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com/planet_ink/coffee_mud/Abilities/Skills/
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com/planet_ink/coffee_mud/Commands/interfaces/
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com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Software/
com/planet_ink/coffee_mud/Items/Weapons/
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		<center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr><td width=100% colspan=2 bgcolor=#DFDFDF align=left> 
		<h1>Player Skills Reference</h1>
		<h2> CoffeeMud 5.2 </h2>
		</td></tr><tr><td width=20% valign=top align=left>
		<a href="skillsp.html"><B>Prayers</B></a><BR>
		<a href="skillsc.html"><B>Chants</B></a><BR>
		<a href="skillsd.html"><B>Songs/Dances/Plays</B></a><BR>
		<a href="skillss.html"><B>Spells</B></a><BR>
		<a href="skillse.html"><B>Expertises</B></a><BR>
		<B>Skills</B><BR>
		<ul>
			
			
				<li><a href="#Alchemy">Alchemy</a>
			&nbsp;
			
				<li><a href="#Amputation">Amputation</a>
			&nbsp;
			
				<li><a href="#AnimalTaming">AnimalTaming</a>
			&nbsp;
			
				<li><a href="#AnimalTrading">AnimalTrading</a>
			&nbsp;
			
				<li><a href="#AnimalTraining">AnimalTraining</a>
			&nbsp;
			
				<li><a href="#Apothecary">Apothecary</a>
			&nbsp;
			
				<li><a href="#Archon_Banish">Archon_Banish</a>
			&nbsp;
			
				<li><a href="#Archon_Freeze">Archon_Freeze</a>
			&nbsp;
			
				<li><a href="#Archon_Hush">Archon_Hush</a>
			&nbsp;
			
				<li><a href="#Archon_Metacraft">Archon_Metacraft</a>
			&nbsp;
			
				<li><a href="#Archon_Multiwatch">Archon_Multiwatch</a>
			&nbsp;
			
				<li><a href="#Archon_Record">Archon_Record</a>
			&nbsp;
			
				<li><a href="#Archon_Wrath">Archon_Wrath</a>
			&nbsp;
			
				<li><a href="#Armorsmithing">Armorsmithing</a>
			&nbsp;
			
				<li><a href="#Baking">Baking</a>
			&nbsp;
			
				<li><a href="#Bandaging">Bandaging</a>
			&nbsp;
			
				<li><a href="#Blacksmithing">Blacksmithing</a>
			&nbsp;
			
				<li><a href="#BodyPiercing">BodyPiercing</a>
			&nbsp;
			
				<li><a href="#Butchering">Butchering</a>
			&nbsp;
			
				<li><a href="#CageBuilding">CageBuilding</a>
			&nbsp;
			
				<li><a href="#Carpentry">Carpentry</a>
			&nbsp;
			
				<li><a href="#Chopping">Chopping</a>
			&nbsp;
			
				<li><a href="#ClanCrafting">ClanCrafting</a>
			&nbsp;
			
				<li><a href="#Cobbling">Cobbling</a>
			&nbsp;
			
				<li><a href="#Construction">Construction</a>
			&nbsp;
			
				<li><a href="#Cooking">Cooking</a>
			&nbsp;
			
				<li><a href="#Costuming">Costuming</a>
			&nbsp;
			
				<li><a href="#Digging">Digging</a>
			&nbsp;
			
				<li><a href="#Distilling">Distilling</a>
			&nbsp;
			
				<li><a href="#Domesticating">Domesticating</a>
			&nbsp;
			
				<li><a href="#Dragonbreath">Dragonbreath</a>
			&nbsp;
			
				<li><a href="#Drilling">Drilling</a>
			&nbsp;
			
				<li><a href="#Druid_Bite">Druid_Bite</a>
			&nbsp;
			
				<li><a href="#Druid_DruidicPass">Druid_DruidicPass</a>
			&nbsp;
			
				<li><a href="#Druid_GolemForm">Druid_GolemForm</a>
			&nbsp;
			
				<li><a href="#Druid_KnowPlants">Druid_KnowPlants</a>
			&nbsp;
			
				<li><a href="#Druid_MyPlants">Druid_MyPlants</a>
			&nbsp;
			
				<li><a href="#Druid_PackCall">Druid_PackCall</a>
			&nbsp;
			
				<li><a href="#Druid_PlantForm">Druid_PlantForm</a>
			&nbsp;
			
				<li><a href="#Druid_RecoverVoice">Druid_RecoverVoice</a>
			&nbsp;
			
