RESIZE=Lots of the crafting-style Common Skills let you resize armor \ or clothing to fit a new person. BREW=ALCHEMY ALCHEMY=<ABILITY>\ Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]\n\r\ Example : brew heal flask\n\r\ : brew list\n\r\ : brew list cure\n\r\ 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. TAME=ANIMAL_TAMING ANIMALTAMEING=ANIMAL_TAMING ANIMAL_TAMING=<ABILITY>\ Usage : TAME [MOB NAME] ([CAGE NAME])\n\r\ Example : tame bear cage\n\r\ 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. ANIMALSELL=ANIMAL_TRADING ASELL=ANIMAL_TRADING ANIMALTRADING=ANIMAL_TRADING ANIMALTRADE=ANIMAL_TRADING ANIMAL_TRADING=<ABILITY>\ Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])\n\r\ Example : asell bear cage shopkeeper\n\r\ Example : asell bear\n\r\ Example : asell bear shopkeeper\n\r\ 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. ANIMALTRAINING=ANIMAL_TRAINING ANIMAL_TRAINING=<ABILITY>\ Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]\n\r\ Example : animaltrain bear cage kill\n\r\ Example : animaltrain bear wander\n\r\ 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. APOTHOCARY=A common mispelling for APOTHECARY. MIX=APOTHECARY APOTHECARY=<ABILITY>\ Skill : APOTHECARY\n\r\ Usage : MIX LIST/[BREWING CONTAINER]\n\r\ Example : mix pot\n\r\ : mix list\n\r\ : mix list slumber\n\r\ 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. ARMORSMITH=ARMORSMITHING ARMORSMITHING=<ABILITY>\ Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN) [ARMOR TYPE]\n\r\ Example : armorsmith platemail shirt\n\r\ : armorsmith list\n\r\ : armorsmith list vest\n\r\ : armorsmith mend vest\n\r\ : armorsmith refit sleeves\n\r\ : armorsmith scan\n\r\ : armorsmith scan bob\n\r\ 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, as well as refit metal armors which \ are the wrong size. 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. BAKE=BAKING BAKING=<ABILITY>\ Usage : BAKE LIST/[BAKING CONTAINER]\n\r\ Example : bake list\n\r\ Example : bake list oven\n\r\ Example : bake oven\n\r\ This skill allows the player to create a more nutricious 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. BANDAGE=BANDAGING BANDAGING=<ABILITY>\ Usage : BANDAGE [MOB NAME]\n\r\ Example : bandage bob\n\r\ 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. CLAN_CRAFTING=CLANCRAFTING CLANCRAFT=CLANCRAFTING CLANCRAFTING=<ABILITY>\ Usage : CLANCRAFT (LIST) [ITEM TYPE]\n\r\ Available: Enchanter Clan Members\n\r\ Example : clancraft flag\n\r\ : clancraft list\n\r\ : clancraft list flag\n\r\ 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. COBBLE=COBBLING COBBLING=<ABILITY>\ Usage : COBBLE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : cobble shoes\n\r\ : cobble bundle 100 oak\n\r\ : cobble list\n\r\ : cobble list shoe\n\r\ : cobble mend shoe\n\r\ : cobble refit boots\n\r\ : cobble scan\n\r\ : cobble scan bob\n\r\ 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, or refit any footware which may be the wrong size. \ 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. COSTUME=COSTUMING COSTUMING=<ABILITY>\ Usage : COSTUME (LIST/MEND/REFIT/SCAN) [ITEM TYPE]\n\r\ Example : costume habit\n\r\ : costume list\n\r\ : costume list habit\n\r\ : costume mend habit\n\r\ : costume refit habit\n\r\ : costume scan\n\r\ : costume scan bob\n\r\ This skill allows a player to knit specialized clothing, such as children's clothing and \ culture-based clothing. The extent of \ the items which can be costumed expands as the player goes up in \ level. This command also allows the player to mend any damaged \ clothing, or refit any clothes which are the wrong size. \ To begin costuming 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 costuming is found using the Butchering or Foraging \ skills. MCOSTUME=MASTERCOSTUMING MASTER_COSTUMING=MASTERCOSTUMING MCOSTUMING=MASTERCOSTUMING MASTERCOSTUMING=<ABILITY>\ Usage : MCOSTUME (LIST/MEND/REFIT/SCAN) [ITEM TYPE]\n\r\ Example : mcostume shirt\n\r\ : mcostume list\n\r\ : mcostume list shirt\n\r\ : mcostume mend shirt\n\r\ : mcostume refit