/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Languages/
com/planet_ink/coffee_mud/Abilities/Misc/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Specializations/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Common/
com/planet_ink/coffee_mud/Common/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/BasicTech/
com/planet_ink/coffee_mud/Items/CompTech/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Items/interfaces/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/
com/planet_ink/coffee_mud/core/collections/
com/planet_ink/coffee_mud/core/interfaces/
com/planet_ink/coffee_mud/core/intermud/
com/planet_ink/coffee_mud/core/intermud/i3/
com/planet_ink/coffee_web/server/
com/planet_ink/siplet/applet/
lib/
resources/factions/
resources/fakedb/
resources/progs/autoplayer/
resources/quests/holidays/
web/
web/admin.templates/
web/admin/grinder/
web/admin/images/
web/clan.templates/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
web/pub/textedit/
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\
:        : brew list all\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.

ANIMALBOND=ANIMAL_BONDING
ANIMALBONDING=ANIMAL_BONDING
ANIMAL_BONDING=<ABILITY>\
Usage    : ANIMALBOND [MOB NAME]\n\r\
Example  : animalbond bear\n\r\
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.

HUSBAND=ANIMAL_HUSBANDRY
ANIMALHUSBANDRY=ANIMAL_HUSBANDRY
ANIMAL_HUSBANDRY=<ABILITY>\
Usage    : HUSBAND [MOB NAME] [MOB NAME]\n\r\
Example  : husband bull cow\n\r\
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.

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 misspelling 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\
:        : mix list all\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.

ARMOURSMITH=ARMORSMITHING
ARMOURSMITHING=ARMORSMITHING
ARMORSMITH=ARMORSMITHING
ARMORSMITHING=<ABILITY>\
Usage    : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]\n\r\
Example  : armorsmith platemail shirt\n\r\
:        : armorsmith list\n\r\
:        : armorsmith list vest\n\r\
:        : armorsmith list left wrist\n\r\
:        : armorsmith list all\n\r\
:        : armorsmith info vest\n\r\
:        : armorsmith mend vest\n\r\
:        : armorsmith refit sleeves\n\r\
:        : armorsmith scan\n\r\
:        : armorsmith scan bob\n\r\
:        : armorsmith learn vest\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, 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, \
and some metals require less material to make the same items.\n\r\
\n\r\
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.

ARTFOCUS=ARTISANALFOCUS
ARTISANAL_FOCUS=ARTISANALFOCUS
ARTISANALFOCUS=<ABILITY>\
Artisans can use their choices of skill training and expertises \
to focus in certain areas, and thereby be known by that skill \
specialization.  This can be like "Farmer", "Rancher", "Smith", "Tailor", \
"Sculptor", "Prospector", "Chef", "Carpenter", "Architect", or "Artist.  \
This focus notoriety can be toggled by entering ARTFOCUS, but is \
activated by default.

ASTROENGINEER=Sorry, but this is Not Yet Implemented

ATTRIBUTETRAINING=ATTRIBUTE_TRAINING
ATTRIBUTE_TRAINING=<ABILITY>\
Usage    : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]\n\r\
Example  : attribtrain bob strength\n\r\
Example  : attribtrain bob dexterity\n\r\
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.

BAKE=BAKING
BAKING=<ABILITY>\
Usage    : BAKE LIST/[BAKING CONTAINER]\n\r\
Example  : bake list\n\r\
Example  : bake list oven\n\r\
Example  : bake list all\n\r\
Example  : bake oven\n\r\
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.

BAIT=BAITING
BAITING=<ABILITY>\
Usage    : BAIT LIST/[FISH TYPE]\n\r\
Example  : bait salmon\n\r\
Example  : bait list\n\r\
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.

BLACKSMITH=BLACKSMITHING
BLACKSMITHING=<ABILITY>\
Usage    : BLACKSMITH (LIST/LEARN/INFO) (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\
:        : blacksmith list all\n\r\
:        : blacksmith learn 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 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. 

BOATWRIGHTING=BOATWRIGHT
BOATWRIGHT=<ABILITY>\
Usage    : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]\n\r\
Example  : boatwright canoe\n\r\
:        : boatwright list\n\r\
:        : boatwright list canoe\n\r\
:        : boatwright list all\n\r\
:        : boatwright mend canoe\n\r\
:        : boatwright scan\n\r\
:        : boatwright scan bob\n\r\
:        : boatwright learn boat\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 \
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.

BODYPIERCE=BODY_PIERCING
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.

BOOKEDIT=BOOKEDITING
BOOK_EDITING=BOOKEDITING
BOOKEDITING=<ABILITY>\
Usage    : BOOKEDIT [BOOK NAME] ([PAGE NUM])\n\r\
Example  : bookedit "a book" 2\n\r\
         : bookedit "a book"\n\r\
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.

BOOKLOAN=BOOKLOANING
BOOKLOANING=<ABILITY>\
Usage    : BOOKLOAN ([LIST/REMOVE]) [BOOK NAME] ([VALUE])\n\r\
Example  : bookloan list\n\r\
:        : bookloan ode to shoes 500\n\r\
:        : bookloan all.book 500\n\r\
:        : bookloan remove book\n\r\
This skill allows a player to behave like a librarian, allowing other \
players to LIST, BORROW, and DEPOSIT items which the player has made available. \n\r\
\n\r\
The player may add any book in their inventory to their library, and \
set a value for the item.  Players may borrow books for a number of mud days \
before they become due.  Once overdue, charges up to the value of the item \
will accrue until a waiting limit is reached, at which point the item reappears. \
on the shelf, and the borrower may not borrow again until charges are paid. \n\r\
\n\r\
The remove command may be used to take items of that name off the shelf, if it \
is not already loaned out.\n\r\
\n\r\
Players may receive loaned books through the postal service also.

BOOKNAME=BOOKNAMING
BOOK_NAMING=BOOKNAMING
BOOKNAMING=<ABILITY>\
Usage    : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]\n\r\
Example  : bookname "a book" 2 "Magic Bob"\n\r\
         : bookname list\n\r\
The writer uses this skill to put the finishing touches on a crafted \
written and readable work, giving it a full name.  The name is built \
according to one of the Name Formats, which you can list with BOOKNAME LIST. \
The given NAME WORDS, and possibly the author name, are then inserted into \
the chosen format to create the new book name.