				<li><a href="#Druid_Rend">Druid_Rend</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift">Druid_ShapeShift</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift2">Druid_ShapeShift2</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift3">Druid_ShapeShift3</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift4">Druid_ShapeShift4</a>
			&nbsp;
			
				<li><a href="#Druid_ShapeShift5">Druid_ShapeShift5</a>
			&nbsp;
			
				<li><a href="#Dyeing">Dyeing</a>
			&nbsp;
			
				<li><a href="#Embroidering">Embroidering</a>
			&nbsp;
			
				<li><a href="#Engraving">Engraving</a>
			&nbsp;
			
				<li><a href="#Farming">Farming</a>
			&nbsp;
			
				<li><a href="#Fighter_ArmorTweaking">Fighter_ArmorTweaking</a>
			&nbsp;
			
				<li><a href="#Fighter_AtemiStrike">Fighter_AtemiStrike</a>
			&nbsp;
			
				<li><a href="#Fighter_AutoBash">Fighter_AutoBash</a>
			&nbsp;
			
				<li><a href="#Fighter_AxKick">Fighter_AxKick</a>
			&nbsp;
			
				<li><a href="#Fighter_BackHand">Fighter_BackHand</a>
			&nbsp;
			
				<li><a href="#Fighter_Battlecry">Fighter_Battlecry</a>
			&nbsp;
			
				<li><a href="#Fighter_Behead">Fighter_Behead</a>
			&nbsp;
			
				<li><a href="#Fighter_Berzerk">Fighter_Berzerk</a>
			&nbsp;
			
				<li><a href="#Fighter_BlindFighting">Fighter_BlindFighting</a>
			&nbsp;
			
				<li><a href="#Fighter_BodyFlip">Fighter_BodyFlip</a>
			&nbsp;
			
				<li><a href="#Fighter_BodyShield">Fighter_BodyShield</a>
			&nbsp;
			
				<li><a href="#Fighter_BodyToss">Fighter_BodyToss</a>
			&nbsp;
			
				<li><a href="#Fighter_BullRush">Fighter_BullRush</a>
			&nbsp;
			
				<li><a href="#Fighter_CalledShot">Fighter_CalledShot</a>
			&nbsp;
			
				<li><a href="#Fighter_CalledStrike">Fighter_CalledStrike</a>
			&nbsp;
			
				<li><a href="#Fighter_Cartwheel">Fighter_Cartwheel</a>
			&nbsp;
			
				<li><a href="#Fighter_CatchProjectile">Fighter_CatchProjectile</a>
			&nbsp;
			
				<li><a href="#Fighter_Charge">Fighter_Charge</a>
			&nbsp;
			
				<li><a href="#Fighter_CircleParry">Fighter_CircleParry</a>
			&nbsp;
			
				<li><a href="#Fighter_CircleTrip">Fighter_CircleTrip</a>
			&nbsp;
			
				<li><a href="#Fighter_Cleave">Fighter_Cleave</a>
			&nbsp;
			
				<li><a href="#Fighter_CounterAttack">Fighter_CounterAttack</a>
			&nbsp;
			
				<li><a href="#Fighter_CoupDeGrace">Fighter_CoupDeGrace</a>
			&nbsp;
			
				<li><a href="#Fighter_CoverDefence">Fighter_CoverDefence</a>
			&nbsp;
			
				<li><a href="#Fighter_CriticalShot">Fighter_CriticalShot</a>
			&nbsp;
			
				<li><a href="#Fighter_CritStrike">Fighter_CritStrike</a>
			&nbsp;
			
				<li><a href="#Fighter_DeflectProjectile">Fighter_DeflectProjectile</a>
			&nbsp;
			
				<li><a href="#Fighter_DesertTactics">Fighter_DesertTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_DualParry">Fighter_DualParry</a>
			&nbsp;
			
				<li><a href="#Fighter_Endurance">Fighter_Endurance</a>
			&nbsp;
			
				<li><a href="#Fighter_FarShot">Fighter_FarShot</a>
			&nbsp;
			
				<li><a href="#Fighter_FlyingKick">Fighter_FlyingKick</a>
			&nbsp;
			
				<li><a href="#Fighter_ForestTactics">Fighter_ForestTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_Fragmentation">Fighter_Fragmentation</a>
			&nbsp;
			
				<li><a href="#Fighter_Gouge">Fighter_Gouge</a>
			&nbsp;
			
				<li><a href="#Fighter_Heroism">Fighter_Heroism</a>
			&nbsp;
			