shirt\n\r\ : mcostume scan\n\r\ : mcostume scan bob\n\r\ This skill allows a player to knit masterful specialized clothing, such as children's clothing and \ culture-based clothing. The extent of \ the items which can be costumed expands as the player goes up in \ level. This command also allows the player to mend any damaged \ clothing, or refit any clothes which are the wrong size. \ To begin costuming 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 costuming is found using the Butchering or Foraging \ skills. MLEATHERWORK=MASTERLEATHERWORKING MASTER_LEATHER_WORKING=MASTERLEATHERWORKING MASTER_LEATHERWORKING=MASTERLEATHERWORKING MASTERLEATHERWORKING=<ABILITY>\ Usage : MLEATHERWORK (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : mleatherwork vest\n\r\ : mleatherwork bundle 100 leather\n\r\ : mleatherwork list\n\r\ : mleatherwork list vest\n\r\ : mleatherwork mend vest\n\r\ : mleatherwork refit sleeves\n\r\ : mleatherwork scan\n\r\ : mleatherwork scan bob\n\r\ 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, or refit any armor which may be the wrong size. \ 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. BLACKSMITH=BLACKSMITHING BLACKSMITHING=<ABILITY>\ Usage : BLACKSMITH (LIST) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : blacksmith pot\n\r\ : blacksmith bundle 100 iron\n\r\ : blacksmith list\n\r\ : blacksmith list pot\n\r\ 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 raw metal for blacksmithing can be obtained using the Mining skill, \ and better metals through the Smelting skill. SKIN=BUTCHERING BUTCHER=BUTCHERING BUTCHERING=<ABILITY>\ Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]\n\r\ Example : butcher body\n\r\ Example : butcher bundle 10 bones\n\r\ 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. BUILDCAGE=CAGEBUILDING CAGE_BUILDING=CAGEBUILDING CAGEBUILD=CAGEBUILDING CAGEBUILDING=<ABILITY>\ Usage : CAGEBUILD [ITEM TYPE]\n\r\ Example : cagebuild cage\n\r\ : cagebuild list\n\r\ : cagebuild list cage\n\r\ 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. 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. CARVE=CARPENTRY CARPENTRY=<ABILITY>\ Usage : CARVE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : carve small table\n\r\ : carve bundle 100 maple\n\r\ : carve list\n\r\ : carve list table\n\r\ : carve mend club\n\r\ : carve refit club\n\r\ : carve scan\n\r\ : carve scan bob\n\r\ 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, and to refit any armor which may be the wrong size.\ 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. CHOPPING=WOOD_CHOPPING CHOP=WOOD_CHOPPING WOOD_CHOPPING=<ABILITY>\ Usage : CHOP (BUNDLE [NUM]) [TARGET])\n\r\ Example : chop\n\r\ Example : chop bundle 10 oak\n\r\ 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. COOK=COOKING COOKING=<ABILITY>\ Usage : COOK LIST/[COOKING CONTAINER]\n\r\ Example : cook list\n\r\ Example : cook list stew\n\r\ Example : cook pot\n\r\ This skill allows the player to create a more nutricious 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. CONSTRUCT=CONSTRUCTION CONSTRUCTION=<ABILITY>\ Usage : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION]\n\r\ Example : construct wall north\n\r\ : construct list\n\r\ : construct roof\n\r\ : construct door east\n\r\ : construct title A messy room.\n\r\ : construct desc east This is my favorite Door.\n\r\ : construct desc room This is a messy room.\n\r\ : construct help Bob\n\r\ This skill allows a player to construct a building or other structures on \ a property the player owns. Walls 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, \ 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. DIG=GEM_DIGGING DIGGING=GEM_DIGGING GEM_DIGGING=<ABILITY>\ Usage : DIG (BUNDLE [NUM]) [TARGET])\n\r\ Example : dig\n\r\ Example : dig bundle 10 gems\n\r\ With this common skill, a player can perform the delicate task of mining gems and \ other precious stones. \ The precious stones found with this skill are best hunted for in mountains or caves. \ Sand is best found in the desert. