : FOOTLOCKS [TARGET NAME] Example : footlocks orc Using a simple piece of cloth pulled taught like a rope, and a couple of chunks of wood, the thief quickly constructs and deploys an ingenious device called the footlock. The ropes and blocks wrap loosely around the target`s feet. They don't prevent movement, but will cause the target to stumble, preventing sudden movements such as advancing or retreating in combat, or fleeing. The footlocks don't stay in place long, but improves with expertise.
Foraging (Foraging)
Skill : Foraging Domain : Gathering Available: Numerous Classes Requires : A base wisdom of at least 9. Allows : Quick Working I, Quick Worker I, Master Foraging Allows : Wilderness Lore, Speculating, Shearing, Farming, Food Preserving Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FORAGE, FORAGING Usage : FORAGE (BUNDLE [NUM]) [TARGET]) Example : forage Example : forage bundle 10 berries With this common skill, a player carefully scans an area for any naturally growing plants which may be edible. Foraging is best done in forests and on plains. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Forest Tactics (Fighter_ForestTactics)
Skill : Forest Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in forests. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Forgery (Thief_Forgery)
Skill : Forgery Domain : Calligraphy Available: Burglar Allows : Fine Calligraphy I Use Cost : Mana (59) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FORGERY Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME] Example : forge Midgaard#3001 parchment Example : forge "wish" scrollpaper Example : forge "an Archon's Note" parchment The thief gains the ability to forge title's to land, spells onto scrolls (or at least in seeming), or payment notes. While shopkeepers will not be fooled by these documents, other players may well be.
Foul Weather Sailing (Skill_FoulWeatherSailing)
Skill : Foul Weather Sailing Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (34) Movement (34) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable This skill allows the sailor to rig their ship for sailing in torrential storms and other foul weather, which will eliminate any related sailing problems.
Fourth Totem (Druid_ShapeShift4)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster Mer Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Fragmentation (Fighter_Fragmentation)
Skill : Fragmentation Domain : Weapon use Available: Barbarian Allows : Ranged Striking I Invoked : Automatic This awesome skill allows thrown items to be hurled with SUCH force, that they do TRIPLE their normal damage (depending upon proficiency). The downside is, however, that the weapon is destroyed on impact as the weapon fragments and splinters into the victim.
Frame Mark (Thief_FrameMark)
Skill : Frame Mark Domain : Street smarts Available: Assassin Charlatan Allows : Street Lore I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FRAME Usage : FRAME Example : frame This awesome skill allows the thief to effectively place the blame for a crime the thief might have committed in the current area on their mark. It requires 1000 gold per level of the mark to accomplish this.
Freeze (Archon_Freeze)
Skill : Freeze Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : FREEZE Usage : FREEZE [PLAYER NAME] Example : freeze gunther From anywhere on the map, the player with this skill can render the target mob/player unable to move. Use this skill again on the same player to release them. Magic won't help the player, though the TRANSFER Archon command will still work.
Gaol Food (GaolFood)
Skill : Gaol Food Domain : Epicurean Available: Gaoler Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : GAOLFOOD, GFOOD Usage : GAOLFOOD LIST/[CONTAINER] Example : gaolfood bowl Example : gaolfood list Example : gaolfood list moldy Example : gaolfood list all This skill allows the player to create a somewhat nutritious but disgusting meal from basic edible ingredients for the consumption of prisoners. The ingredients must be placed in a preparation container, The container may be filled with water, if water is required for the recipe. The ingredients are best obtained through the Butchering skill and the Foraging skill.
Gardening (Gardening)
Skill : Gardening Domain : Gathering Available: Artisan Numerous Classes Allows : Quick Working I, Quick Worker I, Master Gardening Allows : Master Food Prep Use Cost : Movement (12) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : GPLANT, GARDEN, GARDENING Usage : GPLANT (BUNDLE [NUM]) [RESOURCE NAME] Example : plant roses Example : plant 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 : Master Gem Digging Domain : Gathering Available: Artisan Requires : 'Gem Digging' at 100%, and 'Excavation' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING, MASTERGEMDIGGING Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET]) Example : mgdig Example : mgdig bundle 10 gems With this common skill, a player can perform the delicate task of mining gems and other precious stones. Master Gem Digging is over twice as slow as regular Gem Digging, but yields three times as many gems. The precious stones found with this skill are best hunted for in mountains or caves. Sand is best found in the desert. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Glass Blowing (GlassBlowing)
Skill : Glass Blowing Domain : Crafting Available: Artisan Numerous Classes Requires : A base constitution of at least 12. Allows : Quick Worker I, Light Shaping I, Advanced Crafting I Allows : Quick Crafting I, Quality Shaping I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : GLASSBLOW, GLASSBLOWING Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE] Example : glassblow pot : : glassblow list : : glassblow list wand : : glassblow list all : : glassblow learn mug This skill allows a player to craft glass items, such as cups and flasks. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn how to make found items, provided a blank recipe page, or a recipe book with blank pages is in his or her inventory. To begin blowing glass, the player must be in a room with an open fire burning, and must have placed the sand he or she wishes to make the item from on the ground. The raw sand for glass blowing is obtained by using the Digging skill.
Golem Form (Druid_GolemForm)
Skill : Golem Form Domain : Shape shifting Available: Delver Allows : Shapeshifting I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : GOLEMFORM Usage : GOLEMFORM [LIST/FORM NAME] Example : golemform Example : golemform list Example : golemform massive stone golem The druid gains the ability, through this skill, to take on the form of a stone golem. The form progresses as the druid gains in level, he will gain access to more powerful forms, each more devastating than the last, though each also a bit slower on the move. Golems are also unable to speak or chant.
Gouge (Fighter_Gouge)
Skill : Gouge Domain : Dirty fighting Available: Monk Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : GOUGE Usage : GOUGE [TARGET NAME] Example : gouge orc The Fighter gouges at the eyes of the target, blinding them for a short time, and possibly taking out an eye in the process.
Graffiti (Thief_Graffiti)
Skill : Graffiti Domain : Street smarts Available: Thief Allows : Street Lore I Use Cost : Mana (62) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : GRAFFITI Usage : GRAFFITI [MESSAGE] Example : graffiti kilroy was here This skill allows the thief to put graffiti on walls and on city streets. Others must READ the graffiti to see it, as it will not be obvious.
Groin (Skill_Groin)
Skill : Groin Domain : Dirty fighting Available: Gaoler Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (53) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : GROIN Usage : GROIN [TARGET NAME] Example : groin orc The player delivers a dirty rotten kick to the groin, causing the target to take a bit of damage, feel a horrible amount of pain, and for males, to be dazed for a time. The target will be wary of the second kick, though. Groin is also unique in that, while it may hurt a lot, it can never kill the target.
Guildmaster (Skill_Guildmaster)
Skill : Guildmaster Domain : Influential Available: Scholar Allows : Influencing I Invoked : Automatic This skill allows the character to inspire the awe of pompous and self-assured competency to anyone of the same base class as the character, or the same base class of the characters exposed/honorary class. The awe will prevent any aggressive action from being taken against the character, unless the character has already started the fight.
Haggle (Skill_Haggle)
Skill : Haggle Domain : Influential Available: Thief Several Classes Requires : 'Marketeering' at 75%, and 'Appraise' at 75% Allows : Influencing I Use Cost : Mana (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : HAGGLE Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME]) Example : haggle buy sword Example : haggle sell sword This skill allows the user to get better rates on buying and selling items by haggling with the shopkeeper over the price.
Half Attack (Skill_AttackHalf)
Skill : Half Attack Domain : Martial lore Available: Artisan Assassin Monk Pirate Available: Templar Numerous Classes Numerous Classes Several Classes Requires : 'Sword Proficiency' at 75% Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Allows the affected character to deliver a second attack during every other combat round. These attacks will be slightly less effective than primary attacks.
Hammer Familiarity (Familiarity_Hammer)
Skill : Hammer Familiarity Domain : Weapon use Available: Artisan Requires : 'Hammer Proficiency' at 100% 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 Specialization (Specialization_Hammer)
Skill : Hammer Specialization Domain : Weapon use Available: Assassin Templar Numerous Classes Allows : Hammer Striking I, Hammer Bashing I, Weaponsmithing Allows : Hammer Focus I Invoked : Automatic The player is a master of hammers, gaining bonuses to attack when using a hammer in combat. Can also allow the use of higher level hammers if the focus expertise is taken.
HammerRing (Fighter_HammerRing)
Skill : HammerRing Domain : Dirty fighting Available: Artisan Requires : 'Hammer Familiarity' at 75% Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : HAMMERRING, HAMMERING Usage : HAMMERRING [TARGET NAME] Example : hammerring orc The player uses a hammer to whack the target over the head, dazing them for a short while and exiting combat. This is ineffective against golems, undead, and things without a head.
Hand to hand combat (Specialization_Natural)
Skill : Hand to hand combat Domain : Weapon use Available: Assassin Templar Numerous Classes Allows : Unarmed Bashing I, Weaponsmithing, Unarmed Focus I Allows : Unarmed Striking I, Unarmed Slicing I, Unarmed Piercing I Invoked : Automatic The player becomes so specialized at hand to hand combat that they gain bonuses to attack when fighting unarmed. Can also allow the use of higher level natural weapons if the focus expertise is taken.
Handcuff (Skill_HandCuff)
Skill : Handcuff Domain : Binding Available: Gaoler Allows : Rope Use I Use Cost : Movement (63) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : HANDCUFF, CUFF Usage : HANDCUFF [TARGET NAME] Example : cuff orc Allows the player to bind another mob that is sitting or lying down, and force them to follow them around. This skill also makes the prisoner temporarily not-assist in combat. This skill can only be used if the target has a warrant out for their arrest. See Arresting Sap for more information.
Hard to Port (Skill_HardToPort)
Skill : Hard to Port Domain : Sea travel Available: Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Movement (100) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : HARDTOPORT Usage : HARDTOPORT Example : hardtoport During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to port. This will turn the ship counter-clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship siege weapons fired at it. You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.
Hard to Stern (Skill_HardToStern)
Skill : Hard to Stern Domain : Sea travel Available: Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Movement (100) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : HARDTOSTERN Usage : HARDTOSTERN Example : hardtostern During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to stern. This will turn the ship clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship siege weapons fired at it. You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.
Healing Hands (Paladin_HealingHands)
Skill : Healing Hands Domain : Healing Available: Paladin Allows : Healing I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HANDS Usage : HANDS [TARGET NAME] Example : hands orc The Paladin becomes a vessel for the healing power of his or her god.
Herbalism (Herbalism)
Skill : Herbalism Domain : Crafting Available: Druid Gaian SkyWatcher Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I Allows : Wise Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HERBALISM, HERBREW, HBREW Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER] Example : hbrew farsight flask : : hbrew list : : hbrew list harden : : hbrew list all This skill allows the player to brew a potion from one of the chants the player knows. To do this, the player must have a drinking container to make the potion out of. All of the brews require ingredients, and all require water or some other liquid base to start from. Also, the player must have mastered the chant before attempting to brew a potion from it. Lastly, the player will lose some experience for brewing the potion. The herbs for this skill must first be identified using the Herbology skill.
Herbology (Herbology)
Skill : Herbology Domain : Nature lore Available: Numerous Classes Allows : Master Distilling, Quick Working I, Quick Worker I Allows : Gardening, Floristry, Master Foraging, Nature Lore I Allows : Smoke Rings, Plant Lore, Master Herbology Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HERBOLOGY Usage : HERBOLOGY [ITEM NAME] Example : herbology some herbs Without this skill, all herbs found through foraging are unknown to the player, being known only as "herbs". With this skill, the player may identify an herb for the type that it is. This skill is quite necessary for Druids who wish to use their Herbalism skill, or Cooks who need particular herbs for recipes, but is fairly unnecessary for others. The raw herbs for herbology are obtained by using the Foraging skill.
Heroism (Fighter_Heroism)
Skill : Heroism Domain : Martial lore Available: Fighter Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : As the power and noteriety of the fighter grows, his or her ability to resist certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt kicks, trips, etc..) grows.
Hide (Thief_Hide)
Skill : Hide Domain : Stealthy Available: Gaoler Monk Several Classes Several Classes Allows : Shadow I, Improved Hiding, Stealthy I Use Cost : Mana (25) Movement (25) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HIDE Usage : HIDE Example : hide The thief attempts to creep into some shadowy corner and remain perfectly still. Doing this makes them invisible to any other creatures in the room. Making any moves or sounds will negate the hidden advantage. The quality of the hide against other players depends in part on the thieves stealth expertise. The thief can use the VISIBLE command to make themself visible again.
Hide In Plain Sight (Thief_HideInPlainSight)
Skill : Hide In Plain Sight Domain : Stealthy Available: Burglar Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HIDEINPLAINSITE, HIPS Usage : HIDEINPLAINSIGHT Example : hips The thief has become so adept at quick small movements, that he can do almost anything without being directly noticed. Almost any quiet movement, such as getting or dropping items, wearing or removing items, or manipulating inventory, will be totally unnoticable by other players. Even normally noisy actions will be done so that people aren't really sure who did it. Direct speaking or giving is unaffected, however.
Hide Other (Thief_HideOther)
Skill : Hide Other Domain : Stealthy Available: Burglar Allows : Stealthy I Use Cost : Mana (32) Movement (32) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : OTHERHIDE Usage : OTHERHIDE [TARGET] Example : otherhide bob The thief attempts to hide a group member in some shadowy corner and directs them to remain perfectly still. Doing this makes the target invisible to any other creatures in the room. If the target makes any moves or sounds, it will negate the hidden advantage. The quality of the hide will depend in part on the thieves stealth expertise. The VISIBLE command can be used to revoke this affect.
Hide Ship (Thief_HideShip)
Skill : Hide Ship Domain : Stealthy Available: Pirate Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : SHIPHIDE Usage : SHIPHIDE Example : shiphide The pirate attempts to hide their ship from others by directing it into a mist bank, or just over the horizon behind tall waves. Other ships traveling the normal channels will then be unable to spot it. Having the ship do ANYTHING else, including combat, lowering anchor, or other activities will allow the ship to be spotted.
Hideout (Thief_Hideout)
Skill : Hideout Domain : Street smarts Available: Thief Allows : Street Lore I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : HIDEOUT Usage : HIDEOUT Example : hideout The thief in an urban settings can slip into a small dark hideout until things cool off. Inside, the thief can not recall or bring friends or followers along, but he can rest up until its safe to go back to work.
High Marks (Thief_HighMarks)
Skill : High Marks Domain : Combat lore Available: Assassin Requires : 'Mark' Allows : Combat Lore I Invoked : Automatic Proficiency in this skill allows the thief to Mark higher level persons and creatures.
Hills Tactics (Fighter_HillsTactics)
Skill : Hills Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in hilly areas. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Hire Crewmember (Skill_HireCrewmember)
Skill : Hire Crewmember Domain : Influential Available: Sailor Allows : Influencing I Use Cost : Mana (80) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : HIRECREWMEMBER, HIRECREW Usage : HIRECREW Example : hirecrew From inside a pub or bar near the shore, the player can hire a local patron to man his or her ship. The hireling will be 5-10 levels below the player, and will take on one of the crew roles when they are brought aboard the ship. Roles include Captain (navigates the ship at random during peace), Tactician (navigates the ship during combat), Repairer (fixes battle damage), Defender (defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor costs more money as the player goes up in level. Once the sailor is aboard ship and dismissed from following the player (see NOFOLLOW), they will make that room their home room and begin their duties.
Hold Your Liquor (Thief_HoldYourLiquor)
Skill : Hold Your Liquor Domain : Fitness Available: Pirate Allows : Fitness I Invoked : Automatic The player can hold their liquor so well that they quickly recover from any ill effects that come from drinking mundane alcohol, allowing them to drink as much as they want.
Holy Strike (Paladin_HolyStrike)
Skill : Holy Strike Domain : Martial lore Available: Paladin Allows : Martial Lore I, Combat Fluidity I Use Cost : Mana (27) Movement (27) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : HOLYSTRIKE Usage : HOLYSTRIKE [TARGET] Example : holystrike Wielding his trusty sword, the paladin calls down the power of his or her god into a mighty sword swing for devastating damage on evil targets
Hunters Endurance (Ranger_HuntersEndurance)
Skill : Hunters Endurance Domain : Fitness Available: Ranger Allows : Fitness I Invoked : Automatic Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears. Also, all movement is instantly and constantly restored. When tracking concludes, or combat begins, the rangers previous state resumes.
Hunting (Hunting)
Skill : Hunting Domain : Gathering Available: Numerous Classes Requires : A base wisdom of at least 8. Allows : Taxidermy, Quick Working I, Quick Worker I, Cage Building Allows : Speculating, Leather Working Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HUNT, HUNTING Usage : HUNT Example : hunt With this common skill, a player checks carefully for the tracks of any game which may be nearby. When the tracks are found, the player needs to check nearby rooms for the animal and attack it to complete the hunt. Hunting can be done almost anywhere, though Forests, Jungles, and Plains are best.
Hush (Archon_Hush)
Skill : Hush Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : HUSH Usage : HUSH [PLAYER NAME] Example : hush gunther From anywhere on the map, the player with this skill can render the target mob/player unable to communicate on any channels, or use the tell command. Use this skill again on the same player to release them.
Identify Bombs (Thief_IdentifyBombs)
Skill : Identify Bombs Domain : Find/remove traps Available: Trapper Allows : Trap Disabling I Invoked : Automatic Example : The thief can sense bombs just by looking at them, or looking at those who might be bearing them.
Identify Poison (Skill_IdentifyPoison)
Skill : Identify Poison Domain : Poisoning Available: Assassin Barbarian Jester Several Classes Requires : 'Apothecary' Allows : Poisoning I Use Cost : Mana (52) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : IDPOISON, IDENTIFYPOISON Usage : IDPOISON [ITEM NAME] Example : idpoison orc This skill allows the player to sniff and taste a potentially poisoned item (like a drink, or a sword) and tell what kind of poison (if any) is on the item.
Identify Traps (Thief_IdentifyTraps)
Skill : Identify Traps Domain : Alert Available: Trapper Requires : 'Detect Traps' Allows : Vigilantly I Use Cost : Mana (55) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : IDENTIFYTRAPS, IDTRAP Usage : IDENTIFYTRAPS Example : identifytraps east Example : identifytraps chest The thief can take a careful look at an item, container, or door to see if it is trapped, and then identify its type and quality level.
Imitate (Skill_Imitation)
Skill : Imitate Domain : Deceptive Available: Charlatan Allows : Deceptive I Use Cost : Movement (57) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : IMITATE Usage : IMITATE [SPELL NAME] [TARGET NAME] Example : imitate Fireball Orc This strange pseudo-magical skill allows spells, prayers, songs, and chants learned through Spellcraft, Prayercraft, etc to be faked at a later time. The spell or skill will not yield any actual results (no damage or benefits from casting), but will enable the character to deceive others into believing that he can use that type of magic.
Improved Boarding (Thief_ImprovedBoarding)
Skill : Improved Boarding Domain : Fitness Available: Pirate Requires : 'Climb' Allows : Fitness I Invoked : Automatic The thief has an improved ability climb aboard ships from the water. If the thief has sufficient proficiency, the player no longer needs a row boat to climb aboard a ship from the water, and will automatically sneak when climbing aboard a ship from the water.
Improved Distraction (Thief_ImprovedDistraction)
Skill : Improved Distraction Domain : Deceptive Available: Thief Requires : 'Distract' Allows : Deceptive I Invoked : Automatic Example : proficiency in this skill allows the thief to distract higher and higher level opponents.
Improved Hiding (Thief_ImprovedHiding)
Skill : Improved Hiding Domain : Stealthy Available: Burglar Requires : 'Hide' Allows : Stealthy I Invoked : Automatic Example : The thief has become so adept at remaining hidden that he or she is able to speak and make other noises while remaining hidden.
Improved Peek (Thief_ImprovedPeek)
Skill : Improved Peek Domain : Stealing Available: Burglar Requires : 'Peek' Allows : Theft Mastery I Invoked : Automatic Example : proficiency in this skill allows the thief to peek into the inventories of higher level persons and creatures.
Improved Shield Defence (Fighter_ImprovedShieldDefence)
Skill : Improved Shield Defence Domain : Shield use Available: Fighter Allows : Shield Using I Invoked : Automatic Example : As the fighter gains proficiency with shield use, he becomes better able to use a shield to enhance his armor.
Improved Steal (Thief_ImprovedSteal)
Skill : Improved Steal Domain : Stealing Available: Burglar Requires : 'Steal' Allows : Theft Mastery I Invoked : Automatic Example : Proficiency in this skill allows the thief to steal from the inventories of higher level persons and creatures. See help on STEAL.
Improved Swipe (Thief_ImprovedSwipe)
Skill : Improved Swipe Domain : Stealing Available: Burglar Requires : 'Swipe gold' Allows : Theft Mastery I Invoked : Automatic Example : proficiency in this skill allows the thief to swipe the gold of higher level persons and creatures.
Improved Throwing (Fighter_ImprovedThrowing)
Skill : Improved Throwing Domain : Weapon use Available: Barbarian Allows : Ranged Striking I Invoked : Automatic As the fighter gains proficiency in this skill, he or she hits more accurately with thrown weapons, and does up to double damage.