				<li><a href="#Fighter_HillsTactics">Fighter_HillsTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_ImprovedShieldDefence">Fighter_ImprovedShieldDefence</a>
			&nbsp;
			
				<li><a href="#Fighter_ImprovedThrowing">Fighter_ImprovedThrowing</a>
			&nbsp;
			
				<li><a href="#Fighter_Intimidate">Fighter_Intimidate</a>
			&nbsp;
			
				<li><a href="#Fighter_JungleTactics">Fighter_JungleTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_Kick">Fighter_Kick</a>
			&nbsp;
			
				<li><a href="#Fighter_KiStrike">Fighter_KiStrike</a>
			&nbsp;
			
				<li><a href="#Fighter_KnifeHand">Fighter_KnifeHand</a>
			&nbsp;
			
				<li><a href="#Fighter_LightningStrike">Fighter_LightningStrike</a>
			&nbsp;
			
				<li><a href="#Fighter_MonkeyPunch">Fighter_MonkeyPunch</a>
			&nbsp;
			
				<li><a href="#Fighter_MountainTactics">Fighter_MountainTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_Pin">Fighter_Pin</a>
			&nbsp;
			
				<li><a href="#Fighter_PlainsTactics">Fighter_PlainsTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_PointBlank">Fighter_PointBlank</a>
			&nbsp;
			
				<li><a href="#Fighter_Rallycry">Fighter_Rallycry</a>
			&nbsp;
			
				<li><a href="#Fighter_RapidShot">Fighter_RapidShot</a>
			&nbsp;
			
				<li><a href="#Fighter_Rescue">Fighter_Rescue</a>
			&nbsp;
			
				<li><a href="#Fighter_ReturnProjectile">Fighter_ReturnProjectile</a>
			&nbsp;
			
				<li><a href="#Fighter_Roll">Fighter_Roll</a>
			&nbsp;
			
				<li><a href="#Fighter_ShieldBlock">Fighter_ShieldBlock</a>
			&nbsp;
			
				<li><a href="#Fighter_Shrug">Fighter_Shrug</a>
			&nbsp;
			
				<li><a href="#Fighter_SideKick">Fighter_SideKick</a>
			&nbsp;
			
				<li><a href="#Fighter_SizeOpponent">Fighter_SizeOpponent</a>
			&nbsp;
			
				<li><a href="#Fighter_SmokeSignals">Fighter_SmokeSignals</a>
			&nbsp;
			
				<li><a href="#Fighter_Spring">Fighter_Spring</a>
			&nbsp;
			
				<li><a href="#Fighter_Stonebody">Fighter_Stonebody</a>
			&nbsp;
			
				<li><a href="#Fighter_SwampTactics">Fighter_SwampTactics</a>
			&nbsp;
			
				<li><a href="#Fighter_Sweep">Fighter_Sweep</a>
			&nbsp;
			
				<li><a href="#Fighter_TrueShot">Fighter_TrueShot</a>
			&nbsp;
			
				<li><a href="#Fighter_Tumble">Fighter_Tumble</a>
			&nbsp;
			
				<li><a href="#Fighter_Warcry">Fighter_Warcry</a>
			&nbsp;
			
				<li><a href="#Fighter_WeaponBreak">Fighter_WeaponBreak</a>
			&nbsp;
			
				<li><a href="#Fighter_WeaponCatch">Fighter_WeaponCatch</a>
			&nbsp;
			
				<li><a href="#Fighter_Whomp">Fighter_Whomp</a>
			&nbsp;
			
				<li><a href="#FireBuilding">FireBuilding</a>
			&nbsp;
			
				<li><a href="#Fishing">Fishing</a>
			&nbsp;
			
				<li><a href="#Fletching">Fletching</a>
			&nbsp;
			
				<li><a href="#FoodPrep">FoodPrep</a>
			&nbsp;
			
				<li><a href="#Foraging">Foraging</a>
			&nbsp;
			
				<li><a href="#GlassBlowing">GlassBlowing</a>
			&nbsp;
			
				<li><a href="#Herbalism">Herbalism</a>
			&nbsp;
			
				<li><a href="#Herbology">Herbology</a>
			&nbsp;
			
				<li><a href="#Hunting">Hunting</a>
			&nbsp;
			
				<li><a href="#InstrumentMaking">InstrumentMaking</a>
			&nbsp;
			
				<li><a href="#JewelMaking">JewelMaking</a>
			&nbsp;
			