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. DISTILL=DISTILLING DISTILLING=<ABILITY>\ Usage : DISTILL LIST/[BREWING CONTAINER]\n\r\ Example : distill pot\n\r\ : distill list\n\r\ : distill list whiskey\n\r\ 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. DOMESTICATE=DOMESTICATING DOMESTICATING=<ABILITY>\ Usage : DOMESTICATE [MOB NAME]\n\r\ Usage : DOMESTICATE NAME [MOB] [NEW NAME]\n\r\ Example : domesticate rabbit\n\r\ Example : domesticate name rabbit bob\n\r\ 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. DYE=DYEING DYEING=<ABILITY>\ Usage : DYE [ITEM NAME] [COLOR]\n\r\ Example : dye shirt blue\n\r\ This skill allows the player to dye a qualifying cloth item a different color. EMBROIDER=EMBROIDERING EMBROIDERING=<ABILITY>\ Usage : EMBROIDER [ITEM NAME] [MESSAGE]\n\r\ Example : embroider shirt my favorite shirt\n\r\ 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. ENGRAVE=ENGRAVING ENGRAVING=<ABILITY>\ Usage : ENGRAVE [ITEM NAME] [MESSAGE]\n\r\ Example : engrave sword the deathmaster\n\r\ 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 profficiency in both this skill \ and in the WRITEing skill. PLANT=FARMING FARMING=<ABILITY>\ Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]\n\r\ Example : plant berries\n\r\ Example : plant bundle 10 berries\n\r\ 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. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. LIGHT=See help on either FIRE BUILDING or SPELL LIGHT FIREBUILD=FIRE_BUILDING FIRE_BUILDING=<ABILITY>\ Usage : LIGHT [(FIRE) or TARGET NAME]\n\r\ Example : light fire\n\r\ : light wood\n\r\ With this common skill, a player can start fires for light, or cooking, or \ whatever.\n\r\ \n\r\ If you were looking for help on the light spell, enter HELP SPELL LIGHT. FISH=FISHING FISHING=<ABILITY>\ Usage : FISH (BUNDLE [NUM]) [TARGET])\n\r\ Example : fish\n\r\ Example : fish bundle 10 trout\n\r\ With this common skill, a player can catch lots of fish from a suitable location, \ assuming the fish are biting. 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. FLETCH=FLETCHING FLETCHING=<ABILITY>\ Usage : FLETCH (LIST) [ITEM TYPE]\n\r\ Example : fletch short bow\n\r\ : fletch list\n\r\ : fletch list bow\n\r\ 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. 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. FORAGE=FORAGING FORAGING=<ABILITY>\ Usage : FORAGE (BUNDLE [NUM]) [TARGET])\n\r\ Example : forage\n\r\ Example : forage bundle 10 berries\n\r\ 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. DRILL=DRILLING DRILLING=<ABILITY>\ Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]\n\r\ Example : drill pot\n\r\ Example : drill bundle 10 milk\n\r\ 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. FOODPREP=FOOD_PREP FPREP=FOOD_PREP FOOD_PREP=<ABILITY>\ Usage : FOODPREP LIST/[CONTAINER]\n\r\ Example : foodprep bowl\n\r\ Example : foodprep list\n\r\ Example : foodprep list salad\n\r\ This skill allows the player to create a more nutricious 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. GLASSBLOW=GLASS_BLOWING GLASSBLOWING=GLASS_BLOWING GLASS_BLOWING=<ABILITY>\ Usage : GLASSBLOW (LIST) [ITEM TYPE]\n\r\ Example : glassblow pot\n\r\ : glassblow list\n\r\ : glassblow list wand\n\r\ 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. 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. HERBREW=HERBALISM HBREW=HERBALISM HERBALISM=<ABILITY>\ Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]\n\r\ Example : hbrew farsight flask\n\r\ : hbrew list\n\r\ : hbrew list harden\n\r\ 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=<ABILITY>\ Usage : HERBOLOGY [ITEM NAME]\n\r\ Example : herbology some herbs\n\r\ 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 the herb for the type that it is. This skill is quite \ necessary for Druids who wish to use their Herbalism skill, but is \ fairly unnecessary for others. \ The raw herbs for herbology are obtained by using the Foraging skill. HUNT=HUNTING HUNTING=<ABILITY>\ Usage : HUNT\n\r\ Example : hunt\n\r\ 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. INSTRUMENTMAKING=INSTRUMENT_MAKING INSTRUMENTMAKE=INSTRUMENT_MAKING INSTRUMENT_MAKING=<ABILITY>\ Usage : INSTRUMENTMAKE [ITEM TYPE]\n\r\ Example : instrumentmake piccolo\n\r\ : instrumentmake list\n\r\ : instrumentmake list piccolo\n\r\ 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. 