Infect (Archon_Infect)
Skill : Infect Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : INFECT Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME] Example : infect gunther flu The player with this skill can cause the target to become infected with a given disease.
Injure (Archon_Injure)
Skill : Injure Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : INJURE Usage : INJURE [PLAYER NAME] [body part] Example : injure gunther left hand From anywhere on the map, the player with this skill can cause the target to have one of their body parts instantly injured by 20%.
Instrument Bash (Skill_InstrumentBash)
Skill : Instrument Bash Domain : Dirty fighting Available: Minstrel Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : INSTRUMENTBASH, IBASH Usage : IBASH [TARGET NAME] Example : ibash orc The bard uses their instrument as a weapon, delivering an otherwise additional blow to the target in combat.
Instrument Making (InstrumentMaking)
Skill : Instrument Making Domain : Crafting Available: Artisan Minstrel Requires : 'Carpentry' at 75% Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I Allows : Quick Crafting I, Light Fabricating I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : INSTRUMENTMAKING, INSTRUMENTMAKE Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE] Example : instrumentmake piccolo : : instrumentmake list : : instrumentmake list piccolo : : instrumentmake list all : : instrumentmake learn flute This skill allows a player to craft musical instruments, such as flutes and guitars. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn to make new found instruments, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin making a new item, the player must have placed the material he or she wishes to make the item from on the ground. Instruments crafted with balsa can be done with half the required wood listed, while instruments crafted with ironwood will require twice the required wood listed.
Intercept Ship (Skill_InterceptShip)
Skill : Intercept Ship Domain : Sea travel Available: Pirate Sailor Requires : 'Sea Charting' Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (536870912) Movement (536870912) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : INTERCEPT, INTERCEPTSHIP Usage : INTERCEPT [SHIP NAME] Example : intercept pirate This powerful skill allows the sailor to use their superior sailing ability to quickly intercept a potential enemy ship of the given name. The sailor's ship or boat's speed is enhanced while following the interception course.
Intimidation (Fighter_Intimidate)
Skill : Intimidation Domain : Influential Available: Barbarian Beastmaster Burglar Doomsayer Allows : Influencing I Invoked : Automatic Example : This skill makes the player naturally intimidating to lower level creatures, making them less likely to be able to initiate an attack.
Invisibility to Mark (Thief_MarkInvisibility)
Skill : Invisibility to Mark Domain : Stealthy Available: Assassin Allows : Stealthy I Invoked : Automatic Example : The thief is considered completely invisible whenever the mark is in the room, due to their extreme ability to go unnoticed when their energy is focused (as when the mark is present). See the MARK ability for more information.
Irrigation (Irrigation)
Skill : Irrigation Domain : Building Available: Artisan Numerous Classes Requires : 'Drilling' Requires : A base constitution of at least 15. Allows : Quick Building I, Quick Worker I, Ingenious Engineering I Use Cost : Movement (15) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : IRRIGATE, IRRIGATION Usage : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION] Example : irrigate barrier north : : irrigate list : : irrigate info wall : : irrigate sea : : irrigate title A messy room. : : irrigate desc east This is my favorite sea. : : irrigate desc room This is a watery place. : : irrigate help Bob : : irrigate demolish west : : irrigate demolish room This skill allows a player to irrigate an area into a new type on an outdoor property the player owns. This skill also allows the demolition of unwanted barriers and rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a irrigation project. Irrigation also allows the creation of water currents, which will cause things in the room to drift in a given direction over time.
Jail Key (Skill_JailKey)
Skill : Jail Key Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Exits Range : Touch, or not applicable Commands : JAILKEY, JKEY Usage : JAILKEY [DIRECTION] Example : jailkey north Allows the player to lock or unlock any door to a jail room in the area.
Jewel Making (JewelMaking)
Skill : Jewel Making Domain : Crafting Available: Artisan Numerous Classes Requires : 'Blacksmithing', and 'Pottery' Requires : A base wisdom of at least 16. Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I Allows : Quick Worker I, Light Crafting I, Advanced Crafting I Allows : Quick Crafting I, Lacquering, Appraise, Quality Metalworking I Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : JEWEL, JEWELMAKING Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM TYPE] Example : jewel ring : : jewel list : : jewel list ring : : jewel list all : : jewel encrust "a diamond" backpack : : jewel mount "a diamond" sword : : jewel mend ring : : jewel refit crown : : jewel scan : : jewel scan bob : : jewel learn brooch This skill allows a player to craft jewelry, such as rings, earrings, necklaces, and bracelets, or to mount or encrust bits of precious jewels onto other items. The extent of the items which can be newly crafted expands as the player goes up in level. The player may also learn to make new found jewelry, provided a blank recipe page, or a recipe book with blank pages is in his or her inventory. To begin crafting, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the item from on the ground, along with any precious gems. which may be mounted in the jewelry. The raw gems for jewel making are found using the Digging skill. The metal is obtained using the Mining skill.
Joke (Skill_Joke)
Skill : Joke Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Mana (60) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : JOKE Usage : JOKE [TARGET NAME] Example : joke orc This will cause the player to tell a random joke to the target. The joke has a 75% chance of giving the target the giggles, and a 25% chance of putting them under the spell of Laughter.
Juggle (Skill_Juggle)
Skill : Juggle Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Movement (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : JUGGLE Usage : JUGGLE [ITEM NAME] Example : juggle all Example : juggle dagger Example : juggle This will cause the player to begin juggling one or more items. The number of items the player may juggle is limited by level. Entering juggle without an item name will stop juggling. GETting an item being juggled will also remove that item from the juggle list. During combat, the juggler will be able to throw one item per 5 levels per combat round for a little extra damage.
Jungle Tactics (Fighter_JungleTactics)
Skill : Jungle Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in jungles. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Kamikaze (Thief_Kamikaze)
Skill : Kamikaze Domain : Criminal Available: Trapper Allows : Criminal Deviousness I Use Cost : Mana (75) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : KAMIKAZE Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)] Example : kamikaze orc east Example : kamikaze orc 2e 3n e e e n w d The thief pays the target a sufficient amount of money for them to follow the directions given, drop any bombs (see Make Bombs) being carried, and blow them all up.
Ki Strike (Fighter_KiStrike)
Skill : Ki Strike Domain : Punching Available: Monk Allows : Iron Punching I, Combat Fluidity I Use Cost : Movement (67) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : KISTRIKE, KI Usage : KISTRIKE Example : kistrike Short(s) : ki The Monk summons up his or her inner power and focuses it into a single, terrifying attack. This skill will allow the next blow that lands to have that little, extra, well, KI.
Kick (Fighter_Kick)
Skill : Kick Domain : Kicking Available: Artisan Monk Dancer Several Classes Requires : 'Natural Weapon Proficiency' at 75% Allows : Ax Kick, Iron Kicking I, Combat Fluidity I Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : KICK Usage : KICK [TARGET NAME] Example : kick orc The fighter uses his or her feet to deliver an extra bit of pain in combat.
Kill Log (Thief_KillLog)
Skill : Kill Log Domain : Combat lore Available: Assassin Allows : Combat Lore I Use Cost : Mana (53) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : KILLLOG Uage : KILLLOG Example : killlog The thief has the ability to keep track of their kill percentage on creatures which they have marked using the Mark still. The player may use the KILLLOG command to review the log of kills. Every new and unique creature added to the kill log will result in a small experience bonus.
Knife Hand (Fighter_KnifeHand)
Skill : Knife Hand Domain : Punching Available: Monk Requires : 'Monkey Punch' Allows : Iron Punching I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a pointed, swift strike.
Know Plants (Druid_KnowPlants)
Skill : Know Plants Domain : Nature lore Available: Several Classes Allows : Nature Lore I Use Cost : Mana (57) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : KNOWPLANT Usage : KNOWPLANT [ITEM NAME] Example : knowplant flowers This skill allows a player to gain knowledge about a plant, or an item made from plant material. If the plant was summoned by a druid, it will give the name of the druid who summoned it as well.
Labeling (Labeling)
Skill : Labeling Domain : Calligraphy Available: Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LABELING, LABEL Usage : LABEL (REMOVE) (REPLACE) [ITEM NAME] Example : label sword : : label remove sword : : label replace sword The character labels an item with a numbered tag specific to him. The label tag can be used by other skills to help locate or sort the item. Use the 'remove' command to completely delete a tag. Use the 'replace' command to replace the label tag with a new one.
Lacquering (Lacquerring)
Skill : Lacquering Domain : Artistic Available: Artisan Numerous Classes Requires : A base charisma of at least 8. Allows : Quick Working I, Quick Worker I, Artsy I, Painting Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LACQUERING, LACQUER Usage : LACQUER LIST/[ITEM NAME] [COLOR] Example : lacquer list Example : lacquer shirt blue This skill allows the player to lacquer a qualifying item a different color. Lacquer only works on metal, wood, and stone items.
Landscaping (Landscaping)
Skill : Landscaping Domain : Building Available: Artisan Numerous Classes Requires : 'Farming' Requires : A base constitution of at least 15. Allows : Quick Building I, Quick Worker I, Ingenious Engineering I Allows : Master Farming Use Cost : Movement (15) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LANDSCAPE, LANDSCAPING Usage : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION] Example : landscape barrier north : : landscape list : : landscape info wall : : landscape desert : : landscape title A messy room. : : landscape desc east This is my favorite path. : : landscape desc room This is a messy place. : : landscape help Bob : : landscape demolish west : : landscape demolish room This skill allows a player to landscape an area into a new type on an outdoor property the player owns. This skill also allows the demolition of unwanted barriers and rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a landscaping project. The raw material for landscaping is found using the Digging, Mining, Foraging, and other skills.
Lay Minor Traps (Thief_MinorTrap)
Skill : Lay Minor Traps Domain : Trapping Available: Jester Allows : Trapping I Use Cost : Mana (28) Movement (28) Quality : Malicious Targets : Items Exits Rooms Range : Touch, or not applicable Commands : MTRAP, MINORTRAP Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME] Example : mtrap list Example : mtrap east noise Example : mtrap chest needle The thief attempts to lay some sort of trap upon the item, door, room, entryway, or container specified. The trap may be gaseous, needles, blades, or pits, and may be triggered by unlocking, opening, getting, or moving through in the case of entryways, or entering in the case of rooms. The thief who sets the trap may not trigger the trap. The number of traps available to the thief will go up as the thief advances in level, so trap list may be used to see what new traps are available as the thief advances. Not all traps may be set on all items, however. Lay Minor traps only allows a small subset of the traps avaiailable from the full Lay Traps skill. Traps are temporary, but reset if sprung after a time. Setting the same trap on the same object will reset the trap early.
Lay Traps (Thief_Trap)
Skill : Lay Traps Domain : Trapping Available: Assassin Thief Trapper Allows : Trapping I Use Cost : Mana (29) Movement (29) Quality : Malicious Targets : Items Exits Rooms Range : Touch, or not applicable Commands : TRAP Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME] Example : trap list Example : trap east noise Example : trap chest needle The thief attempts to lay some sort of trap upon the item, door, room, entryway, or container specified. The trap may be gaseous, needles, blades, or pits, and may be triggered by unlocking, opening, getting, or moving through in the case of entryways, or entering in the case of rooms. The thief who sets the trap may not trigger the trap. The number of traps available to the thief will go up as the thief advances in level, so trap list may be used to see what new traps are available as the thief advances. Not all traps may be set on all items, however. Traps are temporary, but reset if sprung after a time. Setting the same trap on the same object will reset the trap early.
Leather Working (LeatherWorking)
Skill : Leather Working Domain : Crafting Available: Artisan Numerous Classes Requires : A base constitution of at least 10. Allows : Light Sewing I, Quality Crafting I, Durable Sewing I Allows : Quick Worker I, Durable Crafting I, Cobbling, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I Allows : Scrapping, Master Leather Working Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LEATHERWORK, LEATHERWORKING Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : leatherwork pot : : leatherwork bundle 100 leather : : leatherwork list : : leatherwork list hard : : leatherwork list all : : leatherwork mend vest : : leatherwork refit sleeves : : leatherwork scan : : leatherwork scan bob : : leatherwork learn gloves This skill allows a player to craft leather items, such as armor, clothing, and even whips. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to mend any damaged leather items, get info on a list item, refit any armor which may be the wrong size, or learn how to make an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin crafting a new item, the player must have placed the leather he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw leather for leather working is found using the Butchering skill.
Lecturing (Lecturing)
Skill : Lecturing Domain : Education lore Available: Scholar Allows : Quick Working I, Educating I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LECTURE, LECTURING Usage : LECTURE [SKILL NAME] Example : lecture fireball This skill allows the player to give a lecture to 3 or more students about a particular skill that the player knows more about than the students. At the end of the long lecture, the students will gain up to 5% increase in proficiency, even if they are already at or above 75%. The player will receive experience for giving the lecture. The students must already know the skill before the lecture begins in order to qualify as a student.
Leeching (Skill_Leeching)
Skill : Leeching Domain : Anatomy Available: Gaoler Allows : Anatomy I Use Cost : Mana (67) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : LEECH, LEECHING Usage : LEECHING [TARGET NAME] Example : leech Sophie The player is able to apply leeches to the target. The target will be unable to heal, but will have any poisons removed for the duration of the leeches presence.
Legendary Weaponsmithing (LegendaryWeaponsmithing)
Skill : Legendary Weaponsmithing Domain : Crafting Available: Artisan Requires : 'Master Weaponsmithing' at 100% Allows : Counterbalance Crafting I, Quality Crafting I, Quick Worker I Allows : Light Crafting I, Advanced Crafting I, Quick Crafting I Allows : Lethal Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LWEAPONSMITH, LEGENDWEAPONSMITHING, LEGENDARYWEAPONSMITHING Usage : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME] Example : lweaponsmith twohanded sword : : lweaponsmith list : : lweaponsmith list sword : : lweaponsmith list blunt : : lweaponsmith list all : : lweaponsmith scan : : lweaponsmith scan bob : : lweaponsmith learn axe This skill allows a player to craft legendary-level weapons (level 61 and up) from metal. This skill requires Blacksmithing and Master Weaponsmithing in order to learn it. It also requires specialization in the weapon type the player wishes to make. The extent of the weapons which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the weapon from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn how to smith an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. The metal for weaponsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Lightning Strike (Fighter_LightningStrike)
Skill : Lightning Strike Domain : Martial lore Available: Monk Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (74) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : LIGHTNINGSTRIKE, LSTRIKE Usage : LIGHTNINGSTRIKE [TARGET NAME] Example : lightningstrike orc Short(s) : lstrike This most powerful of Monk abilities allows him or her to deliver as many unarmed blows in a single round as he or she has Monk levels. After this exhausting exchange, the Monk will collapse for many rounds of needed rest.
Linguistic Comprehension (Thief_Comprehension)
Skill : Linguistic Comprehension Domain : Street smarts Available: Burglar Scholar Thief Allows : Street Lore I Use Cost : Mana (68) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : COMPREHEND, COMPREHENSION Usage : COMPREHEND Example : comprehend This skill will cause the thief to begin listening intensely to what is being said around him in other languages, so that he or she may understand it. Depending upon proficiency, from a few seconds to a few minutes after each statement, the thief will understand.
Listen (Thief_Listen)
Skill : Listen Domain : Alert Available: Burglar Monk Trapper Several Classes Allows : Wilderness Sounds, Vigilantly I Use Cost : Mana (59) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : LISTEN Usage : LISTEN [DIRECTION NAME] Example : listen north Example : listen The thief listens a particular direction for signs of movement (life). A very proficient thief may also tell the number of creatures, and may be able to listen in on private conversations and whispering that may be going on in the room. You may only listen to the room you are in, or to an adjacent indoor room. How well the thief can hear will depend on proficiency, how much higher in level than the thief those being listened to are, and alertness expertise.
Lobotomizing (Skill_Lobotomizing)
Skill : Lobotomizing Domain : Anatomy Available: Gaoler Allows : Anatomy I Use Cost : Mana (72) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : LOBOTOMIZE, LOBOTOMIZING Usage : LOBOTOMIZE [TARGET NAME] Example : lobotomize Sophie The player is able to use delicate tools to scrape away unnecessary brain tissue from the target by going up the nose holes. This can only be done on a cooperative target, such as a follower, or one bound or prone. The effect of the lobotomy is not only horrible screams of pain, but the removal of any aggressive behaviors, mind altering diseases and effects, and will actually make the target a slightly better person. Unfortunately, it may also affect some skill proficiency.
Locate Alcohol (Thief_LocateAlcohol)
Skill : Locate Alcohol Domain : Divination Available: Pirate Allows : Extended Divining I, Power Divining I, Reduced Divining I Allows : Ranged Divining I Use Cost : Mana (26) Movement (26) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : LOCATEALCOHOL Usage : LOCATEALCOHOL Example : locatealcohol The player uses their superior sense of smell and their strong motivation to locate the nearest source of liquor.
Locksmithing (LockSmith)
Skill : Locksmithing Domain : Building Available: Artisan Gaoler Numerous Classes Requires : 'Blacksmithing' Requires : A base dexterity of at least 14. Allows : Quick Building I, Quick Worker I Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LOCKSMITH, LOCKSMITHING Usage : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION] Example : locksmith chest : : locksmith south : : locksmith boltlock south : : locksmith delock south This skill allows a player to craft keys and locks for items and doors. If the item or door specified already has a lock, the proper key will be built for it (assuming a level check). If the item or door does not have a lock, and the skill user is the owner, then a lock will be built, along with a key. If a lock is being made for a door, and the word BOLTLOCK is specified, then the lock will ONLY be on that side of the door. If a key is being made, the LABEL parameter can be used to add a description for the key (such as House for a house key, etc). A lock can be removed from a door using the DELOCK parameter. This skill requires metal from which to make the lock and/or key.
Lore (Thief_Lore)
Skill : Lore Domain : Arcane lore Available: Arcanist Artisan Bard Burglar Available: Dancer Scholar Thief Requires : 'Encrypted Writing' at 75%, and 'Paper Making' at 75% Allows : Arcane Lore I, Rodsmithing, Staff Making, Wand Making Use Cost : Mana (51) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : LORE Usage : LORE [ITEM NAME] Example : lore sword The bard carefully examines the item, using his extensive knowledge of magical lore to determine the items magical properties, if any.
Lure (Thief_Lure)
Skill : Lure Domain : Deceptive Available: Trapper Allows : Deceptive I Use Cost : Mana (32) Movement (32) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : LURE Usage : LURE [TARGET NAME] Example : lure monster east The thief gains the ability to lure a creature in the direction they want, when not in combat.
Mage Honorary Degree (Skill_HonoraryDegreeMage)
Skill : Mage Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those spells specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Make Bombs (Thief_MakeBomb)
Skill : Make Bombs Domain : Trapping Available: Trapper Allows : Trapping I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : BOMB Usage : BOMB [ITEM] [BOMB NAME] Example : bomb list Example : bomb waterskin water bomb The thief attempts to make some sort of bomb from the item, or container specified. The bomb may be of any of the listed sort. The thief who makes the bomb may activate it by HOLDING the item. Once the item is held, the thief has but a few seconds to drop, throw, or do whatever they need to before the bomb goes off. The number of bombs available to the thief will go up as the thief advances in level, so bomb list may be used to see what new bombs are available as the thief advances. Not all bombs may be set on all items, however.
Make Maps (Skill_Map)
Skill : Make Maps Domain : Calligraphy Available: Burglar Several Classes Allows : Fine Calligraphy I Use Cost : Mana (63) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MAP Usage : MAP [PAPER NAME] Example : map parchment Allows you to begin mapping on the targeted piece of paper. As you walk around the parchment will be filled with a pictoral map of the rooms you walk through.
Make Pub Contacts (Thief_PubContacts)
Skill : Make Pub Contacts Domain : Influential Available: Pirate Allows : Influencing I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : MAKEPUBCONTACTS, PUBCONTACTS Usage : MAKEPUBCONTACTS Example : makepubcontacts When in a pub, the pirate uses this skill to buy drinks for numerous patrons and staff, in the hopes of getting information about nearby ships, especially merchant vessels. This first time this is done in a pub, the pirate will learn the names of nearby vessels. The second time reveals the names and distance of the ships from shore. The third time reveals the names and directions to the ships current locations from the shore. This only works in a pub within a limited distance from the shore, since that's where the other sailors drink.
Make Sea Maps (Skill_SeaMapping)
Skill : Make Sea Maps Domain : Calligraphy Available: Several Classes Allows : Fine Calligraphy I Use Cost : Mana (58) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SEAMAPPING, SEAMAP Usage : SEAMAP [PAPER NAME] Example : seamap parchment Allows you to begin mapping the seas on the targeted piece of paper. As you sail around the parchment will be filled with a map of the waves you sail over.
Mark (Thief_Mark)
Skill : Mark Domain : Combat lore Available: Assassin Charlatan Scholar Allows : Combat Lore I, Marker Spying, High Marks Use Cost : Mana (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : MARK Usage : MARK [TARGET NAME] Example : mark orc The player marks the target for death. Once done, the player will remember who they have marked until the death of the mark is witnessed, or the mark is changed. The ability of the player to kill the mark will go up the longer the player has to "observe" the mark. The mark is observed whenever the player is in the same room as the mark and can see him, but the mark cannot see the player. Marking for death is also useful for certain higher level assassin skills. You can issue a Mark a second time against the same target to remove the mark.