				<li><a href="#Lacquerring">Lacquerring</a>
			&nbsp;
			
				<li><a href="#LeatherWorking">LeatherWorking</a>
			&nbsp;
			
				<li><a href="#LockSmith">LockSmith</a>
			&nbsp;
			
				<li><a href="#Masonry">Masonry</a>
			&nbsp;
			
				<li><a href="#MasterArmorsmithing">MasterArmorsmithing</a>
			&nbsp;
			
				<li><a href="#MasterCostuming">MasterCostuming</a>
			&nbsp;
			
				<li><a href="#MasterLeatherWorking">MasterLeatherWorking</a>
			&nbsp;
			
				<li><a href="#MasterTailoring">MasterTailoring</a>
			&nbsp;
			
				<li><a href="#MasterWeaponsmithing">MasterWeaponsmithing</a>
			&nbsp;
			
				<li><a href="#Merchant">Merchant</a>
			&nbsp;
			
				<li><a href="#Mining">Mining</a>
			&nbsp;
			
				<li><a href="#Painting">Painting</a>
			&nbsp;
			
				<li><a href="#Paladin_Aura">Paladin_Aura</a>
			&nbsp;
			
				<li><a href="#Paladin_Breakup">Paladin_Breakup</a>
			&nbsp;
			
				<li><a href="#Paladin_Courage">Paladin_Courage</a>
			&nbsp;
			
				<li><a href="#Paladin_CraftHolyAvenger">Paladin_CraftHolyAvenger</a>
			&nbsp;
			
				<li><a href="#Paladin_Defend">Paladin_Defend</a>
			&nbsp;
			
				<li><a href="#Paladin_DiseaseImmunity">Paladin_DiseaseImmunity</a>
			&nbsp;
			
				<li><a href="#Paladin_Goodness">Paladin_Goodness</a>
			&nbsp;
			
				<li><a href="#Paladin_HealingHands">Paladin_HealingHands</a>
			&nbsp;
			
				<li><a href="#Paladin_ImprovedResists">Paladin_ImprovedResists</a>
			&nbsp;
			
				<li><a href="#Paladin_MountedCharge">Paladin_MountedCharge</a>
			&nbsp;
			
				<li><a href="#Paladin_PoisonImmunity">Paladin_PoisonImmunity</a>
			&nbsp;
			
				<li><a href="#Paladin_SummonMount">Paladin_SummonMount</a>
			&nbsp;
			
				<li><a href="#PaperMaking">PaperMaking</a>
			&nbsp;
			
				<li><a href="#PlantLore">PlantLore</a>
			&nbsp;
			
				<li><a href="#Pottery">Pottery</a>
			&nbsp;
			
				<li><a href="#Ranger_AnimalFrenzy">Ranger_AnimalFrenzy</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy1">Ranger_Enemy1</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy2">Ranger_Enemy2</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy3">Ranger_Enemy3</a>
			&nbsp;
			
				<li><a href="#Ranger_Enemy4">Ranger_Enemy4</a>
			&nbsp;
			
				<li><a href="#Ranger_FindWater">Ranger_FindWater</a>
			&nbsp;
			
				<li><a href="#Ranger_Hide">Ranger_Hide</a>
			&nbsp;
			
				<li><a href="#Ranger_Sneak">Ranger_Sneak</a>
			&nbsp;
			
				<li><a href="#Ranger_Track">Ranger_Track</a>
			&nbsp;
			
				<li><a href="#Ranger_TrackAnimal">Ranger_TrackAnimal</a>
			&nbsp;
			
				<li><a href="#Ranger_WoodlandCreep">Ranger_WoodlandCreep</a>
			&nbsp;
			
				<li><a href="#Scalp">Scalp</a>
			&nbsp;
			
				<li><a href="#Scrapping">Scrapping</a>
			&nbsp;
			
				<li><a href="#ScrimShaw">ScrimShaw</a>
			&nbsp;
			
				<li><a href="#Sculpting">Sculpting</a>
			&nbsp;
			
				<li><a href="#Searching">Searching</a>
			&nbsp;
			
				<li><a href="#Shearing">Shearing</a>
			&nbsp;
			
				<li><a href="#Shipwright">Shipwright</a>
			&nbsp;
			
				<li><a href="#Skill_Arrest">Skill_Arrest</a>
			&nbsp;
			
				<li><a href="#Skill_ArrestingSap">Skill_ArrestingSap</a>
			&nbsp;
			
				<li><a href="#Skill_Attack2">Skill_Attack2</a>
			&nbsp;
			