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. JEWEL=JEWEL_MAKING JEWELMAKING=JEWEL_MAKING JEWEL_MAKING=<ABILITY>\ Usage : JEWEL (LIST/MEND/REFIT/MOUNT (GEM NAME)/ENCRUST (GEM NAME)) [ITEM TYPE]\n\r\ Example : jewel ring\n\r\ : jewel list\n\r\ : jewel list ring\n\r\ : jewel encrust "a diamond" backpack\n\r\ : jewel mount "a diamond" sword\n\r\ : jewel mend ring\n\r\ : jewel refit crown\n\r\ : jewel scan\n\r\ : jewel scan bob\n\r\ 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. 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. LACQUER=LACQUERING LACQUERRING=LACQUERING LACQUERING=<ABILITY>\ Usage : LACQUER [ITEM NAME] [COLOR]\n\r\ Example : lacquer shirt blue\n\r\ This skill allows the player to lacquer a qualifying item a different color. \ Lacquer only works on metal, wood, and stone items. LEATHERWORK=LEATHER_WORKING LEATHERWORKING=LEATHER_WORKING LEATHER_WORKING=<ABILITY>\ Usage : LEATHERWORK (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : leatherwork pot\n\r\ : leatherwork bundle 100 leather\n\r\ : leatherwork list\n\r\ : leatherwork list hard\n\r\ : leatherwork mend vest\n\r\ : leatherwork refit sleeves\n\r\ : leatherwork scan\n\r\ : leatherwork scan bob\n\r\ 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, or refit any armor which may be the wrong size. \ 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. LOCKSMITH=LOCKSMITHING LOCKSMITHING=<ABILITY>\ Usage : LOCKSMITH (BOLTLOCK) (DELOCK) [ITEM/DIRECTION]\n\r\ Example : locksmith chest\n\r\ : locksmith south\n\r\ : locksmith boltlock south\n\r\ : locksmith delock south\n\r\ 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. \ 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. MARKET=MARKETEERING MERCHANT=MARKETEERING MARKETEERING=<ABILITY>\ Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])\n\r\ Example : market list\n\r\ : market shoe 500\n\r\ : market all.shoe\n\r\ : market remove shoe\n\r\ 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=<ABILITY>\ Usage : MASONRY [LIST/[PROJECT NAME]] [DIRECTION]\n\r\ Example : masonry wall north\n\r\ : masonry list\n\r\ : masonry roof\n\r\ : masonry title A messy room.\n\r\ : masonry desc east This is my favorite Door.\n\r\ : masonry desc room This is a messy room.\n\r\ : masonry help Bob\n\r\ This skill allows a player to construct a building or other structures on \ a property the player owns. Walls may be built following the \ construction of roof and framework. \ This skill also allows the demolition of unwanted walls and structures, \ 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. MKNIT=MASTERTAILORING MTAILOR=MASTERTAILORING MASTER_TAILORING=MASTERTAILORING MASTERTAILORING=<ABILITY>\ Usage : MKNIT (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : mknit shirt\n\r\ : mknit bundle 100 cotton\n\r\ : mknit list\n\r\ : mknit list vest\n\r\ : mknit mend vest\n\r\ : mknit refit sleeves\n\r\ : mknit scan\n\r\ : mknit scan bob\n\r\ 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, or refit any clothes which are the wrong size. \ 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 or Foraging \ skills. MARMORSMITH=MASTERARMORSMITHING MASTER_ARMORSMITHING=MASTERARMORSMITHING MASTERARMORSMITHING=<ABILITY>\ Usage : MARMORSMITH (LIST/MEND/SCAN) [ARMOR TYPE]\n\r\ Example : marmorsmith chainmail\n\r\ : marmorsmith list\n\r\ : marmorsmith list chain\n\r\ : marmorsmith scan\n\r\ : marmorsmith scan bob\n\r\ 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. \ 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. MWEAPONSMITH=MASTERWEAPONSMITHING MASTER_WEAPONSMITHING=MASTERWEAPONSMITHING MASTERWEAPONSMITHING=<ABILITY>\ Usage : MWEAPONSMITH (LIST/MEND/SCAN) [WEAPON TYPE]\n\r\ Example : mweaponsmith twohanded