Mark Disguise (Skill_MarkDisguise)
Skill : Mark Disguise Domain : Deceptive Available: Charlatan Allows : Deceptive I Use Cost : Mana (75) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : MARKDISGUISE Usage : MARKDISGUISE (!) Example : markdisguise Example : markdisguise ! This powerful ability allows the bard to disguise him or herself to be identical to his or her mark. The bard must first mark a target using the Mark skill. After that, the bard must observe the mark from a hidden position for an amount of time. After sufficient time, the bard may use this skill to take on the apperance of the mark through disguise. Entering the command word again will remove the disguise. The optional ! parameter may be given for the bard to disguise him or herself as the same person they did before, regardless of whether they are presently marked.
Mark OOC (Archon_MarkOOC)
Usage : MARKOOC [PLAYER NAME] Example : MARKOOC gunther From anywhere on the map, the player with this skill can render the target mob/player unable to receive any further RolePlay experience. Use this skill again on the same player to release them.
Mark Trapped (Thief_MarkTrapped)
Skill : Mark Trapped Domain : Find/remove traps Available: Trapper Allows : AutoMark Traps, Trap Disabling I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Items Exits Rooms Range : Touch, or not applicable Commands : MARKTRAPPED Usage : MARKTRAPPED [ITEM/DIRECTION/HERE] Example : marktrapped north Example : marktrapped chest The thief places an easily recognizable marker upon the target which all will recognize as meaning that it is trapped. This can serve as a nice warning to team members that stumble that way, or a confusing countermeasure to force other thieves to be extra careful. The skill can be used again to remove such marks. Marks last quite a long time, though each thief is limited in the number that may be marked.
Marker Spying (Thief_MarkerSpying)
Skill : Marker Spying Domain : Stealthy Available: Assassin Requires : 'Mark', and 'Spying' Allows : Stealthy I Use Cost : Mana (35) Movement (35) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : MARKERSPYING, MARKSPY Usage : MARKER SPYING [TARGET] Example : markerspying The thief has become adept at rummaging through the papers of his marks. Until this skill is disengaged, he will remember those parts of the papers of those he Marks that the marks themselves read, regardless of where they are in the world. This skill is identical to SPYING, but does not require that the thief and the one spied on be in the same room, and it only works on those the thief has MARKed. The skill automatically transfers from Mark to Mark indefinitely, or until disengaged.
Marketeering (Merchant)
Skill : Marketeering Domain : Influential Available: Artisan Requires : 'Engraving' at 75%, and 'Embroidering' at 75% Allows : Haggle, Quick Working I, Quick Worker I, Influencing I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch, or not applicable Commands : MARKET Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE]) Example : market list : : market shoe 500 : : market all.shoe : : market remove shoe This skill allows a player to behave like a shopkeeper, allowing other players to LIST, BUY, and VIEW items which the player has put up for sale. The player may add any item in their inventory to their items for sale, and set a price for the item. The remove command may be used to take items of that name off the market.
Masonry (Masonry)
Skill : Masonry Domain : Building Available: Artisan Numerous Classes Requires : 'Sculpting' Requires : A base constitution of at least 12. Allows : Quick Building I, Quick Worker I, Ingenious Engineering I Allows : Find Home, Excavation Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASONRY Usage : MASONRY [LIST/INFO/[PROJECT NAME]] [DIRECTION] Example : masonry wall north : : masonry list : : masonry info wall : : masonry roof : : masonry title A messy room. : : masonry desc east This is my favorite Door. : : masonry desc room This is a messy room. : : masonry stairs : : masonry help Bob : : masonry demolish west : : masonry demolish room This skill allows a player to construct a building or other structures on a property the player owns. Walls or Stairs may be built following the construction of roof and framework. This skill also allows the demolition of unwanted walls and structures, upstairs rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a masonry project. All of the structures made with this skill are made of stone. The raw stone for masonry is found using the Digging or Mining skills.
Mast Shot (Thief_MastShot)
Skill : Mast Shot Domain : Influential Available: Pirate Allows : Influencing I Use Cost : Movement (73) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : MASTSHOT Usage : MASTSHOT [WEAPON NAME] Example : mastshot catapult The pirate can aim a siege weapon at the currently targeted ship`s masts instead of the hull. If the weapon hits the ship, there is a 10% chance (improved by expertise) that it will also hit the mast, and slow the ships movement speed by one. This effect is cumulative, so that subsequent hits will slow the ship further. Either way, a weapon so aimed will never do hull damage unless it hits a mast. This skill must be used to re-aim the siege weapon every combat round.
Master Armorsmithing (MasterArmorsmithing)
Skill : Master Armorsmithing Domain : Crafting Available: Artisan Requires : 'Armorsmithing' at 100%, and 'Scrapping' at 75% Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I Allows : Quick Worker I, Durable Crafting I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Quality Metalworking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MARMORSMITH, MASTERARMORSMITHING Usage : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE] Example : marmorsmith chainmail : : marmorsmith list : : marmorsmith list chain : : marmorsmith list left wrist : : marmorsmith list all : : marmorsmith scan : : marmorsmith scan bob : : marmorsmith learn helmet This skill allows a player to craft master-level armors from metal. This skill requires Blacksmithing and Armorsmithing in order to learn it. The extent of the armor which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the armor from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn how to smith an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. The metal for armorsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Master Baking (MasterBaking)
Skill : Master Baking Domain : Epicurean Available: Artisan Requires : 'Baking' at 100%, and 'Master Farming' at 75% Allows : Quick Cooking I, Fortified Baking I, Quick Worker I Allows : Advanced Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING Usage : MASTERBAKE LIST/[BAKING CONTAINER] Example : masterbake list Example : masterbake list oven Example : masterbake list all Example : masterbake oven This skill allows the player to create a more nutritious meal from basic edible ingredients. The player must be near a fire over which the meal can be cooked. The ingredients must be placed in a fire-safe container, that is closeable, and is closed. The container may be filled with water, if water is required for the recipe. Master Baking takes a bit longer than regular Baking, but yields more food for the same ingredients, and allows you to bake multiple things at the same time, so long as they are in different containers. The ingredients for cooking are best obtained through the Butchering skill and the Foraging skill.
Master Butchering (MasterButchering)
Skill : Master Butchering Domain : Gathering Available: Artisan Requires : 'Butchering' at 100%, and 'Taxidermy' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN Usage : MBUTCHER (BUNDLE [NUM]) [TARGET BODY] Example : mbutcher body Example : mbutcher bundle 10 bones With this common skill, a dead body can be cut up and its useful parts separated. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources. This skill takes longer, but has much higher yield than normal butchering.
Master Cooking (MasterCooking)
Skill : Master Cooking Domain : Epicurean Available: Artisan Requires : 'Cooking' at 100%, and 'Master Foraging' at 75% Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I Allows : Master Herbology, Vigorous Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING Usage : MASTERCOOK LIST/[COOKING CONTAINER] Example : mastercook list Example : mastercook list stew Example : mastercook list all Example : mastercook pot This skill allows the player to create a more nutritious meal from basic edible ingredients. The player must be near a fire over which the meal can be cooked. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot may be filled with water, if water is required for the recipe. Master cooking takes a bit longer than regular cooking, but the yield per pound of ingredients is higher, and you are capable of cooking multiple dishes at the same time (so long as they use different containers). The ingredients for cooking are best obtained through the Butchering skill and the Foraging skill, and some Food Prep may be necessary for some dishes.
Master Costuming (MasterCostuming)
Skill : Master Costuming Domain : Crafting Available: Artisan Charlatan Requires : 'Costuming' at 100%, and 'Master Tailoring' at 75% Allows : Light Sewing I, Quality Crafting I, Quick Worker I Allows : Durable Crafting I, Light Crafting I, Advanced Crafting I Allows : Quick Crafting I, Quality Sewing I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING Usage : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE] Example : mcostume shirt : : mcostume list : : mcostume list shirt : : mcostume list all : : mcostume mend shirt : : mcostume refit shirt : : mcostume scan : : mcostume scan bob : : mcostume learn shirt This skill allows a player to fabricate higher level paper clothing that can be worn over most other clothing so as to produce a different display, but not interfere with the function of the underlying clothing and armor. In order to use this skill, the costumer must first acquire the desired item they wish to base the pattern off of, and then deconstruct that item into a costuming recipe with the COSTUME LEARN command provided a blank recipe page, or recipe book with blank pages is in his or her inventory. This command also allows the player to mend any damaged paper clothing, get info on a list item, or refit any paper clothes which are the wrong size. To begin costuming a new item, the player must have placed the bolt of paper he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw materials for costuming are created using the Papermake skill.
Master Distilling (MasterDistilling)
Skill : Master Distilling Domain : Epicurean Available: Artisan Requires : 'Distilling' at 100%, and 'Herbology' at 75% Allows : Quick Cooking I, Quick Worker I, Imbued Distilling I Allows : Advanced Cooking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MDISTILLING, MASTERDISTILLING Usage : MASTERDISTILL LIST/[BREWING CONTAINER] Example : masterdistill pot : : masterdistill list : : masterdistill list whiskey : : masterdistill list all This skill allows the player to create a beer and other liquors from basic ingredients. The player must be near a fire over which the alcohol can be brewed. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot must be filled with water or other liquids required by the recipe. Master Distilling requires a bit more time than normal distilling, but yields more liquor for the same ingredients, and allows you to prepare multiple liquors at the same time. The ingredients for cooking are best obtained through the Foraging skill.
Master Drilling (MasterDrilling)
Skill : Master Drilling Domain : Gathering Available: Artisan Requires : 'Drilling' at 100%, and 'Speculating' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER] Example : masterdrill pot Example : masterdrill bundle 10 "lamp oil" With this common skill, a player carefully pokes around, in the ground or trees, for useful liquids. The liquids are then placed into the liquid container given by the parameters. Master Drilling is over twice as slow as regular drilling, but yields three times as much liquid. Drilling is best done in forests and deserts. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Farming (MasterFarming)
Skill : Master Farming Domain : Gathering Available: Artisan Requires : 'Landscaping' at 75%, and 'Farming' at 100% Allows : Master Baking, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME] Example : masterplant berries Example : masterplant bundle 10 berries This skill allows the player to plant a resource into the ground. The player must place a sample of the resource on the ground first to use as seed. After planting is completed, the resource will be ready to harvest some time later, after the plants have grown. Master Farming is over twice as slow as regular farming, but yields three times as much produce. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Fishing (MasterFishing)
Skill : Master Fishing Domain : Gathering Available: Artisan Sailor Requires : 'Fishing' at 100%, and 'Baiting' at 75% Allows : Quick Working I, Quick Worker I, Master Trawling Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MFISH, MASTERFISH Usage : MASTERFISH (BUNDLE [NUM]) [TARGET]) Example : masterfish Example : masterfish bundle 10 trout With this common skill, a player can catch lots of fish from a suitable location, assuming the fish are biting. Master Fishing is over twice as slow as regular Fishing, but yields three times as many fish. Fishing it best done in the water. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Floristry (MasterFloristry)
Skill : Master Floristry Domain : Nature lore Available: Artisan Gaian Numerous Classes Requires : 'Floristry' at 100% Requires : A base intelligence of at least 12. Allows : Quick Working I, Quick Worker I, Nature Lore I Use Cost : Movement (29) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MFLORISTRY, MASTERFLOR, MASTERFLORISTRY, MFLOR Usage : MFLOR [ITEM NAME] Example : mflor some flowers Master Floristry is identical to Floristry, except that it is able to identify every herb in a bundle, or in a large group of herbs in the florists inventory. Like Floristry, the player may use this skill to identify flowers for the types that they are. The flowers for floristry are obtained by using the Foraging skill.
Master Food Prep (MasterFoodPrep)
Skill : Master Food Prep Domain : Epicurean Available: Artisan Requires : 'Food Prep' at 100%, and 'Gardening' at 75% Allows : Quick Cooking I, Creative Food Prep I, Quick Worker I Allows : Master Gardening, Advanced Cooking I, Master Herbology Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP Usage : MASTERFOODPREP LIST/[CONTAINER] Example : masterfoodprep bowl Example : masterfoodprep list Example : masterfoodprep list salad Example : masterfoodprep list all This skill allows the player to create a more nutritious meal from basic edible ingredients. The ingredients must be placed in a preparation container, The container may be filled with water, if water is required for the recipe. Master Food Prep takes a bit longer than regular Food Prep, but yields more food than normal, and permits you to prepare multiple things at the same time. The ingredients are best obtained through the Butchering skill and the Foraging skill.
Master Foraging (MasterForaging)
Skill : Master Foraging Domain : Gathering Available: Artisan Requires : 'Foraging' at 100%, 'Distilling' at 75%, and 'Herbology' at 75% Allows : Master Cooking, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET]) Example : masterforage Example : masterforage bundle 10 berries With this common skill, a player carefully scans an area for any naturally growing plants which may be edible. Master Foraging is over twice as slow as regular Foraging, but yields three times as much produce. Foraging is best done in forests and on plains. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Gardening (MasterGardening)
Skill : Master Gardening Domain : Gathering Available: Artisan Requires : 'Gardening' at 100%, and 'Master Food Prep' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MGPLANT, MASTERGARDEN, MASTERGARDENING, MGARDEN, MGARDENING Usage : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME] Example : mastergarden roses Example : mastergarden bundle 10 roses This skill allows the player to plant herbs or flowers into the ground. The player must place a sample of the resource on the ground first to use as seed. After planting is completed, the resource will be grow some time later. Master Gardening is over twice as slow as regular gardening, but yields three times as many plants. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Gem Digging (MasterDigging)
Skill : Master Gem Digging Domain : Gathering Available: Artisan Requires : 'Gem Digging' at 100%, and 'Excavation' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING, MASTERGEMDIGGING Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET]) Example : mgdig Example : mgdig bundle 10 gems With this common skill, a player can perform the delicate task of mining gems and other precious stones. Master Gem Digging is over twice as slow as regular Gem Digging, but yields three times as many gems. The precious stones found with this skill are best hunted for in mountains or caves. Sand is best found in the desert. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Herbology (MasterHerbology)
Skill : Master Herbology Domain : Nature lore Available: Artisan Numerous Classes Requires : 'Herbology' at 100% Requires : A base intelligence of at least 12. Allows : Quick Working I, Quick Worker I, Nature Lore I Use Cost : Movement (29) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MHERBOLOGY, MASTERHERB, MASTERHERBOLOGY, MHERB Usage : MHERB [ITEM NAME] Example : mherb some herbs Master Herbology is identical to Herbology, except that it is able to identify every herb in a bundle, or in a large group of herbs in the herbologists inventory. Like Herbology, the player may use this skill to identify herbs for the types that they are. This skill is quite necessary for Druids who wish to use their Herbalism skill, or Cooks who need particular herbs for recipes, but is fairly unnecessary for others. The raw herbs for herbology are obtained by using the Foraging skill.
Master Leather Working (MasterLeatherWorking)
Skill : Master Leather Working Domain : Crafting Available: Artisan Requires : 'Leather Working' at 100%, and 'Scrapping' at 75% Allows : Light Sewing I, Quality Crafting I, Durable Sewing I Allows : Quick Worker I, Durable Crafting I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING Usage : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]
Example : mleatherwork vest : : mleatherwork bundle 100 leather : : mleatherwork list : : mleatherwork list vest : : mleatherwork list all : : mleatherwork mend vest : : mleatherwork refit sleeves : : mleatherwork scan : : mleatherwork scan bob : : mleatherwork learn gloves This skill allows a player to craft masterful leather items, such as armor, clothing, and even whips. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to mend any damaged leather items, get info on a list item, refit any armor which may be the wrong size, or learn how to make an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin crafting a new item, the player must have placed the leather he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw leather for leather working is found using the Butchering skill.
Master Mining (MasterMining)
Skill : Master Mining Domain : Gathering Available: Artisan Requires : 'Mining' at 100%, and 'Excavation' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MMINE, MMINING, MASTERMINE, MASTERMINING Usage : MASTERMINE (BUNDLE [NUM]) [TARGET] Example : mastermine Example : mastermine bundle 10 stone With this common skill, a player whacks at rock and ground looking to uncover metals, and uncommon stones. Master Mining is over twice as slow as regular Mining, but yields three times the amount of stone or metals. Mining is best done in caves and mountains. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Shearing (MasterShearing)
Skill : Master Shearing Domain : Animal affinity Available: Artisan Requires : 'Shearing' at 100%, and 'Animal Husbandry' at 75% Allows : Animal Affinity I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING Usage : MASTERSHEAR [TARGET] Example : mastershear sheep With this common skill, you can shear the wool off of a sheeps body, or at least as much of it as you can. Master Shearing is over twice as slow as regular Shearing, but yields three times as much wool.
Master Tailoring (MasterTailoring)
Skill : Master Tailoring Domain : Crafting Available: Artisan Requires : 'Tailoring' at 100%, and 'Scrapping' at 75% Allows : Light Sewing I, Quality Crafting I, Durable Sewing I Allows : Quick Worker I, Durable Crafting I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I Allows : Master Costuming Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR, MASTERTAILORING Usage : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : mknit shirt : : mknit bundle 100 cotton : : mknit list : : mknit list vest : : mknit list all : : mknit mend vest : : mknit refit sleeves : : mknit scan : : mknit scan bob : : mknit learn shirt This skill allows a player to knit masterful clothing, such as dresses and suits. The extent of the items which can be knitted expands as the player goes up in level. This command also allows the player to mend any damaged clothing, refit any clothes which are the wrong size, or learn how to knit an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin knitting a new item, the player must have placed the cloth he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw cloth for knitting is found using the Butchering, Shearing, or Foraging skills.
Master Trawling (MasterTrawling)
Skill : Master Trawling Domain : Gathering Available: Artisan Sailor Requires : 'Trawling' at 100%, 'Master Fishing' at 75%, and 'Stability' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MTRAWL, MASTERTRAWL Usage : MASTERTRAWL (BUNDLE [NUM]) [TARGET]) Example : mastertrawl Example : mastertrawl bundle 10 trout With this common skill, a player can catch lots of fish from the deck of a large sailing ship by casting nets into the water, assuming there are enough fish around to fill up the nets. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Master Weaponsmithing (MasterWeaponsmithing)
Skill : Master Weaponsmithing Domain : Crafting Available: Artisan Requires : 'Weaponsmithing' at 100%, and 'Sword Familiarity' at 75% Allows : Counterbalance Crafting I, Legendary Weaponsmithing Allows : Quality Crafting I, Quick Worker I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MWEAPONSMITH, MASTERWEAPONSMITHING Usage : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME] Example : mweaponsmith twohanded sword : : mweaponsmith list : : mweaponsmith list sword : : mweaponsmith list blunt : : mweaponsmith list all : : mweaponsmith scan : : mweaponsmith scan bob : : mweaponsmith learn axe This skill allows a player to craft master-level weapons (levels 31-60) from metal. This skill requires Blacksmithing and Weaponsmithing in order to learn it. It also requires specialization in the weapon type the player wishes to make. The extent of the weapons which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the weapon from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn how to smith an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. The metal for weaponsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Master Wood Chopping (MasterChopping)
Skill : Master Wood Chopping Domain : Gathering Available: Artisan Requires : 'Wood Chopping' at 100%, 'Siegecraft' at 75%, and 'Boatwrighting' at 75% Allows : Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET]) Example : masterchop Example : masterchop bundle 10 oak With this common skill, a player can find good trees, chop a few down, and the chop up the wood for carrying. Master Wood Chopping is over twice as slow as regular Chopping, but yields three times more wood. Trees for chopping are best found in forests. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Matrix Possess (Archon_MatrixPossess)
Skill : Matrix Possess Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : MPOSSESS Usage : MPOSSESS [PLAYER NAME] Example : mpossess bob This skill will allow you automatically possess a new mob in the same room as the target player whenever the target moves to a new room. Just like possess, use QUIT to shut it down.
MeatCuring (MeatCuring)
Skill : MeatCuring Domain : Epicurean Available: Artisan Numerous Classes Requires : A base intelligence of at least 8. Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I Use Cost : Movement (7) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MEATCURING, MEATCURE, MCURING, MCURE Usage : MCURE [TARGET] Example : mcure carp With this skill, a player can carefully apply spices in an attempt to cure some amount of meat to prevent it from spoiling. The amount of time this takes will depend on the amount of meat being cured in a targeted bundle. If successful, the meat bundle will never spoil. If not successful, the meat will seem cured for a time, but will eventually stop seeming cured, and then eventually spoil.
Meditation (Skill_Meditation)
Skill : Meditation Domain : Fitness Available: Shaman SkyWatcher Numerous Classes Allows : Fitness I Use Cost : Mana (66) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : MEDITATE Usage : MEDITATE Example : meditate If the mage is in a quiet, sitting position, this skill will allow him or her to gain mana back at an accelerated rate.
Memorize (Skill_ScrollCopy)
Skill : Memorize Domain : Calligraphy Available: Numerous Classes Allows : Fine Calligraphy I Use Cost : Mana (5) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : MEMORIZE Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME] Example : memorize magic missile scroll By spending the necessary practice points or trains, a Mage may use this command to gain the ability to learn some spell that is written on a scroll. If the memorization is successful, the spell may be practiced and cast as normal, and the mage will gain experience based on the level of himself and the spell learned.