BRAND=BRANDING
BRANDING=<ABILITY>\
Usage    : BRAND [MOB NAME]\n\r\
Example  : brand cow\n\r\
This skill allows the player to put their mark upon an animal that is \
on their own private property, or property they control.  This will make that \
room the animals starting room for as long as the animal lasts. The \
animal will lose the brand when sold to a shopkeeper.  A branded animal \
will also automatically follow a property owner to a new home room whenever \
the owner attempts to push or pull the animal.

MBUTCHERING=BUTCHERING
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 (LIST/LEARN) [ITEM TYPE]\n\r\
Example  : cagebuild cage\n\r\
:        : cagebuild list\n\r\
:        : cagebuild list cage\n\r\
:        : cagebuild list all\n\r\
:        : cagebuild learn 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.  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. 

CARGO_LOADING=CARGOLOADING
CARGO_UNLOADING=CARGOLOADING
CARGO=CARGOLOADING
CARGOLOADING=<ABILITY>\
Usage    : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME]\n\r\
Example  : cargo load bundle ss minnow\n\r\
:        : cargo unload bundle ss minnow\n\r\
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.

CARVE=CARPENTRY
CARPENTRY=<ABILITY>\
Usage    : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (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 list all\n\r\
:        : carve mend club\n\r\
:        : carve refit club\n\r\
:        : carve scan\n\r\
:        : carve scan bob\n\r\
:        : carve learn club\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, 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, \
and some material types require smaller amounts to make the same items.

CWRITE=CATALOGING
CATALOGING=<ABILITY>\
Usage    : CWRITE [ITEM] ([CATALOG ITEM])\n\r\
Example  : cwrite flag\n\r\
:        : cwrite "that sword" "my catalog book"\n\r\
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.\n\r\
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.  

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\
:        : clancraft list all\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, and only work on mobs in conquered \
areas.  See the help on CONQUEST for more \
information on how to use the items. \
The extent of \
the items which can be crafted expands as the player goes up in \
level.  To begin crafting, the player must have placed the materials \
he or she wishes to make the item from on the ground.   Using better materials will \
increase both the strength and the required level of the crafted item, \
and some material types require smaller amounts to make the same items.

CSHIPBUILD=CLANSHIPWRIGHTING
CSHIPBUILDING=CLANSHIPWRIGHTING
CSHIPWRIGHT=CLANSHIPWRIGHTING
CLANSHIPBUILDING=CLANSHIPWRIGHTING
CLAN_SHIP_BUILDING=CLANSHIPWRIGHTING
CLANSHIPWRIGHTING=<ABILITY>\
Usage    : CLANSHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]\n\r\
Example  : clanshipwright cruiser\n\r\
:        : clanshipwright list\n\r\
:        : clanshipwright list cruiser\n\r\
:        : clanshipwright list all\n\r\
:        : clanshipwright mend cruiser\n\r\
:        : clanshipwright scan\n\r\
:        : clanshipwright scan bob\n\r\
:        : clanshipwright help bob\n\r\
:        : clanshipwright title The Cargo Deck\n\r\
:        : clanshipwright desc This is a beautiful cargo deck!\n\r\
:        : clanshipwright door east\n\r\
:        : clanshipwright demolish east\n\r\
This skill allows a player to craft large sailing ships for clans, and alter great ships their clans own.  The extent of \
the items which can be crafted expands as the player goes up in \
level.  This command also allows the player to repair any combat damage on \
great clan ships.  To begin building a new item, the player must have \
placed the wood he or she wishes to make the item from on the ground. \
The parameters also allow more than one person to assist in a project. \
Items crafted with balsa can be done with half the required wood listed, \
while items crafted with ironwood will require twice the required wood listed. \
The raw wood for building is found using the Chopping skill.

COMPOST=COMPOSTING
COMPOSTING=<ABILITY>\
Usage    : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]\n\r\
Example  : compost carrots\n\r\
:        : compost 20 carrots\n\r\
:        : compost bundle 100 compost\n\r\
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.

COBBLE=COBBLING
COBBLING=<ABILITY>\
Usage    : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (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 list all\n\r\
:        : cobble mend shoe\n\r\
:        : cobble refit boots\n\r\
:        : cobble scan\n\r\
:        : cobble scan bob\n\r\
:        : cobble learn boots\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, 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, \
and some material types require smaller amounts to make the same items. \
The player may also scan the \
room or other players for equipment that may be mended by this skill, \
using the scan parameter. \
or a recipe book with blank pages in his or her inventory.

CONSTRUCT=CONSTRUCTION
CONSTRUCTION=<ABILITY>\
Usage    : CONSTRUCT [LIST/INFO/"[PROJECT NAME]"] [DIRECTION]\n\r\
Example  : construct wall north\n\r\
:        : construct list\n\r\
:        : construct info wall\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 stairs\n\r\
:        : construct help Bob\n\r\
:        : construct demolish west\n\r\
:        : construct demolish room\n\r\
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.

COOK=COOKING
COOKING=<ABILITY>\
Usage    : COOK LIST/[COOKING CONTAINER]\n\r\
Example  : cook list\n\r\
Example  : cook list stew\n\r\
Example  : cook list all\n\r\
Example  : cook pot\n\r\
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.

COSTUME=COSTUMING
COSTUMING=<ABILITY>\
Usage    : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]\n\r\
Example  : costume habit\n\r\
:        : costume list\n\r\
:        : costume list habit\n\r\
:        : costume list all\n\r\
:        : costume mend habit\n\r\
:        : costume refit habit\n\r\
:        : costume scan\n\r\
:        : costume scan bob\n\r\
:        : costume learn shirt\n\r\
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.

DECORATE=DECORATING
DECORATING=<ABILITY>\
Usage    : DECORATE MOUNT/HANG/STICK [ITEM NAME]\n\r\
Example  : decorate mount picture\n\r\
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.