sword\n\r\ : mweaponsmith list\n\r\ : mweaponsmith list sword\n\r\ : mweaponsmith scan\n\r\ : mweaponsmith scan bob\n\r\ This skill allows a player to craft master-level weapons 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. \ 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. MINE=MINING MINING=<ABILITY>\ Usage : MINE (BUNDLE [NUM]) [TARGET]\n\r\ Example : mine\n\r\ Example : mine bundle 10 stone\n\r\ 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. PAINT=PAINTING PAINTING=<ABILITY>\ Usage : PAINT WALL/[ITEM TYPE]\n\r\ Example : paint wall\n\r\ : paint a sheet of canvas\n\r\ 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. PAPERMAKE=PAPER_MAKING PAPERMAKING=PAPER_MAKING PAPER_MAKING=<ABILITY>\ Usage : PAPERMAKE (LIST) ([PAPER TYPE])\n\r\ Example : papermake canvas\n\r\ : papermake list\n\r\ : papermake list paper\n\r\ 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. BODYPIERCING=BODY_PIERCING BODY_PIERCING=<ABILITY>\ Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]\n\r\ Example : bodypiercing bob ears\n\r\ Example : bodypiercing remove bob ears\n\r\ 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. PSPECULATE=PLANT_LORE PLANTLORE=PLANT_LORE PLANT_LORE=<ABILITY>\ Usage : PLANTLORE\n\r\ Example : plantlore\n\r\ 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. POT=POTTERY POTTERY=<ABILITY>\ Usage : POT (LIST) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : pot pitcher\n\r\ : pot bundle 100 clay\n\r\ : pot list\n\r\ : pot list pitcher\n\r\ 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. 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. SCALPING=SCALP SCALP=<ABILITY>\ Usage : SCALP [TARGET BODY]\n\r\ Example : scalp body\n\r\ With this common skill, a dead body can be scalped, removing the top part of \ its head. SHEARING=<ABILITY>\ Usage : SHEAR [TARGET]\n\r\ Example : shear sheep\n\r\ With this common skill, you can shear the wool off of a sheeps body, or at least \ as much of it as you can. SCULPT=SCULPTING SCULPTING=<ABILITY>\ Usage : SCULPT (LIST/MEND/SCAN) (BUNDLE [NUM]) [ITEM TYPE] (PARAMETER)\n\r\ Example : sculpt bench\n\r\ : sculpt bundle 100 stone\n\r\ : sculpt statue of the great Alramus\n\r\ : sculpt list\n\r\ : sculpt list statue\n\r\ : sculpt mend avalanche\n\r\ : sculpt scan\n\r\ : sculpt scan bob\n\r\ 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. \ The raw stone for sculpting is found using the Digging or Mining skills. SEARCH=SEARCHING SEARCHING=<ABILITY>\ Usage : SEARCH \n\r\ Example : search\n\r\ This skill allows a player to spend some time looking around a room. \ For this duration of the search, any hidden items will become apparant \ to the one searching. Once the search is completed, hidden items or \ mobs still in the room may no longer be seen. SCRIMSHAWING=SCRIMSHAW SCRIM=SCRIMSHAW SCRIMSHAW=<ABILITY>\ Usage : SCRIM (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : scrim small table\n\r\ : scrim bundle 100 bone\n\r\ : scrim list\n\r\ : scrim list sword\n\r\ : scrim mend sword\n\r\ : scrim refit earrings\n\r\ : scrim scan\n\r\ : scrim scan bob\n\r\ 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, and to refit any armor which may be the wrong size.\ 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. SHIPBUILDING=SHIPWRIGHT SHIP_BUILDING=SHIPWRIGHT SHIPWRIGHT=<ABILITY>\ Usage : SHIPWRIGHT (LIST/MEND/SCAN) [ITEM TYPE]\n\r\ Example : shipwright canoe\n\r\ : shipwright list\n\r\ : shipwright list canoe\n\r\ : shipwright mend canoe\n\r\ : shipwright scan\n\r\ : shipwright scan bob\n\r\ 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 \ 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. \ 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 building is found using the Chopping skill. SLAVESELL=SLAVE_TRADING SSELL=SLAVE_TRADING SLAVETRADING=SLAVE_TRADING SLAVETRADE=SLAVE_TRADING SLAVE_TRADING=<ABILITY>\ Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])\n\r\ Example : ssell boy shopkeeper\n\r\ Example : ssell boy\n\r\ This skill allows the player to sell