Metacrafting (Archon_Metacraft)
Usage : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE [FILENAME]) Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE [FILENAME]) Example : metacraft wagon oak Example : metacraft wagon Example : metacraft "every sword" bronze Example : metacraft "every sword" Example : metacraft "every sword" iron to file /items.cmare Example : metacraft "all carpentry" This skill will allow you to create any item that is craftable from the numerous common skills. The item created may be made of a material specified, or automatically crafted by a random material valid to the appropriate skill. You can also specify the destination of the items, whether it be the room, your inventory, or an xml file.
Mimicry (Skill_Mimicry)
Skill : Mimicry Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Mana (55) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : MIMICRY, MIMIC Usage : MIMICRY [TARGET NAME] Example : mimcry orc The player begins to mimic the actions of the target, thus annoying them.
Mining (Mining)
Skill : Mining Domain : Gathering Available: Artisan Numerous Classes Requires : A base strength of at least 9. Allows : Quick Working I, Smelting, Quick Worker I, Master Mining Allows : Masonry, Speculating, Sculpting Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MINE, MINING Usage : MINE (BUNDLE [NUM]) [TARGET] Example : mine Example : mine bundle 10 stone With this common skill, a player whacks at rock and ground looking to uncover metals, and uncommon stones. Mining is best done in caves and mountains. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Monkey Punch (Fighter_MonkeyPunch)
Skill : Monkey Punch Domain : Punching Available: Monk Allows : Knife Hand, Iron Punching I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a swift, closed fist.
Monologue (Skill_Monologue)
Skill : Monologue Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : MONOLOGUE Usage : MONOLOGUE Example : monologue The bard begins a dramatic monologue, causing everyone, friend and foe alike, to suspend all activity (including spell effects), until the bard is done. To maintain the monologue, the bard MUST say something at least every 4 seconds. If the bard leaves the room, or stops speaking, then the effect will end.
Morse Code (Skill_MorseCode)
Skill : Morse Code Domain : Sea travel Available: Sailor Scholar Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Movement (56) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : MORSECODE, MORSE Usage : "MORSECODE" [MESSAGE] Example : morsecode I'm here at on my boat! This skill can be used to either tap on walls or flash a held light source in order to send morse code signals. The distance that the signals can be detected increase with expertise. Only someone else with the morse code skill can interpret them.
Mountain Tactics (Fighter_MountainTactics)
Skill : Mountain Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in the mountains. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Mounted Charge (Paladin_MountedCharge)
Skill : Mounted Charge Domain : Animal affinity Available: Paladin Allows : Animal Affinity I Use Cost : Movement (66) Quality : Malicious Targets : Creatures Range : Range 1 - Range 99 Commands : MOUNTEDCHARGE, MCHARGE Usage : MCHARGE [TARGET NAME] Example : mcharge orc The Paladin, from the back of a mount, rides at top speed at an target, delivering a deadly attack, but sacrificing armor.
Mounted Combat (Skill_MountedCombat)
Skill : Mounted Combat Domain : Animal affinity Available: Artisan Barbarian Several Classes Requires : 'Animal Husbandry' at 75% Allows : Animal Affinity I Invoked : Automatic Example : This skill helps negate the bad consequences of fighting from horseback or from a boat or other vehicle.
Mug (Thief_Mug)
Skill : Mug Domain : Stealing Available: Burglar Allows : Theft Mastery I Use Cost : Mana (34) Movement (34) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : MUG Usage : MUG [ITEM NAME] Example : mug bag The thief will attempt to pilfer some non-monetary item from the inventory of the person he or she is fighting. This skill can only be used in combat.
Multiwatch (Archon_Multiwatch)
Ability : Multiwatch Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME]) Example : multiwatch add playerone playertwo Example : multiwatch auto Example : multiwatch stop Description: This is an archon skill to assist in determining if a set of players who are connected from the same ip address are the same person. It does this by tracking certain pieces of data which together may be taken as rather circumstantial evidence of someone multiplaying. The definition of the numbers are as follows: SYNC - The number of commands entered by more than one member of an IP group within a single 4 second period. SPEECH - This refers to SAY commands, broken into three sections. The first number represents the number of SAY commands done in the same room with a player who has the same IP address. The second number represents the number of SAY commands directed at another player. The last number is the number of SAY commands total. SOCIALS - These are also divided into three numbers where, again, the first is the number of socials in the same room with a player with the same IP, the second being socials directed at another player, and the last being the number of total socials. CMD - The number of commands entered which are different than the previous command entered. ORDER - The number of times one of the players in the group gave an ORDER to another player in the group. A sure sign indeed.
My Plants (Druid_MyPlants)
Skill : My Plants Domain : Nature lore Available: Several Classes Allows : Nature Lore I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : MYPLANTS, PLANTS Usage : MYPLANTS Example : myplants A druid can, at will, become attuned to the plants which he or she has created through druidic magic. This ability allows the druid to perceive all of his or her magical plants still alive, and where they are. This skill is most useful for Plant Pass and for creating a druidic connection to an area. A druid in a rural area has placed one of his or her plants in at least 50% of the rooms in an area will create a druidic connection to the area. See also Druidic Connection for more information on this phenomenon. Druids also gain experience for placing their plants inside areas classified as cities. A certain number of plants per city per mud-month can be summoned for experience in this way.
Natural Weapon Proficiency (Proficiency_Natural)
Skill : Natural Weapon Proficiency Domain : Weapon use Available: Artisan Requires : 'Animal Husbandry' at 75% Allows : Dodge, Kick Invoked : Automatic The player is proficient with certain natural weapons, gaining the ability to use them even if their current class training would not make it feasible normally.
Naval Tactics (Skill_NavalTactics)
Skill : Naval Tactics Domain : Sea travel Available: Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (71) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : NAVALTACTICS, NTACTICS Usage : NAVALTACTICS [TACTIC] Example : ntactics follow From the deck of a big sailing ship, and during ship combat, the sailor can automatically set a course on his or her ship according to a particular combat tactic. The tactics include: FOLLOW - Maintain a distance from the enemy ship equal to the current distance.
RETREAT - Maintain a distance just outside the enemy ships gun range. FLEE - Flee from combat by sailing towards the closest escape route. APPROACH - Get as close as possible to the enemy ship.
Nipple Twist (Skill_Nippletwist)
Skill : Nipple Twist Domain : Dirty fighting Available: Gaoler Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (55) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : NIPPLETWIST Usage : NIPPLETWIST [TARGET NAME] Example : nippletwist orc The player grabs the targets nipples and gives them a twist, causing the target to take a bit of damage, and feel a horrible amount of pain. Nipple Twist is also unique in that, while it may hurt a lot, it can never kill the target.
Nondetection (Thief_Nondetection)
Skill : Nondetection Domain : Stealthy Available: Thief Allows : Stealthy I Invoked : Automatic Example : The thief has so perfected his or her ability to hide that, when doing so, they are completely undetectable by any magical or other means.
Observe (Thief_Observation)
Skill : Observe Domain : Alert Available: Arcanist Assassin Burglar SkyWatcher Available: Thief Trapper Several Classes Allows : Vigilantly I Use Cost : Mana (57) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : OBSERVE Usage : OBSERVE Example : observe The thief opens his or her eyes and takes careful notice of his or her surroundings, allowing them to spot anyone that may try to sneak into the room.
Opponent Knowledge (Fighter_SizeOpponent)
Skill : Opponent Knowledge Domain : Combat lore Available: Fighter Allows : Combat Lore I Use Cost : Movement (71) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SIZEUP, OPPONENT Usage : SIZEUP [TARGET NAME] Example : sizeup orc The fighter's experience is used to determine a more accurate survey of an target`s health, combat prowess, and defensive capability.
Organizing (Organizing)
Skill : Organizing Domain : Education lore Available: Scholar Allows : Quick Working I, Educating I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ORGANIZE, ORGANIZING Usage : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING) Example : organize room name This skill allows a player sort/organize the items in a room, in a trusting persons inventory, or in a specified container. Items can be sorted by value, crafter, level, type, name, weight, or tag (see tagging). You can also, optionally, append the word ascending or descending to the end.
Pack Call (Druid_PackCall)
Skill : Pack Call Domain : Animal affinity Available: Beastmaster Allows : Animal Affinity I Use Cost : Mana (80) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PACKCALL Usage : PACKCALL Example : packcall This powerful skill allows the druid, while in their animal form, to call on the aid of like animals during combat. The combat aid will always arrive in the form of animals one-step below the druids current animal form, and always in numbers reflective of their level and skill, as well as reflective of the druids leadership abilities. These animals are able to rescue the druid from his or her enemies on command. To do this, the druid needs only to order them to 'rescue'. Like many druid abilities, the druid must be out in the wild for this skill to work.
Painting (Painting)
Skill : Painting Domain : Artistic Available: Artisan Numerous Classes Requires : A base charisma of at least 12. Allows : Warrants, Quick Working I, Decorating, Quick Worker I Allows : Master Floristry, Artsy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PAINT, PAINTING Usage : PAINT WALL/[ITEM NAME] Example : paint wall : : paint a sheet of canvas This skill allows a player to make artistic paintings on either canvas or silkscreen, such as those made with the Papermaking skill. The player is also able to create and destroy "wall" paintings in a privately owned room. "Wall" paintings are unlisted, ungettable items in a room which can nevertheless be LOOKed at.
Paladin`s Aura (Paladin_Aura)
Skill : Paladin`s Aura Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic Example : When the Paladin's Aura begins to exude, it will act as the cleric spell Protection From Evil for the paladin's group. Evil and Undead spells and affects will be repelled by the aura. Any evil players or creatures in the paladin's group will be hurt by the aura.
Paladin`s Courage (Paladin_Courage)
Skill : Paladin`s Courage Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic Example : When the Paladin's aura of Courage begins to exude, the paladin and other non-evil group members become immune to the Fear spells "Spook", "Nightmare", and "Fear".
Paladin`s Goodness (Paladin_Goodness)
Skill : Paladin`s Goodness Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic Example : When the Paladin's aura of Goodness begins to exude, it becomes almost impossible for evil to approach the paladin. Any evil group members or creatures within melee range will take severe damage from the aura of goodness, which grows more powerful as the Paladin gains levels.
Paladin`s Mount (Paladin_PaladinsMount)
Skill : Paladin`s Mount Domain : Animal affinity Available: Paladin Allows : Animal Affinity I Invoked : Automatic Example : The paladin extends his holy protection to his or her mount. When mounted on a horse or equine, the mount has enhanced saving throws, especially against disease and poison, immunity to fear attacks, and protection from evil prayers.
Paladin`s Purity (Paladin_Purity)
Skill : Paladin`s Purity Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic Example : The Paladins goodness becomes capable of warding off any influence over his goodness that originates from an external source, such as wicked magic. The Paladin must remain good for the purity to endure, and the purity will not protect him or her from intentional acts of wickedness.
Paladin`s Resistance (Paladin_ImprovedResists)
Skill : Paladin`s Resistance Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic Example : As the Paladin gains in levels, he or she becomes more and more resistant to magical, poisonous, disease, and other magical and non-magical attacks against him.
Palm (Thief_Palm)
Skill : Palm Domain : Stealing Available: Burglar Allows : Theft Mastery I Use Cost : Mana (26) Movement (26) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PALM Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME]) Example : palm all dagger backpack Example : palm all body Example : palm pie Example : palm all Example : palm pie.2 Example : palm all.pie container.3 Short(s): This skill works exactly like GET except for two important advantages. One is that PALM is so quick that no other players in the room will see it happen. The other is that PALM can be done as a free action/skill during combat.
Panhandling (Thief_Panhandling)
Skill : Panhandling Domain : Street smarts Available: Thief Allows : Street Lore I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PANHANDLE, PANHANDLING Example : Using this skill, a thief can sit down along a city street and beg passer-bys for change. Some may even hand it over.
Paper Making (PaperMaking)
Skill : Paper Making Domain : Crafting Available: Artisan Scholar Numerous Classes Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I Allows : Quick Crafting I, Lore, Light Fabricating I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PAPERMAKE, PAPERMAKING Usage : PAPERMAKE (LIST) ([PAPER ITEM NAME]) Example : papermake canvas : : papermake list : : papermake list paper : : papermake all This skill allows a player to craft papers from woods, silks, and other materials. The types of paper which can be crafted expands as the player goes up in level. Eventually, even arcane scrolls, suitable for scribing spells onto, can be made. Wood is obtained by the Chopping skill, and silks through the Foraging skill.
Parry (Skill_Parry)
Skill : Parry Domain : Evasive Available: Artisan Charlatan Minstrel Templar Available: Trapper Several Classes Several Classes Requires : 'Sword Proficiency' at 100% Allows : Evasively I Invoked : Automatic Example : Parrying is the ability to cancel an armed attack by an opponent using your own weapon. The character with this skill will parry the attacks of his or her armed opponents whenever possible.
Pay Off (Thief_PayOff)
Skill : Pay Off Domain : Influential Available: Pirate Allows : Influencing I Use Cost : Mana (69) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PAYOFF Usage : PAYOFF [TARGET NAME] Example : payoff judge The thief pays off an officer of the law or a judge. Officers that are paid off will look the other way on your warrants, though they may sometimes make a show of arresting the thief before backing off. Paying off a judge will cause the judge to assign the thief an easier sentence every time they are paid.
Peek (Thief_Peek)
Skill : Peek Domain : Stealing Available: Assassin Bard Jester Several Classes Allows : Theft Mastery I, Improved Peek, Cautiously I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PEEK Usage : PEEK [TARGET NAME] Example : peek orc The thief will attempt to sneak a look at the inventory of the target.
Pet Spy (Thief_PetSpy)
Skill : Pet Spy Domain : Animal affinity Available: Pirate Requires : 'Call Pirate Familiar' Allows : Animal Affinity I Invoked : Automatic Usage : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST] Example : sayto monkey spy the enemy fort Example : sayto monkey spy n n e e s s w If the player has a familiar pet following them, such as from the Call Familiar or Pirate Familiar spell, this skill allows the player to send the familiar on spying missions. All rooms that the pet enters while on the spying run are seen by the player as well. When the destination is reached, the pet will return to the player. The destination may either be specified as a series of directions from the current room, or as the title of a room within a nearby range to the player.
Pet Steal (Thief_PetSteal)
Skill : Pet Steal Domain : Animal affinity Available: Pirate Requires : 'Call Pirate Familiar' Allows : Animal Affinity I Invoked : Automatic Usage : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING Example : sayto monkey steal sword Example : sayto monkey steal stop If the player has a familiar pet following them, such as from the Call Familiar or Pirate Familiar spell, this skill allows the player to instruct the pet to steal an item and give it to their master. The pet will either pick the item from the ground, or steal it from the inventory of another player or mob, which might result in combat. This skill can be used in conjuction with pet spy to send the pet on complex theft missions.
Pick Locks (Thief_Pick)
Skill : Pick Locks Domain : Criminal Available: Several Classes Allows : Criminal Deviousness I, Safecracking Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : PICK Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME] Example : pick e The thief attempts to pick the lock on a door, or container lid. Success depends on the level of the thief and the level of the door or item as well as the thief`s proficiency. This skill can be used to lock as well as unlock.
Pieces of Eight (Thief_PiecesOfEight)
Skill : Pieces of Eight Domain : Deceptive Available: Pirate Requires : 'Buried Treasure' Allows : Deceptive I Use Cost : Mana (32) Movement (32) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : PIECESOFEIGHT Usage : PIECESOFEIGHT [MONEY] Example : PIECESOFEIGHT 8 gold This magical skill allows the pirate to withdraw coins from any money stash buried with the Buried Treasure skill. Only the type and denomination of coinage specified will be withdrawn, however. So, if the pirate has buried 10 gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100 platinum is worth more.
Pin (Fighter_Pin)
Skill : Pin Domain : Grappling Available: Beastmaster Monk Trapper Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PIN Usage : PIN [TARGET NAME] Example : pin orc The fighter grabs the target and wrestles them to the ground in a strong, solid pin maneuver. For a short, period, both the fighter and the target are locked in struggle and too occupied to fight.
Plains Tactics (Fighter_PlainsTactics)
Skill : Plains Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting on the plains. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Planar Lore (Skill_PlanarLore)
Skill : Planar Lore Domain : Education lore Available: Scholar Allows : Educating I Use Cost : Mana (71) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : PLANARLORE, PLORE Usage : PLANARLORE [LIST/PLANE NAME] (REPORT) Example : planarlore list Example : plore astral Example : plore astral report Through extensive education, the player is able to recall random bits of information about one of the planes of existence. Each level of expertise enlarges the types of information that can be recalled. Failing a proficiency check requires a few extra seconds of remembering, however. The REPORT argument will cause the results to be recited out loud.
Plant Form (Druid_PlantForm)
Skill : Plant Form Domain : Shape shifting Available: Gaian Allows : Shapeshifting I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PLANTFORM Usage : PLANTFORM [LIST/FORM NAME] Example : plantform Example : plantform list Example : plantform flower The druid gains the ability, through this skill, to take on the form of a plant. The plant form progresses as the druid gains in level.
Plant Item (Thief_PlantItem)
Skill : Plant Item Domain : Stealing Available: Burglar Trapper Allows : Theft Mastery I Use Cost : Mana (31) Movement (31) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PLANTITEM Usage : PLANTITEM [ITEM NAME] [TARGET NAME] Example : plantitem bomb orc Plant item is the ability to slip an item to another creature unaware. If successful, the item will be hidden in the target`s inventory.
Plant Lore (PlantLore)
Skill : Plant Lore Domain : Nature lore Available: Artisan Gaian Several Classes Requires : 'Herbology' at 75%, and 'Floristry' at 75% Allows : Quick Working I, Quick Worker I, Nature Lore I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PLANTLORE, PSPECULATE Usage : PLANTLORE Example : plantlore This skill allows a player to carefully evaluate the plant growth patterns in the present area, and all surrounding areas to see what vegetation resources might be available for foraging or chopping.
Play Instrument (PlayInstrument)
Skill : Play Instrument Domain : Artistic Available: Numerous Classes Requires : A base wisdom of at least 5. Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PLAY, PLAYINSTRUMENT, PLAYSONG Usage : PLAYINSTRUMENT (STOP) (LIST) Example : playinstrument This skill allows a player to attempt to play a musical instrument they are holding or prepared to use. If done well, this might amuse an audience. Proficiency with each kind of musical instrument is separate, so your proficiency usually only reflects the last kind of instrument you played. Instruments can be purchased, or made with the Instrument Making skill.
Plunder (Thief_Plunder)
Skill : Plunder Domain : Stealing Available: Pirate Allows : Theft Mastery I Use Cost : Mana (59) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PLUNDER Usage : PLUNDER [TARGET NAME] Example : plunder tailor The thief attempts plunder the target shopkeeper of their money. This immediately begins combat with the shopkeeper, or fails if fighting is impossible.
Point Blank Shot (Fighter_PointBlank)
Skill : Point Blank Shot Domain : Martial lore Available: Fighter Ranger Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at very close range.
Poison Immunity (Paladin_PoisonImmunity)
Skill : Poison Immunity Domain : Holy protection Available: Paladin Allows : Protecting I Invoked : Automatic As the Paladin's proficiency grows, he or she becomes more and more immune to poison and poisonous affects.
Polearm Specialization (Specialization_Polearm)
Skill : Polearm Specialization Domain : Weapon use Available: Assassin Templar Numerous Classes Allows : Polearm Striking I, Polearm Focus I, Weaponsmithing Allows : Polearm Slicing I, Polearm Piercing I Invoked : Automatic The player is a polearm master, gaining bonuses to attack when using a polearm in combat. Can also allow the use of higher level polearms if the focus expertise is taken.
Pottery (Pottery)
Skill : Pottery Domain : Crafting Available: Artisan Numerous Classes Allows : Jewel Making, Quick Worker I, Glass Blowing, Light Shaping I Allows : Advanced Crafting I, Quick Crafting I, Quality Shaping I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : POT, POTTERY Usage : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME] Example : pot pitcher : : pot bundle 100 clay : : pot list : : pot list pitcher : : pot list all : : pot learn pot This skill allows a player to craft cooked clay items, such as cups and plates. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn to how to make a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin crafting, the player must be in a room with an open fire burning, and must have placed the clay he or she wishes to make the item from on the ground. The Clay is obtained by using the Digging skill.
Power Grab (Thief_PowerGrab)
Skill : Power Grab Domain : Stealing Available: Arcanist Allows : Theft Mastery I Use Cost : Mana (32) Movement (32) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : POWERGRAB Usage : POWERGRAB ([CONTAINER]) ITEM Example : powergrab corpse sword The thief summons all their thiefly skill to take possession of an item that would otherwise be too powerful to pick up.
Prayercraft (Skill_Prayercraft)
Skill : Prayercraft Domain : Arcane lore Available: Charlatan Oracle Scholar Allows : Arcane Lore I Invoked : Automatic The player is so knowledgable about divine magic that he or she can identify prayers cast in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Pressure Points (Fighter_PressurePoints)
Skill : Pressure Points Domain : Martial lore Available: Monk Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Gives the fighter a bonus to all damage during combat when fighting unarmed in melee.