DILIGENT_STUDYING=DILIGENTSTUDYING
DILIGENTSTUDYING=<ABILITY>\
This character  is adept at learning, and gains an additional practice point every level.

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\
:        : distill list all\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.

DISSERTATE=DISSERTATING
DISSERTATING=<ABILITY>\
Usage    : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]\n\r\
Usage    : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]\n\r\
Example  : dissertate iron grip scroll\n\r\
:        : dissertate iron grip from "scroll of iron grip" "a dissertation"\n\r\
This skill allows the player to write a lengthy dissertation on how to learn one of the \
skills or spells the player knows, or to transcribe any skill from one scroll or dissertation to another. \
To do this, the player must have a piece of paper with sufficient \
blank space on it to make the dissertation out of.  Writing a dissertation requires \
a small amount of experience cost based on the level of the skill. Once written, the dissertation \
may be read in order to learn the skill.

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 an animal into a follower, and then to re-name \
the animal if he chooses.  The animal remains renamed only as long as it is a \
follower.

DRILL=DRILLING
DRILLING=<ABILITY>\
Usage    : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]\n\r\
Example  : drill pot\n\r\
Example  : drill bundle 10 "lamp oil"\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.

DYE=DYEING
DYEING=<ABILITY>\
Usage    : DYE LIST/[ITEM NAME] [COLOR]/REMOVE\n\r\
Example  : dye LIST\n\r\
Example  : dye shirt blue\n\r\
Example  : dye shirt remove\n\r\
This skill allows the player to dye a qualifying cloth item a different color, \
or to remove an existing color.  More options become available at higher levels, \
and higher artistic expertise.

EDUCATION_LORE=EDUCATIONLORE
EDUCATIONLORE=<ABILITY>\
Those with this ability is adept at learning, and gains an additional practice point \
every level.

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 proficiency in both this skill \
and in the WRITEing skill.

ENROLL=ENROLLING
ENROLLING=<ABILITY>\
Usage    : ENROLL [MOB NAME] [CLASS NAME]\n\r\
Example  : enroll bob fighter\n\r\
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.\n\r\
\n\r\
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.

EXCAVATE=EXCAVATION
EXCAVATION=<ABILITY>\
Usage    : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\
Example  : excavate wall north\n\r\
:        : excavate list\n\r\
:        : excavate info wall\n\r\
:        : excavate room east\n\r\
:        : excavate title A messy room.\n\r\
:        : excavate desc east This is my favorite Door.\n\r\
:        : excavate desc room This is a messy room.\n\r\
:        : excavate help Bob\n\r\
:        : excavate demolish west\n\r\
:        : excavate demolish room\n\r\
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.

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. There will be no need to forage them, as the new crop \
will simply appear in the fields.  Most foods with seeds can be grown from the food \
source, but others may require seeds, such as cotton or hemp, etc. \
You can also bundle multiple resources together using this skill.  The GET command \
can be used to unbundle such resources.  See also the Composting skill. 

LIGHT=See help on either FIRE BUILDING or SPELL LIGHT
FIREBUILDING=FIRE_BUILDING
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 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.

FSPECULATE=FISH_LORE
FISHLORE=FISH_LORE
FISH_LORE=<ABILITY>\
Usage    : FISHLORE\n\r\
Example  : fishlore\n\r\
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.

FLETCH=FLETCHING
FLETCHING=<ABILITY>\
Usage    : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]\n\r\
Example  : fletch short bow\n\r\
:        : fletch list\n\r\
:        : fletch list bow\n\r\
:        : fletch list all\n\r\
:        : fletch learn crossbow\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.  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=<ABILITY>\
Usage    : FLORISTRY [ITEM NAME]\n\r\
Example  : floristry some flowers\n\r\
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.

FOODPREPPING=FOOD_PREP
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\
Example  : foodprep list all\n\r\
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.

FPRES=FOODPRESERVING
FOODPRESERVE=FOODPRESERVING
FPRESERVING=FOODPRESERVING
FOODPRESERVING=<ABILITY>\
Usage    : FOODPRESERVE [TARGET]\n\r\
Example  : foodpreserve greens\n\r\
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.

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.

GAOLFOOD=GAOL_FOOD
GFOOD=GAOL_FOOD
GAOL_FOOD=<ABILITY>\
Usage    : GAOLFOOD LIST/[CONTAINER]\n\r\
Example  : gaolfood bowl\n\r\
Example  : gaolfood list\n\r\
Example  : gaolfood list moldy\n\r\
Example  : gaolfood list all\n\r\
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.

GPLANT=GARDENING
GARDENING=<ABILITY>\
Usage    : GPLANT (BUNDLE [NUM]) [RESOURCE NAME]\n\r\
Example  : gplant roses\n\r\
Example  : gplant bundle 10 roses\n\r\
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.

GDIG=GEM_DIGGING
GDIGGING=GEM_DIGGING
GEMDIGGING=GEM_DIGGING
GEM_DIGGING=<ABILITY>\
Usage    : GDIG (BUNDLE [NUM]) [TARGET])\n\r\
Example  : gdig\n\r\
Example  : gdig 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.

GLASSBLOW=GLASS_BLOWING
GLASSBLOWING=GLASS_BLOWING
GLASS_BLOWING=<ABILITY>\
Usage    : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]\n\r\
Example  : glassblow pot\n\r\
:        : glassblow list\n\r\
:        : glassblow list wand\n\r\
:        : glassblow list all\n\r\
:        : glassblow learn mug\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.  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.

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\
:        : hbrew list all\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 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.

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.

IMPROVEDTEACHING=IMPROVED_TEACHING
IMPROVED_TEACHING=<ABILITY>\
With increased teaching skill comes increased proficiency in the skills \
learned by the students.  Expertise also helps this.

INSTRUMENTMAKING=INSTRUMENT_MAKING
INSTRUMENTMAKE=INSTRUMENT_MAKING
INSTRUMENT_MAKING=<ABILITY>\
Usage    : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]\n\r\
Example  : instrumentmake piccolo\n\r\
:        : instrumentmake list\n\r\
:        : instrumentmake list piccolo\n\r\
:        : instrumentmake list all\n\r\
:        : instrumentmake learn flute\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.  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. 