slaves to shopkeepers who \ deal in them. SMELT=SMELTING SMELTING=<ABILITY>\ Usage : SMELT (LIST) [ITEM TYPE] ([MAX AMOUNT OF BASE METALS TO SMELT])\n\r\ Example : smelt steel\n\r\ : smelt list\n\r\ : smelt list steel\n\r\ : smelt bronze 10\n\r\ 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. SCRAP=SCRAPPING SCRAPPING=<ABILITY>\ Usage : SCRAP [ITEM NAME]\n\r\ Example : scrap longsword\n\r\ 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. ENSCRIBE=SCROLLSCRIBING SCROLL_SCRIBING=SCROLLSCRIBING SCROLLSCRIBING=<ABILITY>\ Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]\n\r\ Example : enscribe iron grip scroll\n\r\ : brew list\n\r\ : enscribe list iron\n\r\ This skill allows the player to scribe a magic scroll from one of the \ spells the player knows. To do this, the player must \ have a piece of blank scroll paper to make the scroll out of. Many \ scrolls require scribing components. Also, the player must have mastered \ the spell before attempting to scribe a scroll from it. \ Lastly, the player will lose some experience for scribing the scroll. SMOKE_RINGS=SMOKERINGS SMOKERINGS=<ABILITY>\ Usage : (automatic)\n\r\ This skill allows the player to produce beautiful smoke rings whenever \ smoking a pipe or cigar. SPECULATE=SPECULATING SPECULATING=<ABILITY>\ Usage : SPECULATE\n\r\ Example : speculate\n\r\ 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.. KNIT=TAILORING TAILOR=TAILORING TAILORING=<ABILITY>\ Usage : KNIT (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : knit shirt\n\r\ : knit bundle 100 cotton\n\r\ : knit list\n\r\ : knit list vest\n\r\ : knit mend vest\n\r\ : knit refit sleeves\n\r\ : knit scan\n\r\ : knit scan bob\n\r\ 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, or refit any clothes which are the wrong size. \ 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 or Foraging \ skills. TATTOOING=<ABILITY>\ Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]\n\r\ Example : tattooing bob arms a skull and crossbones\n\r\ Example : tattooing bob arms remove\n\r\ 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. STUFF=TAXIDERMY TAXIDERMY=<ABILITY>\ Usage : STUFF ([POSE]/LIST) [BODY NAME]\n\r\ Example : stuff body of an orc\n\r\ Example : stuff list\n\r\ Example : stuff list scary\n\r\ Example : stuff scary body of a horse\n\r\ 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. TORTURESMITH=TORTURESMITHING TORTURESMITHING=<ABILITY>\ Usage : TORTURESMITH [ITEM TYPE]\n\r\ Example : torturesmith rack\n\r\ : torturesmith list\n\r\ : torturesmith list rack\n\r\ 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. UNTIE=UNBINDING UNBIND=UNBINDING UNBINDING=<ABILITY>\ Usage : UNBIND [TARGET NAME]\n\r\ Example : unbind jack\n\r\ : untie bob\n\r\ 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. WAINWRIGHT=WAINWRIGHTING WAINWRIGHTING=<ABILITY>\ Usage : WAINWRIGHT [ITEM TYPE]\n\r\ Example : wainwright wagon\n\r\ : wainwright list\n\r\ : wainwright list wagon\n\r\ 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. \ 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. WEAPONSMITH=WEAPONSMITHING WEAPONSMITHING=<ABILITY>\ Usage : WEAPONSMITH (LIST/MEND/SCAN) [WEAPON TYPE]\n\r\ Example : weaponsmith twohanded sword\n\r\ : weaponsmith list\n\r\ : weaponsmith list sword\n\r\ : weaponsmith scan\n\r\ : weaponsmith scan bob\n\r\ 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. \ 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. WEAVE=WEAVING WEAVING=<ABILITY>\ Usage : WEAVE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Example : weave basket\n\r\ : weave bundle 100 vine\n\r\ : weave list\n\r\ : weave list vest\n\r\ : weave mend vest\n\r\ : weave refit sleeves\n\r\ : weave scan\n\r\ : weave scan bob\n\r\ This skill allows a player to weave items, such as baskets and \ ropes. 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, or refit any clothes which are the wrong size. \ 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 cotton, silk, hemp, leather, fur, 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.