Prison Assignment (Skill_PrisonAssignment)
Skill : Prison Assignment Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Mana (58) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRISONASSIGNMENT, PASSIGN Usage : PRISONASSIGNMENT SETPRISON Usage : PRISONASSIGNMENT [TARGET OFFICER] Example : This skill allows the player to convince the target officer to take a prisoner otherwise bound for an official jail cell to instead take the prisoner to a cell of the players prior designation. The convincing is done by paying the officer a sum, and the bribe will last for at least a full day, but will need to be renewed after each move. Before talking to the officer, the player should designate a room with a locked door as a prison cell by using SETPRISON.
Prisoner Transfer (Skill_PrisonerTransfer)
Skill : Prisoner Transfer Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Mana (63) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : PRISONERTRANFER, PTRANSFER Usage : PRISONERTRANSFER [TARGET OFFICER] Example : This skill allows the player to convince the target officer to take a prisoner otherwise bound for judgement to instead take the prisoner to a the players location at that time. The convincing is done by paying the officer a sum, and the bribe will last for at least a full day, but will need to be renewed after each transfer.
Publishing (Publishing)
Skill : Publishing Domain : Legal Available: Scholar Allows : Quick Working I, Quick Worker I, Legal Lore I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PUBLISH, PUBLISHING Usage : PUBLISH (LIST) / [ITEM] [PRICE] Example : publish list : : publish Book 3 gold This skill allows a player to copyright and publish a written work to local book shops and libraries. A published work can not be edited, nor can it be re-titled, copied, duplicated, or re-named. If successfully published, the book will earn the author a small percentage of the publishing price every time it is purchased. The LIST argument can be used to see how many copies have been sold, and royalties earned. Of course, the copies sold will also decrease every time the book is sold back to the establishment.
Puppeteer (Skill_Puppeteer)
Skill : Puppeteer Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Mana (75) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PUPPETEER, PUPPET Usage : PUPPETEER [ITEM NAME] Example : puppeteer [item name] This skill allows the player to animate one or more puppets. While animated, the puppets will fight for the player. However, the player is unable to attack or perform many other actions while animating the puppets. Puppets may be created with the carpentry skill. To stop animating a puppet, the player need only pick it up.
QuickChange (Skill_QuickChange)
Skill : QuickChange Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Mana (53) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : QUICKCHANGE Usage : QUICKCHANGE Example : quickchange The bard is so adept at costume changes that he can seemingly instantly remove all of his gear (putting it who knows where), retrieve another custome (from who knows where) and put it on. This skill will swap what the bard is currently wearing with whatever gear the bard was wearing the last time a quick change was done. The gear currently worn when a quick change is done is magically stored away, no longer consuming bag space or encumbrance weight. Even cursed items can be stored in this way.
Racial Lore (Skill_RacialLore)
Skill : Racial Lore Domain : Education lore Available: Scholar Allows : Educating I Use Cost : Mana (62) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : RACIALLORE, RLORE Usage : RACIALLORE [LIST/RACE NAME] (REPORT) Example : raciallore list Example : rlore dragon Example : rlore dragon report Through extensive education, the player is able to recall random bits of information about one of the many races. Each level of expertise enlarges the number of factoids recalled per attempt. Failing a proficiency check requires a few extra seconds of remembering, however. The REPORT argument will cause the results to be recited out loud.
Racketeer (Thief_Racketeer)
Skill : Racketeer Domain : Criminal Available: Burglar Allows : Criminal Deviousness I Use Cost : Mana (71) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : RACKETEER Usage : RACKETEER [BANKER NAME] Example : racketeer bob The thief, though intimidation and bluffing, attempts to convince a shopkeeper to pay him or her "protection" money. The shopkeeper will then be safe from more payments for the coming month from any thief.
Rally Cry (Fighter_Rallycry)
Skill : Rally Cry Domain : Singing Available: Barbarian Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Movement (66) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : RALLYCRY Usage : RALLYCRY Example : rallycry The Barbarian lets out a primal call to rally, inspiring all group members to draw from their inner strength. Those under the affect of the cry will be able to take more hits. The affect wears off when battle is concluded, or if battle is not joined swiftly enough after the cry is made.
Ranged Weapon Familiarity (Familiarity_Ranged)
Skill : Ranged Weapon Familiarity Domain : Weapon use Available: Artisan Requires : 'Ranged Weapon Proficiency' at 75% Invoked : Automatic The player is familiar with ranged weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Ranged Weapon Proficiency (Proficiency_Ranged)
The player is proficient with thrown and ranged weapons, gaining the ability to use them even if their current class training would not make it feasible normally.
Ranged Weapon Specialization (Specialization_Ranged)
Skill : Ranged Weapon Specialization Domain : Weapon use Available: Templar Numerous Classes Allows : Weaponsmithing, Fletching, Ranged Focus I, Ranged Piercing I Allows : Ranged Bashing I, Ranged Striking I Invoked : Automatic The player becomes so specialized at thrown and ranged combat that they gain bonuses to attack when fighting from afar. Can also allow the use of higher level weapons if the focus expertise is taken.
Rapid Shot (Fighter_RapidShot)
Skill : Rapid Shot Domain : Martial lore Available: Arcanist Fighter Ranger Thief Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Rapid shot is the ability to make extra attacks per round whenever using a ranged weapon that requires ammunition, such as a bow or crossbow. The number of extra attacks will go up as the players level does.
Recall (Skill_Recall)
Skill : Recall Domain : Conjuration Available: Numerous Classes Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I Allows : Ranged Conjuring I Use Cost : Mana (51) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : RECALL, / Usage : RECALL Example : recall The player calls upon the power of the gods to return to his or her place of origin, along with any npc group members present with him or her. Normal fleeing penalties apply during combat.
Recollecting (Recollecting)
Skill : Recollecting Domain : Education lore Available: Scholar Allows : Quick Working I, Educating I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : RECOLLECT, RECOLLECTING Usage : RECOLLECT [WORD OR PHRASE] Example : recollect happy This skill allows a player attempt to recall where a particular word or exact phrase appears in a group of applicable written works, which includes recipes, books, journals, and paper. The books can be recalled if the works and player are both in the same room, which the player owns, or if the works in the room with the player were created by the player, or if the works are in the players inventory.
Record (Archon_Record)
Skill : Record Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : RECORD Usage : RECORD [PLAYER NAME] Example : record gunther From anywhere on the map, the player with this skill can begin recording all activity of the target to a file in the local file system as if they were snooping them.
Recover Voice (Druid_RecoverVoice)
Skill : Recover Voice Domain : Fitness Available: SkyWatcher Allows : Fitness I Use Cost : Mana (66) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : VRECOVER, RECOVERVOICE Usage : RECOVERVOICE Example : recovervoice Short(s) : vrecover This skill allows the druid to "shake off" any magical or other affects which may be preventing him or her from speaking and thus chanting.
Regional Awareness (Skill_RegionalAwareness)
Skill : Regional Awareness Domain : Nature lore Available: Ranger Allows : Nature Lore I Use Cost : Mana (24) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : REGION, REGIONALAWARENESS Usage : REGIONAL Example : regional The player scans the horizon, getting a rough estimate of the lay of the wilderness around him or her. The depth of the map expands as the player gains levels. The key to the map is as follows: ~ water T forest : rocks/badlands J jungle = city/street M mountains _ plains . desert * here x swamp h hills
Remove Traps (Thief_RemoveTraps)
Skill : Remove Traps Domain : Find/remove traps Available: Arcanist Several Classes Allows : Trap Disabling I Use Cost : Mana (29) Movement (29) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : DETRAP, UNTRAP, REMOVETRAPS Usage : DETRAP [ITEM, DIRECTION] Example : detrap east Example : detrap chest If an item is trapped, the thief can attempt to disable or safely trigger the trap, rendering it ineffective until it resets.
Rend (Druid_Rend)
Skill : Rend Domain : Weapon use Available: Beastmaster Allows : Unarmed Striking I, Unarmed Piercing I Use Cost : Movement (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : REND Usage : REND [TARGET NAME] Example : rend orc While in his or her animal form (see ShapeShift), the Druid gains the ability to kick their way out of a pin, or rip open an target prone on the ground with his or her legs.
Rescue (Fighter_Rescue)
Skill : Rescue Domain : Martial lore Available: Barbarian Minstrel Paladin Ranger Available: Several Classes Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (52) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : RESCUE, RES Usage : RESCUE [GROUP MEMBER] Example : rescue bob Allows the fighter to step forward and take all damage from an opponent, when fighting in a group. The person taking the opponents damage during combat is commonly called the "tank".
Resistance (Skill_Resistance)
Skill : Resistance Invoked : Automatic Params : see Prop_HaveResister Example : see Prop_HaveResister Desc. : Gives the mob skill-based resistances and immunities.
Return Projectile (Fighter_ReturnProjectile)
Skill : Return Projectile Domain : Evasive Available: Monk Allows : Evasively I Invoked : Automatic Example : The Monk gains the amazing ability to catch arrows, spears, and other projectile attacks in mid flight, and then return them right back to his or her opponent. The Monk requires a free hand to perform this skill.
Reveal Text (Skill_RevealText)
Skill : Reveal Text Domain : Street smarts Available: Scholar Allows : Street Lore I Use Cost : Mana (8) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : REVEALTEXT Usage : REVEALTEXT [TARGET NAME] ([PAGE NUMBER]) Example : revealtext paper Example : revealtext book 3 The player reveals any invisible writing on a book or document or other writing. It can be used similar to the READ command to select different pages of a book as well.
Revoke (Skill_Revoke)
Skill : Revoke Domain : Neutralization Available: Arcanist Charlatan Paladin Ranger Available: Numerous Classes Allows : Neutralizing I Use Cost : Mana (51) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch - Range 10 Commands : REVOKE Usage : REVOKE [TARGET NAME] Example : revoke bob Mages, Clerics, and at later levels, Rangers and Paladins can revoke their magical abilities using the revoke command. Only one spell or prayer is revoked using this skill, usually the most recent spell.
Ride The Rigging (Thief_RideTheRigging)
Skill : Ride The Rigging Domain : Sea travel Available: Pirate Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Movement (54) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : RIDERIGGING, RIDETHERIGGING Usage : RIDERIGGING Example : riderigging When on board a ship in combat, this skill can be used to climb up on the ships rigging and swing over to the enemy ship. The farther the enemy ship is, the more difficult the skill. A failure when the ship is more than 1 distance away will mean falling into the drink. This skill will automatically exit combat with flee penalty, and can be used again to return to the original vessel.
Rig Ramming Speed (Thief_RammingSpeed)
Skill : Rig Ramming Speed Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (36) Movement (36) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED Usage : RIGRAMMINGSPEED Example : rigrammingspeed While on their ship, and in combat, the pirate can rig their ship for ramming speed, gaining bonus movement towards the enemy ship. The ship must be re-rigged every turn.
Robbery (Thief_Robbery)
Skill : Robbery Domain : Stealing Available: Burglar Allows : Theft Mastery I, Cautiously I Use Cost : Mana (34) Movement (34) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : ROBBERY, ROB Usage : ROBBERY [ITEM NAME] [SHOPKEEPER] Example : robbery bob The thief may use this skill to steal items from the inventory of shopkeepers. Regardless of whether the thief is actually caught, the shopkeeper will be much less willing to deal with the thief for a period after the robbery.
Rodsmithing (Rodsmithing)
Skill : Rodsmithing Domain : Crafting Available: Arcanist Artisan Requires : 'Wands' at 75%, and 'Lore' at 75% Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : RODSMITH, RODSMITHING Usage : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME] Example : rodsmith rod : : rodsmith list : : rodsmith list rod : : rodsmith list all : : rodsmith scan : : rodsmith scan bob : : rodsmith learn rod This skill allows a player to craft rods from metal, and finials. The extent of the rods which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the metal he or she wishes to make the rod from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to make a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The metal for rodsmithing is obtained using the Blacksmith skill and/or Smelting skills, though some recipes will require additional material obtained by other means. When the player has both a rod and a finial, then the finial can be put into the rod for additional benefits using the PUT [FINIAL] [ROD] command.
Roll With Blows (Fighter_Roll)
Skill : Roll With Blows Domain : Evasive Available: Barbarian Fighter Jester Dancer Allows : Evasively I Invoked : Automatic Example : While in combat, this skill trims off some of the damage from normal melee hits.
Rope Swing (Thief_RopeSwing)
Skill : Rope Swing Domain : Binding Available: Pirate Allows : Rope Use I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : ROPESWING Usage : ropeswing ([DISTANCE]/[TARGET NAME]) Example : ropeswing orc Example : ropeswing 3 If the player is on the deck of a sailing ship, this skill can be used to swing from the rigging for a bit. During the swing, the player is slightly harder to hit with missle weapons, and immediately gets away from melee combatants, but cannot attack anything or perform most actions while swinging. The player can choose to end the swing either in melee combat with a new given target, or at a new distance from their current target.
Running Fight (Thief_RunningFight)
Skill : Running Fight Domain : Dirty fighting Available: Trapper Allows : Dirty Fighting I, Combat Fluidity I Invoked : Automatic Example : The Thief is able to maneuver his or her fighting opponent into another room by simply heading that way. The opponent must be in one-on-one combat with the thief for it to work.
Safecracking (Thief_Safecracking)
Skill : Safecracking Domain : Criminal Available: Burglar Requires : 'Pick Locks' Allows : Criminal Deviousness I Invoked : Automatic Example : This skill allows a thief the ability to pick the locks on doors which are normally reserved for a thief of a much higher level. It also allows the thief to mundanely circumvent a Wizard Lock under certain circumstances.
Safehouse (Thief_Safehouse)
Skill : Safehouse Domain : Street smarts Available: Burglar Allows : Street Lore I Use Cost : Mana (34) Movement (34) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : SAFEHOUSE Usage : SAFEHOUSE Example : safehouse The thief uses his knowledge of the city to hide out from the law. If the thief is in an indoor room just off the street, then using this skill will make him realize that he is probably already in a safehouse, and can remain safely until he leaves it. If the current room is not a safehouse, the thief will remember where one is nearby, so that he can go there and hide out
Salvaging (Salvaging)
Skill : Salvaging Domain : Nature lore Available: Pirate Sailor Allows : Quick Working I, Quick Worker I, Nature Lore I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SALVAGE, SALVAGING Usage : SALVAGE [SHIP NAME] Example : salvage jolly roger This skill allows a player to salvage materials from a large sunken (or sinking) sailing ship, which can then be used by the other common skills.
Sap (Thief_Sap)
Skill : Sap Domain : Dirty fighting Available: Assassin Thief Trapper Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (63) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SAP Usage : SAP [TARGET NAME] Example : sap orc The thief delivers a strong well placed blow to the target, knocking them unconscious for a short amount of time. Like a back-stab, the thief must not be visible to the target for this to work.
Satire (Skill_Satire)
Skill : Satire Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Mana (69) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SATIRE Usage : SATIRE [TARGET NAME] Example : satire cityguard This ability allows the bard to playfully mock and shame an officer of the law satirically, to his face. Any group members (other than him or herself) wanted for a crim in that area may be forgiven one warrant if the satire is successful. Unsuccessful satire will get the bard in trouble with the law. Even successful satire will occasionally cause trouble for the bard, depending on the bard's charisma.
Scalping (Scalp)
Skill : Scalping Domain : Anatomy Available: Barbarian Allows : Anatomy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCALP, SCALPING Usage : SCALP [TARGET BODY] Example : scalp body With this common skill, a dead body can be scalped, removing the top part of its head.
Scrapping (Scrapping)
Skill : Scrapping Domain : Nature lore Available: Artisan Numerous Classes Requires : 'Armorsmithing' at 75%, 'Leather Working' at 75%, and 'Tailoring' at 75% Allows : Quick Working I, Quick Worker I, Nature Lore I, Master Leather Working Allows : Master Tailoring, Master Armorsmithing Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCRAP, SCRAPPING Usage : SCRAP [ITEM NAME] Example : scrap longsword This skill allows a player to scrap one or more identical items into their component resources, which can then be used by the other common skills. Some materials require that a fire be built before scrapping can begin. The yield on scrapping is always 1 pound of material resources per 5 pounds of items.
Scratch (Thief_Scratch)
Skill : Scratch Domain : Dirty fighting Available: Assassin Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (18) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SCRATCH Usage : SCRATCH [TARGET NAME] Example : scratch orc The thief discreetly uses his or her fingertips to cafully deliver very minor damage to the target. If done carefully, the target won't know who did it.
Scrimshawing (ScrimShaw)
Skill : Scrimshawing Domain : Crafting Available: Artisan Numerous Classes Requires : 'Sculpting' Allows : Counterbalance Crafting I, Quality Crafting I, Quick Worker I Allows : Light Crafting I, Light Shaping I, Durable Shaping I Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I Allows : Quality Shaping I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCRIM, SCRIMSHAWING Usage : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] Example : scrim small table : : scrim bundle 100 bone : : scrim list : : scrim list sword : : scrim list all : : scrim mend sword : : scrim refit earrings : : scrim scan : : scrim scan bob : : scrim learn hand This skill allows a player to craft bone items, such as chairs and swords. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to repair any damaged bone weapons or armor, get info on a list item, refit any armor which may be the wrong size, or learn to how to scrim a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin scrimshawing a new item, the player must have placed the bone he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw bone for scrimshaw is found using the Butchering skill.
Scroll Scribing (ScrollScribing)
Skill : Scroll Scribing Domain : Crafting Available: Scholar Numerous Classes Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL] Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL] Example : enscribe iron grip scroll : : enscribe list : : enscribe list all : : enscribe list iron : : enscribe iron grip from "scroll of iron grip" "a scroll" This skill allows the player to scribe a magic scroll from a limited list that must include one of the spells the player knows or to transcribe any spell from one scroll from to another scroll, consuming one of the charges from the source scroll. To do this, the player must have a piece of scroll paper with sufficient blank space on it to make the scroll out of. Many scrolls require scribing components. Also, the player must have mastered the spell before attempting to scribe a new scroll from it. Lastly, while the player might lose some mana and experience for scribing a new spell onto a scroll, transcribing a spell from one scroll to another is relatively free.
Sculpting (Sculpting)
Skill : Sculpting Domain : Crafting Available: Artisan Numerous Classes Requires : A base constitution of at least 10. Allows : Quality Crafting I, Blunt Weapon Proficiency, Quick Worker I Allows : Light Crafting I, Light Shaping I, Excavation, Advanced Crafting I Allows : Quick Crafting I, Masonry, Quality Shaping I, Scrimshawing Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCULPT, SCULPTING Usage : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] (PARAMETER) Example : sculpt bench : : sculpt bundle 100 stone : : sculpt statue of the great Alramus : : sculpt list : : sculpt list statue : : sculpt list all : : sculpt mend avalanche : : sculpt scan : : sculpt scan bob : : sculpt learn throne This skill allows a player to sculpt stone items, such as statues and furniture, or mend any broken stone weapons or armor. The extent of the items which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the stone he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to sculpt a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The raw stone for sculpting is found using the Digging or Mining skills.
Scuttle (Thief_Scuttle)
Skill : Scuttle Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (63) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SCUTTLE Usage : SCUTTLE Example : scuttle This skill allows the rogue to intentionally damage a seagoing vessel in such a way as to cause it to sink. The player must already be aboard the ship, and must be the last living being aboard. They must also have permission to scuttle the vessel, either because they own it, or because it is an enemy vessel.
Sea Charting (Skill_SeaCharting)
Skill : Sea Charting Domain : Sea travel Available: Pirate Sailor Allows : Intercept Ship, Ranged Sailing I, Reduced Sailing I Allows : Power Sailing I, Sea Navigation, Extended Sailing I Use Cost : Mana (30) Movement (30) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SEACHARTING, SEACHART Usage : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER] Example : seachart add Example : seachart remove 1 Example : seachart list Example : seachart distance 2 This skill allows the player to keep track of various points of the sea on his or her nautical charts, from within a boat or sailing ship. Use the ADD command to add your ships current location to the list of charted points. Use LIST to list all previous places added. Use REMOVE followed by one of the numbers from the LIST to remove an old point. Use DISTANCE followed by one of the numbers from the LIST to see the number of sea rooms between the ships current location and that nautical chart point.
Sea Legs (Skill_SeaLegs)
Skill : Sea Legs Domain : Sea travel Available: Pirate Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Invoked : Automatic This skill allows the player to remain on his or her feet despite certain magical or physical attempts to get them off their feel while on the deck of their ship. It also provides immunity to sea sickness.
Sea Lore (Druid_SeaLore)
Skill : Sea Lore Domain : Water lore Available: Mer Allows : Water Lore I Invoked : Automatic Usage : automatic Example : So long as the Druid is in the water, he or she will have a advantage in attack, damage, and armor adjustements.
Sea Maneuvers (Skill_SeaManeuvers)
Skill : Sea Maneuvers Domain : Sea travel Available: Sailor Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Invoked : Automatic During ship combat, this skill will allow the player who passes their proficiency check to make sharper turns with their ship, even to going in an opposite direction at the end of a round. This allows the ship to make more maneuvers per combat round when changing directions.