IRRIGATE=IRRIGATION
IRRIGATION=<ABILITY>\
Usage    : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\
Example  : irrigate barrier north\n\r\
:        : irrigate list\n\r\
:        : irrigate info wall\n\r\
:        : irrigate sea\n\r\
:        : irrigate title A messy room.\n\r\
:        : irrigate desc east This is my favorite sea.\n\r\
:        : irrigate desc room This is a watery place.\n\r\
:        : irrigate help Bob\n\r\
:        : irrigate demolish west\n\r\
:        : irrigate demolish room\n\r\
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.

JEWEL=JEWEL_MAKING
JEWELMAKING=JEWEL_MAKING
JEWEL_MAKING=<ABILITY>\
Usage    : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM TYPE]\n\r\
Example  : jewel ring\n\r\
:        : jewel list\n\r\
:        : jewel list ring\n\r\
:        : jewel list all\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\
:        : jewel learn brooch\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.  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.

LACQUER=LACQUERING
LACQUERRING=LACQUERING
LACQUERING=<ABILITY>\
Usage    : LACQUER LIST/[ITEM NAME] [COLOR]/REMOVE\n\r\
Example  : lacquer list\n\r\
Example  : lacquer shirt blue\n\r\
Example  : lacquer shirt remove\n\r\
This skill allows the player to lacquer a qualifying item a different color, \
or to remove an existing lacquered color. \
Lacquer only works on metal, wood, bone, and stone items crafted by the player.  \
More options become available at higher levels, and higher artistic expertise.

LANDSCAPE=LANDSCAPING
LANDSCAPING=<ABILITY>\
Usage    : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\
Example  : landscape barrier north\n\r\
:        : landscape list\n\r\
:        : landscape info wall\n\r\
:        : landscape desert\n\r\
:        : landscape title A messy room.\n\r\
:        : landscape desc east This is my favorite path.\n\r\
:        : landscape desc room This is a messy place.\n\r\
:        : landscape help Bob\n\r\
:        : landscape demolish west\n\r\
:        : landscape demolish room\n\r\
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.

LEATHERWORK=LEATHER_WORKING
LEATHERWORKING=LEATHER_WORKING
LEATHER_WORKING=<ABILITY>\
Usage    : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (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 list all\n\r\
:        : leatherwork mend vest\n\r\
:        : leatherwork refit sleeves\n\r\
:        : leatherwork scan\n\r\
:        : leatherwork scan bob\n\r\
:        : leatherwork learn gloves\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, 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.

LECTURE=LECTURING
LECTURING=<ABILITY>\
Usage    : LECTURE [SKILL NAME]\n\r\
Example  : lecture fireball\n\r\
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.

LWEAPONSMITH=LEGENDARYWEAPONSMITHING
LEGENDARY_WEAPONSMITHING=LEGENDARYWEAPONSMITHING
LEGENDARYWEAPONSMITHING=<ABILITY>\
Usage    : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]\n\r\
Example  : lweaponsmith twohanded sword\n\r\
:        : lweaponsmith list\n\r\
:        : lweaponsmith list sword\n\r\
:        : lweaponsmith list blunt\n\r\
:        : lweaponsmith list all\n\r\
:        : lweaponsmith scan\n\r\
:        : lweaponsmith scan bob\n\r\
:        : lweaponsmith learn axe\n\r\
This skill allows a player to craft legendary-level weapons (level 61 and up) from metal.  This \
skill requires Blacksmithing and Master Weaponsmithing in order to learn it.  It also requires \
specialization in the weapon type the player wishes to make.  The extent of \
the weapons which can be crafted expands as the player goes up in \
level.  To begin smithing, the player must be in a room with an \
open fire burning, and must have placed the metal he or she wishes \
to make the weapon from on the ground.  The player may also scan the \
room or other players for equipment that may be mended by this skill, \
using the scan parameter, or learn how to smith an \
item he or she has found, provided a blank recipe page \
or a recipe book with blank pages is in his or her inventory. \
The metal for weaponsmithing is obtained using the Mining skill, or \
better metals from the Smelting skill. Using better materials will \
increase both the strength and the required level of the crafted item, \
and some material types require smaller amounts to make the same items.

LOCKSMITH=LOCKSMITHING
LOCKSMITHING=<ABILITY>\
Usage    : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [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. \
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.

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/INFO/"[PROJECT NAME]"] [DIRECTION]\n\r\
Example  : masonry wall north\n\r\
:        : masonry list\n\r\
:        : masonry info wall\n\r\
:        : masonry roof\n\r\
:        : masonry "dark room"\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 stairs\n\r\
:        : masonry help Bob\n\r\
:        : masonry demolish west\n\r\
:        : masonry demolish room\n\r\
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.

MASTER_ARMOURSMITHING=MASTERARMORSMITHING
MASTERARMOURSMITHING=MASTERARMORSMITHING
MARMORSMITH=MASTERARMORSMITHING
MASTER_ARMORSMITHING=MASTERARMORSMITHING
MASTERARMORSMITHING=<ABILITY>\
Usage    : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]\n\r\
Example  : marmorsmith chainmail\n\r\
:        : marmorsmith list\n\r\
:        : marmorsmith list chain\n\r\
:        : marmorsmith list left wrist\n\r\
:        : marmorsmith list all\n\r\
:        : marmorsmith scan\n\r\
:        : marmorsmith scan bob\n\r\
:        : marmorsmith learn helmet\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, or learn how to smith an \
item he or she has found, provided a blank recipe page \
or a recipe book with blank pages is in his or her inventory. \
The metal for armorsmithing is obtained using the Mining skill, or \
better metals from the Smelting skill. Using better materials will \
increase both the strength and the required level of the crafted item, \
and some material types require smaller amounts to make the same items.

MBAKE=MASTER_BAKING
MBAKING=MASTER_BAKING
MASTERBAKE=MASTER_BAKING
MASTERBAKING=MASTER_BAKING
MASTER_BAKING=<ABILITY>\
Usage    : MASTERBAKE LIST/[BAKING CONTAINER]\n\r\
Example  : masterbake list\n\r\
Example  : masterbake list oven\n\r\
Example  : masterbake list all\n\r\
Example  : masterbake oven\n\r\
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.

MBUTCHER=MASTER_BUTCHERING
MASTERBUTCHERING=MASTER_BUTCHERING
MASTER_BUTCHERING=<ABILITY>\
Usage    : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]\n\r\
Example  : mbutcher body\n\r\
Example  : mbutcher 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.  This skill takes longer, but has much \
higher yield than normal butchering.

MCOOK=MASTER_COOKING
MCOOKING=MASTER_COOKING
MASTERCOOK=MASTER_COOKING
MASTERCOOKING=MASTER_COOKING
MASTER_COOKING=<ABILITY>\
Usage    : MASTERCOOK LIST/[COOKING CONTAINER]\n\r\
Example  : mastercook list\n\r\
Example  : mastercook list stew\n\r\
Example  : mastercook list all\n\r\
Example  : mastercook pot\n\r\
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.

MASTERCOSTUME=MASTERCOSTUMING
MCOSTUME=MASTERCOSTUMING
MASTER_COSTUMING=MASTERCOSTUMING
MCOSTUMING=MASTERCOSTUMING
MASTERCOSTUMING=<ABILITY>\
Usage    : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]\n\r\
Example  : mcostume shirt\n\r\
:        : mcostume list\n\r\
:        : mcostume list shirt\n\r\
:        : mcostume list all\n\r\
:        : mcostume mend shirt\n\r\
:        : mcostume refit shirt\n\r\
:        : mcostume scan\n\r\
:        : mcostume scan bob\n\r\
:        : mcostume learn shirt\n\r\
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.

MDISTILLING=MASTER_DISTILLING
MDISTILL=MASTER_DISTILLING
MASTERDISTILL=MASTER_DISTILLING
MASTERDISTILLING=MASTER_DISTILLING
MASTER_DISTILLING=<ABILITY>\
Usage    : MASTERDISTILL LIST/[BREWING CONTAINER]\n\r\
Example  : masterdistill pot\n\r\
:        : masterdistill list\n\r\
:        : masterdistill list whiskey\n\r\
:        : masterdistill list all\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.  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.

MDRILL=MASTER_DRILLING
MASTERDRILL=MASTER_DRILLING
MASTERDRILLING=MASTER_DRILLING
MASTER_DRILLING=<ABILITY>\
Usage    : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]\n\r\
Example  : masterdrill pot\n\r\
Example  : masterdrill bundle 10 "lamp oil"\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.  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.

MASTERDYE=MASTERDYEING
MASTERDYEING=<ABILITY>\
Usage    : MASTERDYE LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR] [COLOR] ([COLOR])\n\r\
Example  : masterdye LIST\n\r\
Example  : masterdye shirt pinstripped blue red\n\r\
Example  : masterdye shirt remove\n\r\
This skill allows the player to dye a qualifying cloth item with a multi-colored pattern, \
or to remove an existing color or pattern.  Use MASTERDYE COLORS to see all \
possible color choices, or MASTERDYE LIST to see all the design patterns.  \
More design patterns are available at higher levels, and more color choices available at higher \
artistic expertise.

MASTERLACQUER=MASTERLACQUERING
MASTERLACQUERRING=MASTERLACQUERING
MASTERLACQUERING=<ABILITY>\
Usage    : MASTERLACQUER LIST/COLORS/[ITEM NAME] REMOVE/[DESIGN] [COLOR] [COLOR] ([COLOR])\n\r\
Example  : masterlacquer list\n\r\
Example  : masterlacquer colors\n\r\
Example  : masterlacquer shirt pinstriped blue red\n\r\
Example  : masterlacquer shirt remove\n\r\
This skill allows the player to lacquer a qualifying item with a multi-colored pattern, \
or to remove an existing lacquered color. \
Lacquer only works on metal, wood, bone, and stone items crafted by the player. \
Use MASTERLACQUER COLORS to see all possible color choices, or MASTERLACQUER LIST to see all the design patterns.  \
More design patterns are available at higher levels, and more color choices available at higher \
artistic expertise.

MPLANT=MASTER_FARMING
MASTERPLANT=MASTER_FARMING
MASTERFARMING=MASTER_FARMING
MASTER_FARMING=<ABILITY>\
Usage    : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]\n\r\
Example  : masterplant berries\n\r\
Example  : masterplant 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. 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.

MFISH=MASTER_FISHING
MASTERFISH=MASTER_FISHING
MASTERFISHING=MASTER_FISHING
MASTER_FISHING=<ABILITY>\
Usage    : MASTERFISH (BUNDLE [NUM]) [TARGET])\n\r\
Example  : masterfish\n\r\
Example  : masterfish 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.  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.

MFLOR=MASTER_FLORISTRY
MFLORISTRY=MASTER_FLORISTRY
MASTERFLOR=MASTER_FLORISTRY
MASTERFLORISTRY=MASTER_FLORISTRY
MASTER_FLORISTRY=<ABILITY>\
Usage    : MFLOR [ITEM NAME]\n\r\
Example  : mflor some flowers\n\r\
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.

MFOODPREPPING=MASTER_FOOD_PREP
MFOODPREP=MASTER_FOOD_PREP
MFPREP=MASTER_FOOD_PREP
MASTERFOODPREP=MASTER_FOOD_PREP
MASTERFPREP=MASTER_FOOD_PREP
MASTER_FOOD_PREP=<ABILITY>\
Usage    : MASTERFOODPREP LIST/[CONTAINER]\n\r\
Example  : masterfoodprep bowl\n\r\
Example  : masterfoodprep list\n\r\
Example  : masterfoodprep list salad\n\r\
Example  : masterfoodprep list all\n\r\
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.

MASTERFORAGE=MASTER_FORAGING
MASTERFORAGING=MASTER_FORAGING
MFORAGE=MASTER_FORAGING
MASTER_FORAGING=<ABILITY>\
Usage    : MASTERFORAGE (BUNDLE [NUM]) [TARGET])\n\r\
Example  : masterforage\n\r\
Example  : masterforage bundle 10 berries\n\r\
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.