Sea Navigation (Skill_SeaNavigation)
Skill : Sea Navigation Domain : Sea travel Available: Pirate Sailor Requires : 'Sea Charting' Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (31) Movement (31) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SEANAVIGATION, SEANAVIGATE Usage : SEANAVIGATE [NUMBER] Example : seanavigate 3 This skill works with the charts created with the Sea Charting skill to find the direction the player must steer their ship in order to reach a charted location. If the sailor has the authority and ability to set a course on a large ship, that will be done automatically. Otherwise, the directions from the current boat location will be given.
Searching (Searching)
Skill : Searching Domain : Alert Available: Artisan Numerous Classes Allows : Quick Working I, Quick Worker I, Wilderness Lore Allows : Vigilantly I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SEARCH, SEARCHING Usage : SEARCH Example : search This skill allows a player to spend some time looking around a room. For this duration of the search, any hidden items will become apparent to the one searching. Once the search is completed, hidden items or mobs still in the room may no longer be seen.
Second Attack (Skill_Attack2)
Skill : Second Attack Domain : Martial lore Available: Assassin Beastmaster Fighter Templar Available: Several Classes Numerous Classes Allows : Third Attack, Martial Lore I, Combat Fluidity I Invoked : Automatic Allows the affected character to deliver a second attack during their round. These attacks will be slightly less effective than primary attacks.
Second Totem (Druid_ShapeShift2)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster Mer Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Secret Writing (Skill_SecretWriting)
Skill : SECRET WRITING Usage : SWRITE [ITEM] ([TEXT TO WRITE]) Available: ALL Example : swrite parchment From recall, go nseeseenwesee This skill allows one to write invisible messages in common language onto ordinary paper, parchments, and similar writing material. This will fail if the document is already written in a language other than common. When writing on a journal, you need not specify any parameters when using this command.
Sense Law (Thief_SenseLaw)
Skill : Sense Law Domain : Street smarts Available: Burglar Allows : Street Lore I Invoked : Automatic Example : The thief gains an uncanny ability to sense law enforcement officials in the same room or any adjacent room, even if they are invisible or unseen.
Sense Snares and Pits (Ranger_SenseTraps)
Skill : Sense Snares and Pits Domain : Nature lore Available: Ranger Allows : Nature Lore I Invoked : Automatic Example : The Ranger has the natural ability to sense snares, pits, and other kinds of traps while roaming around outdoors.
Set Alarm (Thief_SetAlarm)
Skill : Set Alarm Domain : Trapping Available: Trapper Allows : Trapping I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Exits Range : Touch, or not applicable Commands : SETALARM Usage : SETALARM [DIRECTIONNAME] Example : setalarm east This skill allows a trap to be set on a door. Should the door be opened, an alarm will be set off which can be heard from many rooms away. Many mobile creatures in the area will come running to the rooms, curious about the noise. Once the alarm has run out, they will disperse. The number and levels of mobs who come running will depend on skill and expertise, and a particular mob will be difficult to fool twice.
Set Decoys (Thief_SetDecoys)
Skill : Set Decoys Domain : Deceptive Available: Thief Allows : Deceptive I Use Cost : Mana (34) Movement (34) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : SETDECOYS, DECOYS Usage : SETDECOYS Example : setdecoys This skill sets a series of decoys that, during the heat of combat, will fool the thiefs opponents into thinking that he or she is actually where the decoy is. The victim is fooled into running towards the decoy until they realize their mistake. This has the effect of putting the victim at a distant range from the thief for a time. After the trap is set, the decoys will begin popping up every so often for a duration.
Set Snare (Ranger_SetSnare)
Skill : Set Snare Domain : Trapping Available: Ranger Allows : Trapping I Use Cost : Mana (31) Movement (31) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : SETSNARE Usage : SETSNARE Example : setsnare The ranger carefully sets a snare on the outdoor room, tripping up and binding anyone who runs into it. Snares will be permanent on owned property.
Shadow (Thief_Shadow)
Skill : Shadow Domain : Stealthy Available: Arcanist Assassin Thief Trapper Allows : Shadow I, Stealthy I Use Cost : Mana (29) Movement (29) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SHADOW Usage : shadow [TARGET NAME] Example : shadow orc If the thief is hidden, or otherwise invisible to the target, this skill will allow the thief to follow them perfectly while remaining hidden. Entering 'shadow' again will stop the shadowing.
Shadowpass (Thief_Shadowpass)
Skill : Shadowpass Domain : Stealthy Available: Assassin Allows : Stealthy I Use Cost : Movement (64) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SHADOWPASS Usage : SHADOWPASS [DIRECTION LIST...] Example : shadowpass 4n 3e 3s e s w This ability allows the thief to pass from one dark room to another, avoiding traps, and slipping through doors and entryways. The starting room, and the room represented by the end of the trail must both be in utter darkness, regardless of the rooms in between, or the shadowpass will fail. The thief is unable to take any followers or mounts on his journey.
Shadowstrike (Thief_Shadowstrike)
Skill : Shadowstrike Domain : Stealthy Available: Assassin Allows : Stealthy I Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SHADOWSTRIKE Usage : SHADOWSTRIKE [TARGET NAME] Example : shadowstrike orc If the thief is unseen (hidden especially) by the target, then a sneaky melee strike can be made. Following the strike, the thief will instantly try to recover their hidden position. The target will be totally unaware of where the attack came from.
Shame (Archon_Shame)
Skill : Shame Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : SHAME Usage : SHAME [PLAYER NAME] (RL TIME) Example : shame gunther Example : shame gunther 3 hours From anywhere on the map, the player with this skill can shame the target mob/player making them unable to effectively interact with shopkeepers or to be spoken to or about.
Shape Shift (Druid_ShapeShift)
Skill : Shape Shift Domain : Shape shifting Available: Several Classes Allows : Shapeshifting I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SHAPESHIFT Usage : SHAPESHIFT (FORM) Example : shapeshift Example : shapeshift list Example : shapeshift cub Throughout his or her life, a Druid will have a particular creature which he or she may change to and from at will. By entering into this chant in any shape, the druid may change to their special animal form. The animal form will progress as the Druid gains in levels. Entering the command again allows the druid to revert to human form. A higher level druid may optionally specify a lower version of their form to assume that. Use shapeshift list to see all available forms.
Shearing (Shearing)
Skill : Shearing Domain : Animal affinity Available: Numerous Classes Allows : Textiling, Animal Affinity I, Quick Working I, Quick Worker I Allows : Animal Husbandry, Master Shearing, Branding Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SHEAR, SHEARING Usage : SHEAR [TARGET] Example : shear sheep With this common skill, you can shear the wool off of a sheeps body, or at least as much of it as you can.
Shield Bash (Skill_Bash)
Skill : Shield Bash Domain : Shield use Available: Templar Several Classes Allows : Shield Using I, AutoBash Use Cost : Movement (54) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BASH Usage : BASH [TARGET NAME] Example : bash orc The fighter uses their shield as a weapon, delivering an otherwise additional blow to the target in combat.
Shield Block (Fighter_ShieldBlock)
Skill : Shield Block Domain : Shield use Available: Fighter Allows : Shield Using I Invoked : Automatic Example : So long as the Fighter is holding a shield, he has a chance to totally block weapon attacks coming at him or her.
Shield Familiarity (Familiarity_Shield)
Skill : Shield Familiarity Domain : Armor use Available: Artisan Requires : 'Carpentry' at 75%, and 'Blacksmithing' at 75% Allows : Armor Optimizing I Invoked : Automatic The player is familiar with shields they have crafted themselves, gaining an armor bonus from using the product of their own hands.
Shield Specialization (Specialization_Shield)
Skill : Shield Specialization Domain : Weapon use Available: Several Classes Allows : Shield Striking I, Weaponsmithing, Shield Focus I Invoked : Automatic The player is adept with a shield, gaining bonuses to attack and damage when using a shield as a weapon in combat (such as Shield Bash). Can also allow the use of higher level shields if the focus expertise is taken.
Ship Building (Shipwright)
Skill : Ship Building Domain : Crafting Available: Artisan Sailor Numerous Classes Requires : 'Boatwrighting' at 100% Requires : A base intelligence of at least 12. Allows : Find Ship, Quick Worker I, Ingenious Engineering I Allows : Advanced Crafting I, Quick Crafting I, Ship Lore Use Cost : Movement (29) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT Usage : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME] Example : shipwright cruiser : : shipwright list : : shipwright list cruiser : : shipwright list all : : shipwright mend cruiser : : shipwright scan : : shipwright scan bob : : shipwright 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. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for building is found using the Chopping skill.
Ship Lore (Skill_ShipLore)
Skill : Ship Lore Domain : Water lore Available: Artisan Pirate Sailor Requires : 'Ship Building' at 75% Allows : Water Lore I Use Cost : Mana (51) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SHIPLORE, SLORE Usage : SHIPLORE [SHIP NAME] (REPORT) Example : shiplore list Example : slore raging dragon Example : slore "raging dragon" report Through extensive education, the player is able to recall random bits of information about a ship they can see. Each level of expertise enlarges the number of factoids recalled per attempt. Failing a proficiency check requires a few extra seconds of remembering, however. The REPORT argument will cause the results to be recited out loud. An attempt to recall information about a ship you cannot presently see will reduce or eliminate your chances of remembering, depending on expertise.
Shrug Off (Fighter_Shrug)
Skill : Shrug Off Domain : Fitness Available: Barbarian Allows : Fitness I Use Cost : Movement (80) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : BRACE Usage : BRACE Example : shrugoff The Barbarian braces him or herself for the next blow, allowing that blow to be shrugged off without any damage.
Shuffle (Skill_Shuffle)
Skill : Shuffle Domain : Foolishness Available: Charlatan Allows : Foolmaking I Use Cost : Movement (66) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SHUFFLE Example : This strange but very useful skill allows the player to rearrange the order of the people in the room by running around and bumping into them.
Shush (Skill_Shush)
Skill : Shush Domain : Influential Available: Scholar Allows : Influencing I Use Cost : Mana (33) Movement (33) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : SHUSH Usage : SHUSH [TARGET] Example : shush orc The player is so intimidatingly adept at keeping others quiet, that he or she can give the universal SHUSH to a target and often make them agree to whisper and refrain from loud noises like spell casting for a time.
Side Kick (Fighter_SideKick)
Skill : Side Kick Domain : Kicking Available: Monk Allows : Iron Kicking I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a swift side kick. This attack is only delivered to a combatant which the monk is not currently targeting, but with whom the monk is in melee combat all the same.
Siege Weapon Specialization (Specialization_SiegeWeapon)
Skill : Siege Weapon Specialization Domain : Weapon use Available: Sailor Allows : Weaponsmithing, Siege Bashing I Invoked : Automatic The player is a siege weapon master, gaining bonuses to damage when used during combat.
Siegecraft (Siegecraft)
Skill : Siegecraft Domain : Crafting Available: Artisan Sailor Numerous Classes Requires : 'Carpentry' Requires : A base strength of at least 12. Allows : Master Wood Chopping, Quality Fabricating I, Quick Worker I Allows : Advanced Crafting I, Quick Crafting I, Light Fabricating I Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SIEGECRAFT Usage : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE] Example : SIEGECRAFT catapult : : SIEGECRAFT list : : SIEGECRAFT list catapult : : SIEGECRAFT list all : : SIEGECRAFT learn catapult This skill allows a player to craft siege weapons for ship combat, such as trebuchets, catapults, and ballistas, as well as the necessary ammunitions (shots, boulders and bolts, respectively). The extent of the items which can be crafted expands as the player goes up in level. To begin siegcrafting, the player must have placed the wood he or she wishes to make the item from on the ground. The raw wood and stone for siegecraft is obtained by using the Chopping and Mining skills. Light siege weapons are anti-personnel only, damaging a ship's crew, but not the ship itself, and can hold multiple rounds of ammunition hitting multiple targets. Heavy siege weapons have longer range and do more damage. The player may also learn how to craft found items, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. Bear in mind that many of these weapons are constructed in-place and may be difficult to be picked up and moved once completed.
Silent AutoGold (Thief_SilentGold)
Skill : Silent AutoGold Domain : Stealing Available: Burglar Thief Allows : Theft Mastery I Use Cost : Mana (65) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SILENTGOLD Usage : SILENTGOLD Example : silentgold This command is similar to the AUTOGOLD command, which allows a player to automatically take gold from the corpse of a defeated monster. If the player is in a group when AUTOGOLD is used, the gold is evenly distributed among the players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief will automatically, and without anyone knowing, take 10% of a defeated monsters gold. This will work regardless of whether the thief played any part in the defeat of the monster, or is even a member of the group which defeated the monster. Also, the gold taken is "off the top" of any gold which may be obtained while the thief is part of a group.
Silent AutoLoot (Thief_SilentLoot)
Skill : Silent AutoLoot Domain : Stealing Available: Burglar Pirate Thief Allows : Theft Mastery I Use Cost : Mana (66) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SILENTLOOT Usage : SILENTLOOT Example : silentloot This command is similar to the AUTOLOOT command, which allows a player to automatically take items from the corpse of a defeated monster. SILENTLOOT, like AUTOLOOT, is toggled on and off. When on the thief will automatically, and without anyone knowing, take one of a defeated monsters items. This will work regardless of whether the thief played any part in the defeat of the monster, or is even a member of the group which defeated the monster.
Silent Drop (Thief_SilentDrop)
Skill : Silent Drop Domain : Stealthy Available: Burglar Allows : Stealthy I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : SILENTDROP, SDROP Usage : SILENTDROP [TARGET ITEM] Example : silentdrop gold This command is similar to the drop command, except that the thief is able to drop the item without anyone else knowing about it.
Silent Open (Thief_SilentOpen)
Skill : Silent Open Domain : Stealthy Available: Burglar Allows : Stealthy I Use Cost : Mana (34) Movement (34) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : SILENTOPEN, SOPEN Usage : SILENTOPEN [TARGET ITEM] Example : silentopen door This command is similar to the open command, except that the thief is able to open the container or door without anyone else knowing about it.
Silent Running (Thief_SilentRunning)
Skill : Silent Running Domain : Stealthy Available: Pirate Allows : Stealthy I Use Cost : Mana (40) Movement (40) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : SSNEAK, SILENTRUN Usage : SSNEAK ([DIRECTION] ([DIRECTION])...) Example : ssneak Example : ssneak north north east east The pirate uses his superior sailing skills to rig the ship for silent running, so that no one will see the ship come into range. This skill can be used to set a course, or can be used before setting a COURSE using the mundane commands. Once the course has been followed, however, the pirate will automatically attempt to Hide Ship in the destination room.
Skillcraft (Skill_Skillcraft)
Skill : Skillcraft Domain : Street smarts Available: Oracle Scholar Allows : Street Lore I Invoked : Automatic Example : The player is so knowledgable about uncommon skills that he or she can identify skills in his or her presence by name. The players ability to identify more powerful skills will go up in level as he or she does.
Slapstick (Skill_Slapstick)
Skill : Slapstick Domain : Foolishness Available: Jester Allows : Foolmaking I Use Cost : Movement (54) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SLAPSTICK Usage : SLAPSTICK [TARGET NAME] Example : slapstick orc This will cause the player to perform some random slapstick comedy to or for the target. The result will be a loss of mana, which the target will not even feel.
Slave Trading (SlaveTrading)
Skill : Slave Trading Domain : Criminal Available: Gaoler Allows : Criminal Deviousness I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME]) Example : ssell boy shopkeeper Example : ssell boy This skill allows the player to sell slaves to shopkeepers who deal in them.
Slip Item (Thief_SlipItem)
Skill : Slip Item Domain : Stealing Available: Burglar Allows : Theft Mastery I, Cautiously I Use Cost : Mana (31) Movement (31) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SLIPITEM Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME] Example : slipitem hat orc The thief will attempt to remove some item the target is wearing. If successful, the item will appear in the target's inventory. This skill is very sly, and may not be used in combat, lest the target notice what the thief is doing.
Slippery Mind (Thief_SlipperyMind)
Skill : Slippery Mind Domain : Evasive Available: Arcanist Allows : Evasively I Use Cost : Mana (75) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SLIPPERYMIND Usage : SLIPPERYMIND Example : slipperymind The thief manages to convince himself and others that he is utterly neutral with regard to all factions (right in the middle of the range of each of his factions).
Slow Fall (Skill_SlowFall)
Skill : Slow Fall Domain : Fitness Available: Jester Allows : Fitness I Invoked : Automatic If the proficiency check is made, this player does not fall from high places, but floats instead.
Smelting (Smelting)
Skill : Smelting Domain : Crafting Available: Artisan Numerous Classes Requires : 'Blacksmithing' Requires : A base constitution of at least 12. Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I Allows : Blacksmithing Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SMELTING Usage : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT]) Example : smelt steel : : smelt list : : smelt list steel : : smelt list all : : smelt bronze 10 This skill allows a player to create metal alloys, such as steel, bronze, and adamantium. You can also make very strong cloths, such as spidersteel. To begin smelting, the player must be in a room with an open fire burning, and must have placed the two base metals he or she wishes to make the alloy from on the ground. If you have excess metals, you may specify a max amount of each base metal to smelt. The default is to smelt as much as possible. The raw metal for smelting is found using the Mining skill.
Smoke Rings (SmokeRings)
Skill : Smoke Rings Domain : Artistic Available: Numerous Classes Requires : 'Herbology' at 75% Requires : A base charisma of at least 5. Allows : Quick Working I, Quick Worker I, Artsy I Invoked : Automatic Usage : (automatic) This skill allows the player to produce beautiful smoke rings whenever smoking a pipe or cigar.
Smoke Signals (Fighter_SmokeSignals)
Skill : Smoke Signals Domain : Nature lore Available: Barbarian Scholar Allows : Nature Lore I Use Cost : Movement (55) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SMOKESIGNALS, SMOKESIGNAL Usage : "SMOKESIGNALS" [MESSAGE] Example : smokesignals I'm here at the temple! This skill requires a fire to be built in the area, and it must be performed outdoors. This skill sends a smoke signal viewable throughout the entire area by those outside. Those with the smoke signal skill will be able to read the message in the signal.
Smugglers Hold (Thief_SmugglersHold)
Skill : Smugglers Hold Domain : Stealthy Available: Pirate Allows : Stealthy I Use Cost : Mana (36) Movement (36) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : BUILDHOLD, SMUGGLERSHOLD Usage : BUILDSMUGGLERSHOLD [DIRECTION] Example : buildsmugglershold below This skill allows a pirate on their ship to build a secret smugglers hold on their ship. A pirate may only build one such hold on their ship, ever. This requires 500 pounds of wood.
Sneak (Thief_Sneak)
Skill : Sneak Domain : Stealthy Available: Jester Monk Trapper Several Classes Allows : Shadow I, AutoSneak, Stealthy I Use Cost : Movement (54) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SNEAK Usage : SNEAK [DIRECTION] Example : sneak e The thief attempts to sneak in the indicated direction. If successful, he or she will not be seen when entering the room. Also, a sneak attempt automatically invokes a hide attempt. The success of a sneak attempt can depend on the level of the mobs in the room the thief is trying to sneak into, and on the thiefs stealth expertise.
Sneak Attack (Thief_SneakAttack)
Skill : Sneak Attack Domain : Dirty fighting Available: Assassin Thief Trapper Allows : Dirty Fighting I, Combat Fluidity I Invoked : Automatic Example : This skill allows the thief to deliver a more accurate attack and extra damage when attacking from a hidden position.
Snipe (Thief_Snipe)
Skill : Snipe Domain : Dirty fighting Available: Trapper Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Mana (50) Movement (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SNIPE Usage : SNIPE [TARGET NAME] Example : snipe orc If the thief is unseen (hidden especially) by the target, then a sneaky ranged strike can be made. Following the shot, the thief will instantly try to recover their hidden position. The target will be totally unaware of where the attack came from.
Song Write (Skill_SongWrite)
Usage : SONGWRITE [SPELL NAME] [TARGET NAME] Example : songwrite "rage" scroll This skill allows the bard to place any song he or she knows onto a scroll. Once placed on the scroll, the song may be sung off it. Song Writing is very draining on the bard however. The bard will lose some experience points for using this skill. Song Writing also requires that the caster be at full mana.
Songcraft (Skill_Songcraft)
Skill : Songcraft Domain : Arcane lore Available: Charlatan Scholar Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about bardic magic that he or she can identify magical songs sung in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Speculating (Speculate)
Skill : Speculating Domain : Nature lore Available: Artisan Numerous Classes Requires : A base wisdom of at least 10. Allows : Quick Working I, Quick Worker I, Nature Lore I Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SPECULATE, SPECULATING Usage : SPECULATE Example : speculate This skill allows a player to carefully evaluate the present area, and all surrounding to see what resources might be available for hunting, fishing, foraging, chopping, mining, digging, etc..
Spellcraft (Skill_Spellcraft)
Skill : Spellcraft Domain : Arcane lore Available: Arcanist Charlatan Diviner Illusionist Available: Scholar Wizard Numerous Classes Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about arcane magic that he or she can identify spells cast in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does. Arcanists have the ability to remember how to cast a number of spells (based on level) learned through this skill.