MGPLANT=MASTER_GARDENING
MASTERGARDEN=MASTER_GARDENING
MASTERGARDENING=MASTER_GARDENING
MASTER_GARDENING=<ABILITY>\
Usage    : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME]\n\r\
Example  : mastergarden roses\n\r\
Example  : mastergarden bundle 10 roses\n\r\
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.

MGDIG=MASTER_GEM_DIGGING
MGDIGGING=MASTER_GEM_DIGGING
MGEMDIGGING=MASTER_GEM_DIGGING
MASTERGDIG=MASTER_GEM_DIGGING
MASTERGDIGGING=MASTER_GEM_DIGGING
MASTERGEMDIGGING=MASTER_GEM_DIGGING
MASTER_GEM_DIGGING=<ABILITY>\
Usage    : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])\n\r\
Example  : mgdig\n\r\
Example  : mgdig bundle 10 gems\n\r\
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.

MHERB=MASTER_HERBOLOGY
MHERBOLOGY=MASTER_HERBOLOGY
MASTERHERB=MASTER_HERBOLOGY
MASTERHERBOLOGY=MASTER_HERBOLOGY
MASTER_HERBOLOGY=<ABILITY>\
Usage    : MHERB [ITEM NAME]\n\r\
Example  : mherb some herbs\n\r\
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.

MLEATHERWORK=MASTERLEATHERWORKING
MASTER_LEATHER_WORKING=MASTERLEATHERWORKING
MASTER_LEATHERWORKING=MASTERLEATHERWORKING
MASTERLEATHERWORKING=<ABILITY>\
Usage    : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]\n\r\
Example  : mleatherwork vest\n\r\
:        : mleatherwork bundle 100 leather\n\r\
:        : mleatherwork list\n\r\
:        : mleatherwork list vest\n\r\
:        : mleatherwork list all\n\r\
:        : mleatherwork mend vest\n\r\
:        : mleatherwork refit sleeves\n\r\
:        : mleatherwork scan\n\r\
:        : mleatherwork scan bob\n\r\
:        : mleatherwork learn gloves\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, 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.

MASTERMINE=MASTER_MINING
MASTERMINING=MASTER_MINING
MMINE=MASTER_MINING
MASTER_MINING=<ABILITY>\
Usage    : MASTERMINE (BUNDLE [NUM]) [TARGET]\n\r\
Example  : mastermine\n\r\
Example  : mastermine bundle 10 stone\n\r\
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.

MSHEARING=MASTER_SHEARING
MASTERSHEARING=MASTER_SHEARING
MASTER_SHEARING=<ABILITY>\
Usage    : MASTERSHEAR [TARGET]\n\r\
Example  : mastershear 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. Master Shearing is over twice as slow as regular \
Shearing, but yields three times as much wool.

MASTERKNIT=MASTERTAILORING
MKNIT=MASTERTAILORING
MTAILOR=MASTERTAILORING
MASTER_TAILORING=MASTERTAILORING
MASTERTAILORING=<ABILITY>\
Usage    : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (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 list all\n\r\
:        : mknit mend vest\n\r\
:        : mknit refit sleeves\n\r\
:        : mknit scan\n\r\
:        : mknit scan bob\n\r\
:        : mknit learn shirt\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, 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.

MTRAWL=MASTER_TRAWLING
MASTERTRAWLING=MASTER_TRAWLING
MASTERTRAWL=MASTER_TRAWLING
MASTER_TRAWLING=<ABILITY>\
Usage    : MASTERTRAWL (BUNDLE [NUM]) [TARGET])\n\r\
Example  : mastertrawl\n\r\
Example  : mastertrawl bundle 10 trout\n\r\
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.

MWEAPONSMITH=MASTERWEAPONSMITHING
MASTER_WEAPONSMITHING=MASTERWEAPONSMITHING
MASTERWEAPONSMITHING=<ABILITY>\
Usage    : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]\n\r\
Example  : mweaponsmith twohanded sword\n\r\
:        : mweaponsmith list\n\r\
:        : mweaponsmith list sword\n\r\
:        : mweaponsmith list blunt\n\r\
:        : mweaponsmith list all\n\r\
:        : mweaponsmith scan\n\r\
:        : mweaponsmith scan bob\n\r\
:        : mweaponsmith learn axe\n\r\
This skill allows a player to craft master-level weapons (levels 31-60) from metal.  This \
skill requires Blacksmithing and Weaponsmithing in order to learn it.  It also requires \
specialization in the weapon type the player wishes to make.  The extent of \
the weapons which can be crafted expands as the player goes up in \
level.  To begin smithing, the player must be in a room with an \
open fire burning, and must have placed the metal he or she wishes \
to make the weapon from on the ground.  The player may also scan the \
room or other players for equipment that may be mended by this skill, \
using the scan parameter, or learn how to smith an \
item he or she has found, provided a blank recipe page \
or a recipe book with blank pages is in his or her inventory. \
The metal for weaponsmithing is obtained using the Mining skill, or \
better metals from the Smelting skill. Using better materials will \
increase both the strength and the required level of the crafted item, \
and some material types require smaller amounts to make the same items.

MCHOPPING=MASTER_WOOD_CHOPPING
MCHOP=MASTER_WOOD_CHOPPING
MASTERCHOPPING=MASTER_WOOD_CHOPPING
MASTERCHOP=MASTER_WOOD_CHOPPING
MASTER_WOOD_CHOPPING=<ABILITY>\
Usage    : MASTERCHOP (BUNDLE [NUM]) [TARGET])\n\r\
Example  : masterchop\n\r\
Example  : masterchop bundle 10 oak\n\r\
With this common skill, a player can find good trees, chop a few down, and \
then chop up the wood for carrying.  Master Wood Chopping is over twice as \
slow as regular Chopping, but yields three times more wood. \
Trees for chopping are best found in forests. \
You can also bundle multiple resources together using this skill.  The GET command \
can be used to unbundle such resources.

MCURE=MEATCURING
MEATCURE=MEATCURING
MCURING=MEATCURING
MEATCURING=<ABILITY>\
Usage    : MCURE [TARGET]\n\r\
Example  : mcure carp\n\r\
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.

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.

ORGANIZE=ORGANIZING
ORGANIZING=<ABILITY>\
Usage    : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)\n\r\
Example  : organize room name\n\r\
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.

PAINT=PAINTING
PAINTING=<ABILITY>\
Usage    : PAINT WALL/[ITEM NAME]\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 ITEM NAME])\n\r\
Example  : papermake canvas\n\r\
:        : papermake list\n\r\
:        : papermake list paper\n\r\
:        : papermake all\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.

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.

PLAY_INSTRUMENT=PLAYINSTRUMENT
PLAY_SONG=PLAYINSTRUMENT
PLAYINSTRUMENT=<ABILITY>\
Usage    : PLAYINSTRUMENT (STOP) (LIST)\n\r\
Example  : playinstrument\n\r\
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.

POOF=\
Command : POOF\n\r\
Usage   : POOF\n\r\
Short(s): \n\r\
This command can be used to change your death message to some alternative.  This \
is the message seen both by you and others when you die.

POT=POTTERY
POTTERY=<ABILITY>\
Usage    : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]\n\r\
Example  : pot pitcher\n\r\
:        : pot bundle 100 clay\n\r\
:        : pot list\n\r\
:        : pot list pitcher\n\r\
:        : pot list all\n\r\
:        : pot learn pot\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.  The player may also learn to how to make a found item, provided \
a blank recipe page, or recipe book with blank pages is in his or her inventory. \
To begin crafting, the player must be in a room with an \
open fire burning, and must have placed the clay he or she wishes \
to make the item from on the ground.  The Clay is obtained by using \
the Gem Digging skill.

PUBLISHING=<ABILITY>\
Usage    : PUBLISH (LIST) / [ITEM] [PRICE]\n\r\
Example  : publish list\n\r\
:        : publish Book 3 gold\n\r\
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. \n\r\
\n\r\
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.

RECOLLECT=RECOLLECTING
RECOLLECTING=<ABILITY>\
Usage    : RECOLLECT [WORD OR PHRASE]\n\r\
Example  : recollect happy\n\r\
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.

RODSMITH=RODSMITHING
RODSMITHING=<ABILITY>\
Usage    : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]\n\r\
Example  : rodsmith rod\n\r\
:        : rodsmith list\n\r\
:        : rodsmith list rod\n\r\
:        : rodsmith list all\n\r\
:        : rodsmith scan\n\r\
:        : rodsmith scan bob\n\r\
:        : rodsmith learn rod\n\r\
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.

SALVAGE=SALVAGING
SALVAGING=<ABILITY>\
Usage    : SALVAGE [SHIP NAME]\n\r\
Example  : salvage jolly roger\n\r\
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.

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.

SCRIMSHAWING=SCRIMSHAW
SCRIM=SCRIMSHAW
SCRIMSHAW=<ABILITY>\
Usage    : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]\n\r\
Example  : scrim small table\n\r\
:        : scrim bundle 100 bone\n\r\
:        : scrim list\n\r\
:        : scrim list sword\n\r\
:        : scrim list all\n\r\
:        : scrim mend sword\n\r\
:        : scrim refit earrings\n\r\
:        : scrim scan\n\r\
:        : scrim scan bob\n\r\
:        : scrim learn hand\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, 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.

ENSCRIBE=SCROLLSCRIBING
SCROLL_SCRIBING=SCROLLSCRIBING
SCROLLSCRIBE=SCROLLSCRIBING
SCROLLSCRIBING=<ABILITY>\
Usage    : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]\n\r\
Usage    : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]\n\r\
Example  : enscribe iron grip scroll\n\r\
:        : enscribe list\n\r\
:        : enscribe list all\n\r\
:        : enscribe list iron\n\r\
:        : enscribe iron grip from "scroll of iron grip" "a scroll"\n\r\
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.

SCULPT=SCULPTING
SCULPTING=<ABILITY>\
Usage    : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME] (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 list all\n\r\
:        : sculpt mend avalanche\n\r\
:        : sculpt scan\n\r\
:        : sculpt scan bob\n\r\
:        : sculpt learn throne\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, 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.

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 apparent \
to the one searching.  Once the search is completed, hidden items or \
mobs still in the room may no longer be seen.

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.

SHIPBUILDING=SHIPWRIGHT
SHIP_BUILDING=SHIPWRIGHT
SHIPWRIGHT=<ABILITY>\
Usage    : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]\n\r\
Example  : shipwright cruiser\n\r\
:        : shipwright list\n\r\
:        : shipwright list cruiser\n\r\
:        : shipwright list all\n\r\
:        : shipwright mend cruiser\n\r\
:        : shipwright scan\n\r\
:        : shipwright scan bob\n\r\
:        : shipwright help Bob\n\r\
:        : shipwright title The Cargo Deck\n\r\
:        : shipwright desc This is a beautiful cargo deck!\n\r\
:        : shipwright door east\n\r\
:        : shipwright demolish east\n\r\
This skill allows a player to craft large sailing ships, and alter great ships they own.  The extent of \
the items which can be crafted expands as the player goes up in \
level.  This command also allows the player to repair any combat damage on \
great ships.  To begin building a new item, the player must have \
placed the wood he or she wishes to make the item from on the ground. \
The parameters also allow more than one person to assist in a project. \
Items crafted with balsa can be done with half the required wood listed, \
while items crafted with ironwood will require twice the required wood listed. \
The raw wood for building is found using the Chopping skill.

SIEGECRAFT=<ABILITY>\
Usage    : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]\n\r\
Example  : SIEGECRAFT catapult\n\r\
:        : SIEGECRAFT list\n\r\
:        : SIEGECRAFT list catapult\n\r\
:        : SIEGECRAFT list all\n\r\
:        : SIEGECRAFT learn catapult\n\r\
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.