Spring Attack (Fighter_Spring)
Skill : Spring Attack Domain : Acrobatic Available: Barbarian Dancer Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SPRINGATTACK, SPRING, SATTACK Usage : SPRINGATTACK [TARGET NAME] Example : sattack orc Short(s) : spring, sattack The Barbarian delivers a quick damaging blow, then leaps backwards to a further position of range 1 or 2.
Spying (Thief_Spying)
Skill : Spying Domain : Stealthy Available: Assassin Allows : Marker Spying, Stealthy I Use Cost : Mana (30) Movement (30) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SPYING, SPY Usage : SPYING [TARGET] Example : spy bob The thief, by lip reading and discreet over-the-shoulder glaces, is able to read anything the target reads while they are both in the same room. The thief must remain unnoticed by the target. Otherwise, this skill lasts indefinitely once the thief has figured out how to spy on the target. The level of player the thief can spy on depends on part on stealth expertise.
Squatting (Thief_Squatting)
Skill : Squatting Domain : Criminal Available: Thief Allows : Criminal Deviousness I Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SQUAT, SQUATTING Usage : SQUATTING Example : squat To use this skill, the player must be sitting on a piece of property that is, or was once for sale. If it is owned by another player or clan, then an owner must be online when squatting begins, and must have either their PK flag set, or be in a clan war. After a mud month of continuous sitting, the property will change ownership. Property belonging to another player will go back on the market. Property on the market will belong to the squatter.
Stability (Skill_Stability)
Skill : Stability Domain : Acrobatic Available: Artisan Assassin Jester Pirate Requires : 'Trawling' at 75% Allows : Master Trawling, Acrobatic I, AutoCrawl, Combat Fluidity I Invoked : Automatic This skill allows the player to remain on his or her feet despite certain magical or physical attempts to get them on the ground.
Staff Familiarity (Familiarity_Staff)
Skill : Staff Familiarity Domain : Weapon use Available: Artisan Requires : 'Staff Proficiency' at 100% Allows : Staff Making, Trip Invoked : Automatic The player is familiar with staffs they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Staff Making (StaffMaking)
Skill : Staff Making Domain : Crafting Available: Artisan Requires : 'Staff Familiarity' at 75%, and 'Lore' at 75% Allows : Quick Worker I, Light Shaping I, Advanced Crafting I Allows : Quick Crafting I, Quality Shaping I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : STAFFMAKE, STAFFMAKING Usage : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME] Example : staffmake Iron-shod Staff : : staffmake list : : staffmake list Iron-shod : : staffmake list all : : staffmake scan : : staffmake scan bob : : staffmake learn staff This skill allows a player to craft staffs from wood. The extent of the staffs which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the wood he or she wishes to make the staff from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to make a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The wood for staffmaking is obtained using the Chopping skill, though some recipes will require additional material obtained by other means. When the player has both a staff and a staffcrown, then the crown can be put into the staff for additional benefits using the PUT [CROWN] [STAFF] command.
Staff Proficiency (Proficiency_Staff)
Skill : Staff Proficiency Domain : Weapon use Available: Artisan Requires : 'Fishing' at 75% Allows : Staff Familiarity Invoked : Automatic The player is proficient with staffs, gaining the ability to use them even if their current class training would not make it feasible normally.
Staff Specialization (Specialization_Staff)
Skill : Staff Specialization Domain : Weapon use Available: Druid Allows : Weaponsmithing Invoked : Automatic The player is proficient with staffs, gaining bonuses to attack when using a staff in combat. Can also allow the use of higher level staffs if the focus expertise is taken.
Steal (Thief_Steal)
Skill : Steal Domain : Stealing Available: Bard Jester Several Classes Allows : Improved Steal, Theft Mastery I, Cautiously I Use Cost : Mana (30) Movement (30) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : STEAL Usage : STEAL [ITEM NAME] [TARGET NAME] Example : steal paper orc The thief will attempt to pilfer some item from the inventory of the target. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc).
Stinkify (Archon_Stinkify)
Skill : Stinkify Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : STINKIFY Usage : STINKIFY [PLAYER NAME] Example : stinkify gunther From anywhere on the map, the player with this skill can cause the target to become 1 level stinkier than they were before.
Stone Body (Fighter_Stonebody)
Skill : Stone Body Domain : Fitness Available: Barbarian Allows : Fitness I Invoked : Automatic Example : The Barbarian has become so hardened to battle that he or she ignores 2 points from every damage roll taken.
Stowaway (Skill_Stowaway)
Skill : Stowaway Domain : Deceptive Available: Sailor Allows : Deceptive I Use Cost : Mana (27) Movement (27) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : STOWAWAY Usage : STOWAWAY ([DESTINATION]/[CHART INDEX]) Example : stowaway Example : stowaway new thalos docks Example : stowaway 3 The sailor packs himself into a shipping crate bound for overseas travel, and, after a long sea voyage, emerges on a different shore. If the sailor knows Sea Charting, he or she may be able to select the destination from his or her charts. Shorter voyages to more distant locations can be obtained through expertise. A failed skill check will seem to work fine, but the sailor will not end up where their charts said they would.
Strategic Retreat (Thief_StrategicRetreat)
Skill : Strategic Retreat Domain : Dirty fighting Available: Artisan Trapper Requires : 'AutoClimb' at 75%, 'AutoSwim' at 75%, and 'AutoCrawl' at 75% Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FREEFLEE, STRATEGICRETREAT Usage : FREEFLEE ([DIRECTION]) Example : freeflee While in combat, your character may need to quickly disengage and flee the room. A direction may be specified, but if one is not specified, a direction will be chosen for you. Unlike FLEE, this command may be used without experience loss, provided the proficiency check is passed.
Strike The Set (Skill_StrikeTheSet)
Skill : Strike The Set Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Movement (55) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : STRIKETHESET, STRIKESET Usage : STRIKETHESET Usage : STRIKESET Example : striketheset The bard strikes the set of the room, making any and all items in the room appear to be gone, and the room empty.
Strip Item (Thief_StripItem)
Skill : Strip Item Domain : Stealing Available: Burglar Allows : Theft Mastery I Use Cost : Movement (71) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : STRIPITEM Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME] Example : stripitem hat orc The thief will attempt to remove some item the target is wearing. If successful, the item will appear in the target's inventory. This skill is blatant, and may be used during combat.
Struggle (Skill_Struggle)
Skill : Struggle Domain : Evasive Available: Jester Minstrel Allows : Evasively I Use Cost : Mana (56) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : STRUGGLE Usage : STRUGGLE Example : struggle The player wriggles and pulls to escape from bonds holding him or her. This skill can be used to more quickly become released from ropes, webs, nets, and other bindings.
Studying (Studying)
Skill : Studying Domain : Education lore Available: Scholar Allows : Druid Honorary Degree, Mage Honorary Degree, Cleric Honorary Degree Allows : Quick Working I, Educating I, Quick Worker I, Thief Honorary Degree Allows : Fighter Honorary Degree, Bard Honorary Degree, Commoner Honorary Degree Use Cost : Movement (5) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : STUDY, STUDYING Usage : STUDY ([TEACHER NAME]/FORGET [SKILL NAME]) Usage : STUDY ([SKILL TYPE]) Example : study Example : study bob fireball Example : study dissertation light Example : study forget fireball Example : study spells This skill makes one scholarly, allowing them to learn any skill from any willing teacher or from a dissertation. Only a certain number of skills can be studied, depending on class level. Skills learned this way cannot be conventionally used. They can, however, be taught to others. At first, the scholar can only study common skills, but gains access to thief and fighter skills, as well as songs, spells, and prayers, as he or she gains scholarly levels. The scholar can enter STUDY alone to see what they have learned and how much more he or she may learn. Entering STUDY with a skill type like SPELLS, SKILLS, etc will list the things you can learn of that type.
Subdue (Skill_Subdue)
Skill : Subdue Domain : Evasive Available: Fighter Allows : Evasively I Use Cost : Movement (56) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SUBDUE Usage : SUBDUE [TARGET NAME] Example : subdue orc The fighter uses finesse to avoid killing the target by making more strategic hits on the target. The actual damage will be minimal, but in reality the fighters damage will count towards subdueing damage. If carried through to the end, it will end up knocking the target cold instead of killing them. During combat, a smart fighter can examine his or her target and tell how close they are to being fully subdued despite the apparent actual damage done. Once knocked out, the target can not be killed until consciousness is regained. Enter SUBDUE again to cancel this effect.
Superstition (Thief_Superstition)
Skill : Superstition Domain : Combat lore Available: Pirate Allows : Combat Lore I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SUPERSTITION Usage : SUPERSTITION [PHRASE TO SAY] Example : superstition i am the most awesome pirate in the whole wide world! This skill reflects the superstitious nature of the character. Once the superstition is set up in the character's mind, the character must perform the superstition once per day to receive a bonus to skills and combat ability. Failing to perform the superstition once per day will give an equal negative to skills and combat ability. Superstition does not affect the character until it is intentionally set up the first time. Afterward it is set, it will always affect the character, either positively, or negatively. To set up the superstition, the character needs to be wearing at least 3 items of armor, and then invoke the command with some phrase that the character will need to say to become lucky. The phrase can be anything, but needs to have at least 5 words and be at least 30 characters long. Once the superstition is set up, invoking the command in the future will remind the character about the phrase and the item of armor they must wear whenever saying the phrase to satisfy the superstition.
Surrender (Thief_Surrender)
Skill : Surrender Domain : Influential Available: Thief Allows : Influencing I Use Cost : Mana (64) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SURRENDER Usage : SURRENDER Example : surrender A unique thief skills which allows him or her to toss shiny coins at his opponents for allowing the thief to leave combat without losing experience.
Surveying (Surveying)
Skill : Surveying Domain : Calligraphy Available: Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SURVEYWRITE, SUWRITE Usage : SUWRITE ROOM/AREA ([CATALOG ITEM]) Example : suwrite room : : suwrite area "my catalog book" This skill allows a player carefully study their current room or area and write down useful information about it onto a piece of paper or into a book. Additional details about the room or area are discovered for each level of expertise. Writing the same room or area into a book that already has a chapter about that room or area will append to the old page. Specifying the catalog book name is not necessary if the Titling skill was used to designate one of your books as a catalog of Survey.
Swamp Tactics (Fighter_SwampTactics)
Skill : Swamp Tactics Domain : Nature lore Available: Barbarian Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in swamps. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Sweep (Fighter_Sweep)
Skill : Sweep Domain : Dirty fighting Available: Barbarian Fighter Monk Paladin Available: Ranger Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (65) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SWEEP Usage : SWEEP Example : Allows the fighter wielding a slashing weapon to rear back and take a free whack at all opponents within range. Attack ability on such an attack is one half less and damage is one third normal.
Swim (Skill_Swim)
Skill : SWIM Usage : SWIM [DIRECTION] Available: ALL Example : swim e This skill allows the character to travel on a water surface. The amount of weight being carried can affect this skill.
Swipe gold (Thief_Swipe)
Skill : Swipe gold Domain : Stealing Available: Bard Burglar Charlatan Jester Available: Thief Allows : Theft Mastery I, Cautiously I, Improved Swipe 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 100% Allows : Master Weaponsmithing Invoked : Automatic The player is familiar with swords they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.
Sword Proficiency (Proficiency_Sword)
Skill : Sword Proficiency Domain : Weapon use Available: Artisan Requires : 'Weaponsmithing' at 75% Allows : Parry, Half Attack, Sword Familiarity Invoked : Automatic The player is proficient with sword, gaining the ability to use them even if their current class training would not make it feasible normally.
Sword Specialization (Specialization_Sword)
Skill : Sword Specialization Domain : Weapon use Available: Numerous Classes Allows : Sword Piercing I, Weaponsmithing, Sword Slicing I Allows : Craft Holy Avenger, Sword Striking I, Sword Focus I Invoked : Automatic The player is a sword master, gaining bonuses to attack when using a sword in combat. Can also allow the use of higher level swords if the focus expertise is taken.
Tag Turf (Thief_TagTurf)
Skill : Tag Turf Domain : Street smarts Available: Burglar Allows : Street Lore I Use Cost : Mana (27) Movement (27) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : TAGTURF, TURFTAG Usage : TAGTURF (UNTAG) Example : tagturf Example : tagturf untag The thief tags this place as their "turf" or, if they are a part of a clan, their clan's "turf". Other thieves will not be able to use their skills here. The tag can only be seen by the tagging thief, and those who can see hidden things. A tag can be removed only by a turf war.
Tailoring (Tailoring)
Skill : Tailoring Domain : Crafting Available: Artisan Numerous Classes Requires : A base dexterity of at least 10. Allows : Durable Sewing I, Quick Worker I, Light Crafting I Allows : Quality Sewing I, Scrapping, Master Tailoring, Light Sewing I Allows : Embroidering, Quality Crafting I, Costuming, Durable Crafting I Allows : Advanced Crafting I, Quick Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : KNIT, TAILOR, TAILORING Usage : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] Example : knit shirt : : knit bundle 100 cotton : : knit list : : knit list vest : : knit list all : : knit mend vest : : knit refit sleeves : : knit scan : : knit scan bob : : knit learn shirt This skill allows a player to knit clothing, such as shirts and leggings. The extent of the items which can be knitted expands as the player goes up in level. This command also allows the player to mend any damaged clothing, get info on a list item, refit any clothes which are the wrong size, or learn to how to knit a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin knitting a new item, the player must have placed the cloth he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw cloth for knitting is found using the Butchering, Shearing, or Foraging skills.
Tanning (Tanning)
Skill : Tanning Domain : Nature lore Available: Artisan Numerous Classes Allows : Dyeing, Taxidermy, Quick Working I, Quick Worker I Allows : Nature Lore I, Leather Working Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TAN, TANNING Usage : TAN [HIDE ITEM NAME] Example : TAN hide This skill allows a player to tan hide resources items until they are a leather usable by Leatherworking and other skills. It require thats a fire be built before tanning can begin.
Tap Room (Thief_TapRoom)
Skill : Tap Room Domain : Alert Available: Assassin Allows : Vigilantly I Use Cost : Mana (35) Movement (35) Quality : Sometimes Beneficial Targets : Caster only Range : Touch - Range 50 Commands : TAPROOM Example : taproom The thief is able to use two glass drinking cups and some sort of raw cloth to stretch a long tapline between the room he wishes to tap, and some destination room. The distance the line can be stretched depends upon the thieves level and alertness expertise. If, while stretching the line, the thief runs out of either cloth or distance allowance, the second cup must be put down. At the destination, the thief will hear, through the second cup, all that is said in the room where the skill was involved, where the first cup was hidden.
Tar And Feather (Thief_TarAndFeather)
Skill : Tar And Feather Domain : Legal Available: Gaoler Allows : Legal Lore I Use Cost : Mana (50) Movement (50) Quality : Malicious Targets : Items Creatures Range : Touch, or not applicable Commands : TARANDFEATHER, TAR Usage : TAR [TARGET] Example : TAR Orc The player with this skill is able to cover the target with tar and feathers, making the wearing of equipment impossible for the duration. The target must not be wearing clothes for the skill to work. They must also be bound or prone.
Tattooing (Tattooing)
Skill : Tattooing Domain : Artistic Available: Gaoler Allows : Quick Working I, Quick Worker I, Artsy I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TATTOO, TATTOOING Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION] Example : tattooing bob arms a skull and crossbones Example : tattooing bob arms remove This skill allows a player to tattoo the body parts of the target. The target must hold still for it, of course. What results can only be seen when the proper wear location is not covered by clothing. Tattoos can also be removed with this skill. Parts available for tattooing include: arms, legs, hands, head, feet, wrists, neck, and torso.
Taxidermy (Taxidermy)
Skill : Taxidermy Domain : Crafting Available: Artisan Scholar Trapper Numerous Classes Requires : A base intelligence of at least 12. Allows : Light Sewing I, Master Butchering, Quick Worker I Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : STUFF, TAXIDERMY Usage : STUFF ([POSE]/LIST) [BODY NAME] Example : stuff body of an orc Example : stuff list Example : stuff list scary Example : stuff scary body of a horse This skill allows a player to stuff a dead body with cloth, cotton, feathers, fur, or similar substances to make a light statue. To begin stuffing a body, the player must have placed the cloth he or she wishes to stuff with on the ground with the body. A pose for the body may optionally be specified. A list of valid poses may be obtained by entering TAXIDERMY LIST.
Textiling (Textiling)
Skill : Textiling Domain : Crafting Available: Artisan Requires : 'Shearing' at 75% Allows : Dyeing, Quick Worker I, Advanced Crafting I, Quick Crafting I Allows : Tailoring Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TEXTILING, TEXTILE Usage : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE]) Example : textile denim : : textile bolt of cotton : : textile denim 10 This skill allows a player to create cloth bolts, special kinds of cloth, including especially strong cloths, such as spidersteel. To begin textiling, the player must have placed the constituent cloths he or she wishes to make the bolt from on the ground. To make more than one bolt at a time, an additional amount of input cloth can be specified. The raw cloth for textiling is found using skills like Shearing and Foraging skill.
Thief Honorary Degree (Skill_HonoraryDegreeThief)
Skill : Thief Honorary Degree Domain : Education lore Available: Scholar Requires : 'Studying' Allows : Educating I Invoked : Automatic Example : The scholar can activate an honorary degree in one of the classes whose base class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and Trapper. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.
Thiefcraft (Skill_Thiefcraft)
Skill : Thiefcraft Domain : Street smarts Available: Charlatan Oracle Allows : Street Lore I Invoked : Automatic The player is so knowledgable about thief skills that he or she can identify skills in his or her presence by name. The players ability to identify more powerful skills will go up in level as he or she does.
Third Attack (Skill_Attack3)
Skill : Third Attack Domain : Martial lore Available: Fighter Requires : 'Second Attack' Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Allows the character to deliver a third attack during their round. These attacks will be slightly less effective than primary attacks.
Third Totem (Druid_ShapeShift3)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster Mer Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Tie Down (Skill_TieDown)
Skill : Tie Down Domain : Binding Available: Sailor Allows : Rope Use I Use Cost : Movement (57) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : TIEDOWN Usage : TIEDOWN (UNTIE) [BOAT/SHIP NAME] Example : tiedown ship Example : tiedown untie ship The sailor uses special knots to tie down a boat or large sailing ship at an official boat dock. The knots can be easily removed by the original sailor using either this skill or Unbinding. However, anyone else will find it more difficult to figure out the knots.
Titling (Titling)
Skill : Titling Domain : Calligraphy Available: Diviner Oracle Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ENTITLE, TITLING Usage : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME]) Example : entitle paper "Essay concerning essays" : entitle book "Huckleberry Finn" "Book" The writer uses this skill to put the finishing touches on a crafted written and readable work, given it a title. By adding a special catalog term, the work can also be designated as an official catalog for particular types of items for the Cataloging skill.
Torturesmithing (Torturesmithing)
Skill : Torturesmithing Domain : Crafting Available: Gaoler Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%) Requires : A base intelligence of at least 14. Allows : Light Metalworking I, Durable Metalworking I, Quick Worker I Allows : Advanced Crafting I, Quick Crafting I, Quality Metalworking I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TORTURESMITH, TORTURESMITHING Usage : TORTURESMITH (LIST/INFO) [ITEM NAME] Example : torturesmith rack : : torturesmith list : : torturesmith list rack : : torturesmith list all This skill allows a player to craft implements of execution and torture. The extent of the items which can be crafted expands as the player goes up in level. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The raw wood for building is found using the Chopping skill. Some items require metal gathered with the Mining skill. Most items require that the victim be bound, and some require that the MOUNT command be used to get them onto the implement.
Toughness (Fighter_Toughness)
Skill : Toughness Domain : Fitness Available: Fighter Allows : Fitness I, Toughness II Invoked : Automatic This ability toughens up the fighter, giving them extra hitpoints.
Toughness II (Fighter_Toughness2)
Skill : Toughness II Domain : Fitness Available: Fighter Requires : 'Toughness' Allows : Fitness I, Toughness III Invoked : Automatic This ability toughens up the fighter, giving them extra hitpoints. The hit points stack with those gained from Toughness.
Toughness III (Fighter_Toughness3)
Skill : Toughness III Domain : Fitness Available: Fighter Requires : 'Toughness II' Allows : Fitness I Invoked : Automatic This ability toughens up the fighter, giving them extra hitpoints. The hit points stack with those gained from Toughness and Toughness II.
Track (Ranger_Track)
Skill : Track Domain : Combat lore Available: Charlatan Ranger Trapper Allows : Combat Lore I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : TRACK Usage : TRACK [TARGET NAME] Example : track orc The ranger attempts to find a trail leading from where he or she is at present, to the location of the indicated target (not necessarily the closest)! When walking around, the Ranger will become aware of which direction seems best.
Track Animal (Ranger_TrackAnimal)
Skill : Track Animal Domain : Combat lore Available: Ranger Allows : Combat Lore I Use Cost : Movement (53) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : TRACKANIMAL Usage : TRACK ANIMAL Example : trackanimal The ranger, being a skilled hunter, may use this skill to track down the nearest unintelligent animal in the area.