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 NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])\n\r\
Example  : smelt steel\n\r\
:        : smelt list\n\r\
:        : smelt list steel\n\r\
:        : smelt list all\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 metals, such as steel.  To \
begin smelting, the player must be in a room with an \
open fire burning, and must have placed the two base metals he or she wishes \
to make the alloy from on the ground.  If you have excess metals, you may specify \
a max amount of each base metal to smelt. The default is to smelt as much as \
possible. \
The raw metal for smelting is found using the Mining skill.

SMOKE_RINGS=SMOKERINGS
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..

SCHOLARLY=STUDYING
STUDY=STUDYING
STUDYING=<ABILITY>\
Usage    : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])\n\r\
Usage    : STUDY ([SKILL TYPE])\n\r\
Example  : study\n\r\
Example  : study bob fireball\n\r\
Example  : study dissertation light\n\r\
Example  : study forget fireball\n\r\
Example  : study spells\n\r\
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.

STAFFMAKE=STAFFMAKING
STAFFMAKING=<ABILITY>\
Usage    : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]\n\r\
Example  : staffmake Iron-shod Staff\n\r\
:        : staffmake list\n\r\
:        : staffmake list Iron-shod\n\r\
:        : staffmake list all\n\r\
:        : staffmake scan\n\r\
:        : staffmake scan bob\n\r\
:        : staffmake learn staff\n\r\
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.

SUWRITE=SURVEYING
SURVEYING=<ABILITY>\
Usage    : SUWRITE ROOM/AREA ([CATALOG ITEM])\n\r\
Example  : suwrite room\n\r\
:        : suwrite area "my catalog book"\n\r\
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.

KNIT=TAILORING
TAILOR=TAILORING
TAILORING=<ABILITY>\
Usage    : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]\n\r\
Example  : knit shirt\n\r\
:        : knit bundle 100 cotton\n\r\
:        : knit list\n\r\
:        : knit list vest\n\r\
:        : knit list all\n\r\
:        : knit mend vest\n\r\
:        : knit refit sleeves\n\r\
:        : knit scan\n\r\
:        : knit scan bob\n\r\
:        : knit learn shirt\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, 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.

TAN=TANNING
TANNING=<ABILITY>\
Usage    : TAN [HIDE ITEM NAME]\n\r\
Example  : TAN hide\n\r\
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.  \

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.

LABEL=LABELING
TAG=LABELING
LABELING=<ABILITY>\
Usage    : LABEL (REMOVE) (REPLACE) [ITEM NAME]\n\r\
Example  : label sword\n\r\
:        : label remove sword\n\r\
:        : label replace sword\n\r\
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.

TEXTILE=TEXTILING
TEXTILING=<ABILITY>\
Usage    : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE])\n\r\
Example  : textile denim\n\r\
:        : textile bolt of cotton\n\r\
:        : textile denim 10\n\r\
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.

ENTITLE=TITLING
TITLING=<ABILITY>\
Usage    : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])\n\r\
Example  : entitle paper "Essay concerning essays"\n\r\
         : entitle book "Huckleberry Finn" "Book"\n\r\
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.

TORTURESMITH=TORTURESMITHING
TORTURESMITHING=<ABILITY>\
Usage    : TORTURESMITH (LIST/INFO) [ITEM NAME]\n\r\
Example  : torturesmith rack\n\r\
:        : torturesmith list\n\r\
:        : torturesmith list rack\n\r\
:        : torturesmith list all\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.

TRANSCRIBE=TRANSCRIBING
TRANSCRIBING=<ABILITY>\
Usage    : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])\n\r\
Example  : transcribe "The Book of Sam" "An Empty Book" 2 \n\r\
         : transcribe "a piece of paper" "Book of Essays" \n\r\
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.

TRAWL=TRAWLING
TRAWLING=<ABILITY>\
Usage    : TRAWL (BUNDLE [NUM]) [TARGET])\n\r\
Example  : trawl\n\r\
Example  : trawl bundle 10 trout\n\r\
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.

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 (LIST/INFO/LEARN) [ITEM NAME]\n\r\
Example  : wainwright wagon\n\r\
:        : wainwright list\n\r\
:        : wainwright list wagon\n\r\
:        : wainwright list all\n\r\
:        : wainwright learn cart\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. \
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.

WANDMAKE=WANDMAKING
WANDMAKING=<ABILITY>\
Usage    : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME]\n\r\
Example  : wandmake Iron-shod wand\n\r\
:        : wandmake list\n\r\
:        : wandmake list Iron-shod\n\r\
:        : wandmake list all\n\r\
:        : wandmake scan\n\r\
:        : wandmake scan bob\n\r\
:        : wandmake learn wand\n\r\
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.

WEAPONSMITH=WEAPONSMITHING
WEAPONSMITHING=<ABILITY>\
Usage    : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]\n\r\
Example  : weaponsmith twohanded sword\n\r\
:        : weaponsmith list\n\r\
:        : weaponsmith list Butchers Knife\n\r\
:        : weaponsmith list blunt\n\r\
:        : weaponsmith list all\n\r\
:        : weaponsmith scan\n\r\
:        : weaponsmith scan bob\n\r\
:        : weaponsmith learn knife\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, 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, \
and some material types require smaller amounts to make the same items.

WEAVE=WEAVING
WEAVING=<ABILITY>\
Usage    : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]\n\r\
Usage    : WEAVE (...) (LABEL [NAME]) [ITEM NAME]\n\r\
Example  : weave basket\n\r\
:        : weave bundle 100 vine\n\r\
:        : weave list\n\r\
:        : weave list vest\n\r\
:        : weave list all\n\r\
:        : weave mend vest\n\r\
:        : weave refit sleeves\n\r\
:        : weave scan\n\r\
:        : weave scan bob\n\r\
:        : weave learn shirt\n\r\
:        : weave label fruit basket\n\r\
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=<ABILITY>\
Usage    : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\
Example  : welding wall north\n\r\
:        : welding list\n\r\
:        : welding info wall\n\r\
:        : welding roof\n\r\
:        : welding title A messy room.\n\r\
:        : welding desc east This is my favorite Door.\n\r\
:        : welding desc room This is a messy room.\n\r\
:        : welding stairs\n\r\
:        : welding help Bob\n\r\
:        : welding demolish west\n\r\
:        : welding demolish room\n\r\
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.

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.