Transcribing (Transcribing)
Skill : Transcribing Domain : Calligraphy Available: Scholar Allows : Fine Calligraphy I, Quick Working I, Quick Worker I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TRANSCRIBING, TRANSCRIBE, BCOPY Usage : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER]) Example : transcribe "The Book of Sam" "An Empty Book" 2 : transcribe "a piece of paper" "Book of Essays" The writer uses this skill to scribe a document from one work to another. New chapters will be added to books, or appended to pieces of paper. Specifying a chapter number will only copy that chapter from the source book. Recipes can also be copied between recipe books.
Trap Immunity (Thief_TrapImmunity)
Skill : Trap Immunity Domain : Find/remove traps Available: Trapper Allows : Trap Disabling I Invoked : Automatic Example : As the Thief's proficiency grows, he or she becomes more and more immune to traps and bombs.
Trawling (Trawling)
Skill : Trawling Domain : Gathering Available: Artisan Sailor Requires : 'Fish Lore' at 75% Allows : Quick Working I, Quick Worker I, Stability, Master Trawling Allows : Ship Building Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TRAWL Usage : TRAWL (BUNDLE [NUM]) [TARGET]) Example : trawl Example : trawl bundle 10 trout With this common skill, a player can catch lots of fish from the deck of a large sailing ship by casting nets into the water, assuming there are enough fish around to fill up the nets. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Trip (Skill_Trip)
Skill : Trip Domain : Dirty fighting Available: Artisan Beastmaster Fighter Monk Available: Paladin Ranger Several Classes Several Classes Requires : 'Staff Familiarity' at 75% Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : TRIP Usage : TRIP [TARGET NAME] Example : trip orc The fighter attempts to trip the target, putting them on the floor for a short time. During that time, the tripped target is much easier to hit.
Trophy Count (Thief_TrophyCount)
Skill : Trophy Count Domain : Combat lore Available: Minstrel Trapper Allows : Combat Lore I Use Cost : Mana (52) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : TROPHYCOUNT Uage : TROPHYCOUNT Example : trophycount The thief has the ability to keep track of their racial kills. The player may use the TROPHYCOUNT command to review the log of kills.
True Shot (Fighter_TrueShot)
Skill : True Shot Domain : Martial lore Available: Assassin Fighter Ranger Trapper Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : Gives the fighter an enormous boost to attack rating when using a ranged or thrown weapon in ranged combat.
Tumble (Fighter_Tumble)
Skill : Tumble Domain : Acrobatic Available: Assassin Burglar Fighter Jester Available: Monk Dancer Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (65) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : TUMBLE Usage : TUMBLE Example : tumble Allows the fighter to avoid a couple of potentially painful hits in combat by tumbling around. This comes at the cost of some attack and damage capability, however.
Tune Instrument (Skill_TuneInstrument)
Skill : Tune Instrument Domain : Artistic Available: Minstrel Allows : Artsy I Use Cost : Mana (55) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : TUNEINSTRUMENT, TUNE Usage : TUNE Example : The Bard tunes their instrument, which can provide bonuses to many songs which are played with it.
Turf War (Thief_TurfWar)
Skill : Turf War Domain : Street smarts Available: Burglar Allows : Street Lore I Use Cost : Mana (30) Movement (30) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : TURFWAR Usage : TURFWAR Example : turfwar The thief declares the tagged room he is in to be in dispute. Any turf tag on the room will be removed unless the thief who tagged the room successfully defends the turf in combat. After declaring the turf war, the tagging thief will be notified that it is in dispute. The tagger has until the expiration of the war to respond to the challenge. As soon as the tagger arrives in the disputed room, the tagger and the challenger will immediately be entered into combat. The combat will be non-lethal, with the loser merely being recalled instead of dying. After combat begins, the first combatant to be forced from the disputed room (e.g. by non-lethal "death"), will be the winner. A TurfWar can only be infrequently declared.
Turn Undead (Skill_TurnUndead)
Skill : Turn Undead Domain : Death lore Available: Cleric Healer Oracle Purist Allows : Death Lore I Use Cost : Mana (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : TURN Usage : TURN [TARGET NAME] Example : turn skeleton The good or neutral priest attempts to frighten the heck out of an undead creature. Depending upon the level of the priest versus the level of the creature, the effect of the skill may be to either frighten the creature away or cause it to be completely destroyed
Two Dagger Fighting (Skill_TwoDaggerFighting)
Skill : Two Dagger Fighting Domain : Martial lore Available: Assassin Requires : 'Two Weapon Fighting' Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic Example : While in combat, this skill allows the player to attack with a second dagger in the hold position, assuming the player is in range for the second weapon. This skill also allows more frequent attacks when wielding two daggers. If the player also has two weapon fighting, then they will find they no longer suffer quite as much attack and damage penalty when using two daggers.
Two Weapon Fighting (Skill_TwoWeaponFighting)
Skill : Two Weapon Fighting Domain : Martial lore Available: Bard Dancer Ranger Several Classes Available: Several Classes Allows : Two Dagger Fighting, Martial Lore I, Combat Fluidity I Invoked : Automatic Example : While in combat, this skill allows the fighter to attack with a second weapon in the hold position, assuming the fighter is in range for the second weapon. The fighter suffers a small attack and a tiny damage penalty for using 2 weapons.
Unbinding (Unbinding)
Skill : Unbinding Domain : Binding Available: Bard Sailor Thief Allows : Quick Working I, Quick Worker I, Rope Use I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : UNBIND, UNTIE Usage : UNBIND [TARGET NAME] Example : unbind jack : : untie bob This skill allows a player remove the bonds entangling or binding someone. The length of time it takes to complete the task depends on the difficulty of the task and the level of the one trying to do it.
Underground Connections (Thief_UndergroundConnections)
Skill : Underground Connections Domain : Street smarts Available: Burglar Allows : Street Lore I Use Cost : Mana (26) Movement (26) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : UNDERGROUNDCONNECTIONS Usage : UNDERGROUNDCONNECTIONS Example : undergroundconnections The thief contacts his or her underground connections within the city. The connections arrange quick (though seldom comfortable) transportation outside the current area into an adjoining one. The thief and group members will make the trip in an environment free from the restrictions of law, geas, or spells, and without being harassed by the local law or any other aggressive monsters.
Upstage (Skill_Upstage)
Skill : Upstage Domain : Theatre Available: Charlatan Allows : Acting I Use Cost : Mana (32) Movement (32) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : UPSTAGE Usage : UPSTAGE Example : upstage The bard upstages his or her enemies, making them stop fighting who they were fighting, target the bard, and cross the room to reach him or her. The effect ends when they hit the bard, at which point they returning immediately to their previous target and range.
Urban Tactics (Fighter_UrbanTactics)
Skill : Urban Tactics Domain : Nature lore Available: Fighter Allows : Nature Lore I Invoked : Automatic This skill gives one an edge in attack, defence, and damage when fighting in urban areas. They can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Use Poison (Thief_UsePoison)
Skill : Use Poison Domain : Poisoning Available: Arcanist Assassin Burglar Jester Available: Thief Trapper Allows : Poisoning I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : POISON, USEPOISON Usage : POISON [ITEM NAME] [POISON SOURCE] Example : poison sword beesting Example : poison waterskin beesting This allows the player to poison a weapon, food, or drink with a pre-prepared poison source. The Apothecary skill must be used to create the poison. After that, the poison may be applied, where it will persist for a short time on weapons, and forever on food and drink.
Wainwrighting (Wainwrighting)
Skill : Wainwrighting Domain : Crafting Available: Artisan Trapper Numerous Classes Requires : 'Carpentry' Requires : A base intelligence of at least 12. Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I Allows : Quick Crafting I, Light Fabricating I, Boatwrighting Use Cost : Movement (10) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WAINWRIGHTING Usage : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME] Example : wainwright wagon : : wainwright list : : wainwright list wagon : : wainwright list all : : wainwright learn cart This skill allows a player to craft wagons and carts. The extent of the items which can be crafted expands as the player goes up in level. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The player may also learn to how to make a found cart, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for building is found using the Chopping skill.
Walk The Plank (Thief_WalkThePlank)
Skill : Walk The Plank Domain : Sea travel Available: Pirate Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I Allows : Extended Sailing I Use Cost : Mana (58) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : WALKTHEPLANK, PLANK Usage : WALKTHEPLANK ([TARGET NAME]) Example : WALKTHEPLANK orc Allows the thief to force the target to walk the plank on the ship they currently occupy. The thief must be permitted to attack the target to force them to walk, but they must also be one of the following: 1. Wanted for a crime on the ship 2. Bound or Held 3. A non-combatant foreign entity on the thiefs ship. 4. The last foreign entity on the thiefs ship. 5. The last single resident of the ship the thief is on, when the thief has friends also on the ship.
Wand Making (WandMaking)
Skill : Wand Making Domain : Crafting Available: Arcanist Artisan Requires : 'Wands' at 75%, and 'Lore' at 75% Allows : Quick Worker I, Light Shaping I, Advanced Crafting I Allows : Quick Crafting I, Quality Shaping I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WANDMAKE, WANDMAKING Usage : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME] Example : wandmake Iron-shod wand : : wandmake list : : wandmake list Iron-shod : : wandmake list all : : wandmake scan : : wandmake scan bob : : wandmake learn wand This skill allows a player to craft wands from wood, or wand cores. The extent of the wands which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the materials he or she wishes to make the wand or core from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to make a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The wood for wandmaking is obtained using the Chopping skill, though some recipes will require additional material obtained by other means. When the player has both a wand and a wand core, then the core can be put into the wand for additional benefits using the PUT [CORE] [WAND] command.
Wands (Skill_WandUse)
Skill : Wands Available: Almost All Example : A wand is an holdable item that can be used to create magical affects. This skill allows one to effectively use a magical wand or staff. To invoke a wand or staff, it must first be held. Then the magic word is spoken to the target. For instance, if the magic word is `zuy`, you would enter the following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is important because SAY might target the wrong person or thing. You can also use SAYTO NOBODY <magic word> to make sure you aren't targeting anyone. If the spell on the wand requires extra parameters, then you can include those after the casting words. For a wand of Summon, for instance, you might try: say zuy cityguard. Wands generally require a small amount of mana to use, and less if the wand user is capable of learning the spell cast by the wand.
War Cry (Fighter_Warcry)
Skill : War Cry Domain : Singing Available: Barbarian Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Movement (63) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : WARCRY Usage : WARCRY Example : warcry The Barbarian lets out a primal call to war, inspiring all group members to follow his or her banner. Those under the affect of the cry will deliver more damaging blows. The affect wears off when battle is concluded, or if battle is not joined swiftly enough after the cry is made.
Warning Shot (Thief_WarningShot)
Skill : Warning Shot Domain : Influential Available: Pirate Allows : Influencing I Use Cost : Movement (68) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : WARNINGSHOT Usage : WARNINGSHOT ([TARGET NAME]) Example : warningshot pirate The pirate immediately fires all the siege weapons on the deck of his or ship across the bow of either the ship he/she is in combat with, or the named target. This also gives the sailor an idea of how strong his ship is compared to the target.
Warrants (Skill_Warrants)
Skill : Warrants Domain : Legal Available: Artisan Charlatan Gaoler Thief Requires : 'Distilling' at 75%, and 'Painting' at 75% Allows : Legal Lore I Use Cost : Mana (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : WARRANTS Example : The player, using nothing more than local contacts and charismatic persuasion, gathers information about all warrants and wanted criminals.
Water Cover (Druid_WaterCover)
Skill : Water Cover Domain : Water lore Available: Mer Allows : Water Lore I Use Cost : Mana (28) Movement (28) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : WCOVER Usage : WCOVER Example : wcover The druid slinks into the water, taking cover behind reed, seaweed, or simply blending in with the waves, all while remaining perfectly still. Doing this makes them invisible to any other creatures in the room. Making any moves or sounds will negate the hidden advantage. The druid must be in or on the water for this skill to work. You can use the VISIBLE command to make yourself visible again.
Water Tactics (Fighter_WaterTactics)
Skill : Water Tactics Domain : Nature lore Available: Sailor Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in the water. The fighter can also hide themselves simply by resting in the water and staying still for a few mins.
Weapon Break (Fighter_WeaponBreak)
Skill : Weapon Break Domain : Martial lore Available: Barbarian Fighter Monk Allows : Martial Lore I, Combat Fluidity I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : BREAK Usage : BREAK [TARGET NAME] Example : break orc The fighter will attempt the difficult maneuver of breaking the weapon of the target. See also help on SONG BREAK.
Weapon Catch (Fighter_WeaponCatch)
Skill : Weapon Catch Domain : Martial lore Available: Fighter Allows : Martial Lore I, Combat Fluidity I Invoked : Automatic This skill allows the fighter to thwart disarm attempts by catching his as it flies out of his hand.
Weapon Sharpening (Fighter_WeaponSharpening)
Skill : Weapon Sharpening Domain : Weapon use Available: Fighter Use Cost : Mana (54) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : WEAPONSHARPENING, SHARPEN Usage : SHARPEN [WEAPON NAME] Example : sharpen sword The fighter sharpens the slashing or piercing weapon so that it will give a slight damage bonus during use. The weapon will remain sharp until it takes too much wear damage in combat.
Weapon Snatch (Thief_Snatch)
Skill : Weapon Snatch Domain : Stealing Available: Monk Thief Allows : Theft Mastery I Use Cost : Movement (65) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SNATCH Usage : SNATCH [TARGET NAME] Example : snatch orc The thief attempts to disarm the target, flinging their weapon into the air so that it can be caught by the thieves other hand.
Weaponsmithing (Weaponsmithing)
Skill : Weaponsmithing Domain : Crafting Available: Artisan Numerous Classes Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger Specialization', 'Edged Weapon Specialization', 'Flailing Weapon Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm Specialization', 'Ranged Weapon Specialization', 'Shield Specialization', 'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization', or 'Weapon Specialization') Requires : A base strength of at least 12. Allows : Counterbalance Crafting I, Master Weaponsmithing Allows : Quality Crafting I, Sword Proficiency, Quick Worker I Allows : Light Crafting I, Advanced Crafting I, Quick Crafting I Allows : Craft Holy Avenger, Lethal Crafting I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WEAPONSMITH, WEAPONSMITHING Usage : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME] Example : weaponsmith twohanded sword : : weaponsmith list : : weaponsmith list Butchers Knife : : weaponsmith list blunt : : weaponsmith list all : : weaponsmith scan : : weaponsmith scan bob : : weaponsmith learn knife This skill allows a player to craft weapons from metal. This skill requires Blacksmithing in order to learn it. It also requires specialization in the weapon type the player wishes to make. The extent of the weapons which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the weapon from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to smith a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The metal for weaponsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Weaving (Weaving)
Skill : Weaving Domain : Crafting Available: Artisan Numerous Classes Requires : A base wisdom of at least 10. Allows : Light Sewing I, Quality Crafting I, Durable Sewing I Allows : Quick Worker I, Durable Crafting I, Light Crafting I Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WEAVING, WEAVE Usage : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] Usage : WEAVE (...) (LABEL [NAME]) [ITEM NAME] Example : weave basket : : weave bundle 100 vine : : weave list : : weave list vest : : weave list all : : weave mend vest : : weave refit sleeves : : weave scan : : weave scan bob : : weave learn shirt : : weave label fruit basket This skill allows a player to weave items, such as baskets and ropes. The parameter label followed by a name can be used to label weaved containers. The extent of the items which can be weaved expands as the player goes up in level. This command also allows the player to mend any damaged items, get info on a list item, refit any clothes which are the wrong size, or learn to how to weave a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin weaving a new item, the player must have placed the material he or she wishes to make the item from on the ground. Weaving requires hemp, vine, wheat, flowers, bamboo, herbs, feathers, or seaweed. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw material for weaving is found using the Foraging or Butchering skills.
Welding (Welding)
Skill : Welding Domain : Building Allows : Quick Building I, Quick Worker I, Ingenious Engineering I Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WELDING Usage : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION] Example : welding wall north : : welding list : : welding info wall : : welding roof : : welding title A messy room. : : welding desc east This is my favorite Door. : : welding desc room This is a messy room. : : welding stairs : : welding help Bob : : welding demolish west : : welding demolish room This skill allows a player to construct a building or other structures on a property the player owns. Walls or Stairs may be built following the construction of roof and framework. This skill also allows the demolition of unwanted walls and structures, upstairs rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a welding project. All of the structures made with this skill are made of metals. The raw metal for welding is found using the Mining skills.
Wenching (Thief_Wenching)
Skill : Wenching Domain : Influential Available: Pirate Allows : Influencing I Use Cost : Mana (28) Movement (28) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : WENCHING Usage : WENCHING ([TARGET NAME]) ([GENDER]) Example : wenching Example : wenching barkeeper Example : wenching male This thief makes a, hmm, well, a financial "proposition" to a bar patron, such as a bartender or a drunk patron, of the proper sex. After paying the proper fee, the thief will feel relaxed, confident, and lucky, having better saving throws or a full day. With no target, the skill will look for an alcohol wielding wench of the opposite sex. If a gender is specified, the wench must be of that gender.
Whomp (Fighter_Whomp)
Skill : Whomp Domain : Dirty fighting Available: Fighter Allows : Dirty Fighting I, Combat Fluidity I Use Cost : Movement (67) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : WHOMP Usage : WHOMP [TARGET NAME] Example : whomp orc The fighter attempts to deliver a massive blow to the target, causing them to instantly to fall unconscious for a time.
Wilderness Lore (Skill_WildernessLore)
Skill : Wilderness Lore Domain : Nature lore Available: Oracle Scholar Trapper Numerous Classes Requires : 'Searching' at 75%, and 'Foraging' at 75% Allows : Floristry, Nature Lore I, Weaving Use Cost : Mana (51) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : WILDERNESSLORE, WLORE Usage : WLORE (REPORT) Example : wlore Example : wlore report Tells you what type of terrain you are presently in or on, and something about the climate. As expertise increases, you'll also be able to recognize the types of resources that places like this might provide. The REPORT argument will cause the results to be recited out loud.
Wilderness Sounds (Thief_WildernessSounds)
Skill : Wilderness Sounds Domain : Nature lore Available: Trapper Requires : 'Listen' Allows : Nature Lore I Invoked : Automatic Allows the player to use the Listen skill in outdoor areas such as forests, plains, etc.
Wood Chopping (Chopping)
Skill : Wood Chopping Domain : Gathering Available: Artisan Sailor Numerous Classes Requires : A base constitution of at least 9. Allows : Master Wood Chopping, Quick Working I, Carpentry Allows : Quick Worker I, Weaving, Speculating, Climb, Axe Proficiency Use Cost : Movement (5) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHOP, CHOPPING Usage : CHOP (BUNDLE [NUM]) [TARGET]) Example : chop Example : chop bundle 10 oak With this common skill, a player can find good trees, chop a few down, and the chop up the wood for carrying. Trees for chopping are best found in forests. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Woodland Creep (Ranger_WoodlandCreep)
Skill : Woodland Creep Domain : Stealthy Available: Ranger Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : WCREEP Usage : WCREEP Example : wcreep The ranger creep slowly from bush to tree, remaining especially hard to spot. Doing this makes them invisible to any other creatures in the area. The ranger must be in the wild for this skill to work. You can use the VISIBLE command to make yourself visible again.
Woodland Hide (Ranger_Hide)
Skill : Woodland Hide Domain : Stealthy Available: Gaian Ranger SkyWatcher Allows : Camouflage, Stealthy I Use Cost : Mana (27) Movement (27) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : WHIDE Usage : WHIDE Example : whide The ranger attempts to creep behind a rock, or into a bush and remain perfectly still. Doing this makes them invisible to any other creatures in the room. Making any moves or sounds will negate the hidden advantage. The ranger must be in the wild for this skill to work. You can use the VISIBLE command to make yourself visible again.
Woodland Lore (Ranger_WoodlandLore)
Skill : Woodland Lore Domain : Nature lore Available: Ranger Allows : Nature Lore I Invoked : Automatic Usage : automatic Example : So long as the Ranger is in the wild, he or she will have gain a advantage in attack, damage, and armor adjustements.
Woodland Sneak (Ranger_Sneak)
Skill : Woodland Sneak Domain : Stealthy Available: Ranger SkyWatcher Allows : AutoSneak, Stealthy I Use Cost : Movement (60) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : WSNEAK Usage : WSNEAK [DIRECTION] Example : wsneak e So long as the Ranger is in the wild, he or she can use this skill to attempt to sneak in the indicated direction. If successful, he or she will not be seen when entering the room. Also, a sneak attempt automatically invokes a woodland hide attempt. The success of a sneak attempt can depend on the level of the mobs in the room the ranger is trying to sneak into, and on the rangers stealth expertise.
Wrath (Archon_Wrath)
Skill : Wrath Domain : Archon Use Cost : Movement (50) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : WRATH Usage : WRATH [PLAYER NAME] (!) Example : wrath gunther Example : wrath gunther ! From anywhere on the map, the player with this skill can immediately knock another mob out of their shoes, depriving them of half of their hit points, mana, and movement in the process. If the "!" flag is added, an announcement of the wrath will also be made.
Write (Skill_Write)
Skill : WRITE Usage : WRITE [ITEM] ([TEXT TO WRITE]) Available: ALL Example : write parchment From recall, go nseeseenwesee This skill allows one to write ordinary messages onto ordinary paper, parchments, and similar writing material. The language the player will write in will depend on which language the player is currently SPEAKing. When writing on a journal, you need not specify any parameters when using this command.
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