				<li><a href="#Skill_Attack3">Skill_Attack3</a>
			&nbsp;
			
				<li><a href="#Skill_AttackHalf">Skill_AttackHalf</a>
			&nbsp;
			
				<li><a href="#Skill_Bash">Skill_Bash</a>
			&nbsp;
			
				<li><a href="#Skill_Befriend">Skill_Befriend</a>
			&nbsp;
			
				<li><a href="#Skill_BellyRolling">Skill_BellyRolling</a>
			&nbsp;
			
				<li><a href="#Skill_Buffoonery">Skill_Buffoonery</a>
			&nbsp;
			
				<li><a href="#Skill_Cage">Skill_Cage</a>
			&nbsp;
			
				<li><a href="#Skill_Chantcraft">Skill_Chantcraft</a>
			&nbsp;
			
				<li><a href="#Skill_Chirgury">Skill_Chirgury</a>
			&nbsp;
			
				<li><a href="#Skill_Climb">Skill_Climb</a>
			&nbsp;
			
				<li><a href="#Skill_CollectBounty">Skill_CollectBounty</a>
			&nbsp;
			
				<li><a href="#Skill_Conduct">Skill_Conduct</a>
			&nbsp;
			
				<li><a href="#Skill_ControlUndead">Skill_ControlUndead</a>
			&nbsp;
			
				<li><a href="#Skill_Convert">Skill_Convert</a>
			&nbsp;
			
				<li><a href="#Skill_Dirt">Skill_Dirt</a>
			&nbsp;
			
				<li><a href="#Skill_Disarm">Skill_Disarm</a>
			&nbsp;
			
				<li><a href="#Skill_Disguise">Skill_Disguise</a>
			&nbsp;
			
				<li><a href="#Skill_Dodge">Skill_Dodge</a>
			&nbsp;
			
				<li><a href="#Skill_Enslave">Skill_Enslave</a>
			&nbsp;
			
				<li><a href="#Skill_EscapeBonds">Skill_EscapeBonds</a>
			&nbsp;
			
				<li><a href="#Skill_FalseArrest">Skill_FalseArrest</a>
			&nbsp;
			
				<li><a href="#Skill_Feint">Skill_Feint</a>
			&nbsp;
			
				<li><a href="#Skill_FireBreathing">Skill_FireBreathing</a>
			&nbsp;
			
				<li><a href="#Skill_Haggle">Skill_Haggle</a>
			&nbsp;
			
				<li><a href="#Skill_HandCuff">Skill_HandCuff</a>
			&nbsp;
			
				<li><a href="#Skill_IdentifyPoison">Skill_IdentifyPoison</a>
			&nbsp;
			
				<li><a href="#Skill_Imitation">Skill_Imitation</a>
			&nbsp;
			
				<li><a href="#Skill_InstrumentBash">Skill_InstrumentBash</a>
			&nbsp;
			
				<li><a href="#Skill_JailKey">Skill_JailKey</a>
			&nbsp;
			
				<li><a href="#Skill_Joke">Skill_Joke</a>
			&nbsp;
			
				<li><a href="#Skill_Juggle">Skill_Juggle</a>
			&nbsp;
			
				<li><a href="#Skill_Leeching">Skill_Leeching</a>
			&nbsp;
			
				<li><a href="#Skill_Map">Skill_Map</a>
			&nbsp;
			
				<li><a href="#Skill_MarkDisguise">Skill_MarkDisguise</a>
			&nbsp;
			
				<li><a href="#Skill_Meditation">Skill_Meditation</a>
			&nbsp;
			
				<li><a href="#Skill_Mimicry">Skill_Mimicry</a>
			&nbsp;
			
				<li><a href="#Skill_MountedCombat">Skill_MountedCombat</a>
			&nbsp;
			
				<li><a href="#Skill_Parry">Skill_Parry</a>
			&nbsp;
			
				<li><a href="#Skill_Prayercraft">Skill_Prayercraft</a>
			&nbsp;
			
				<li><a href="#Skill_Puppeteer">Skill_Puppeteer</a>
			&nbsp;
			
				<li><a href="#Skill_Recall">Skill_Recall</a>
			&nbsp;
			
				<li><a href="#Skill_RegionalAwareness">Skill_RegionalAwareness</a>
			&nbsp;
			
				<li><a href="#Skill_Resistance">Skill_Resistance</a>
			&nbsp;
			
				<li><a href="#Skill_Revoke">Skill_Revoke</a>
			&nbsp;
			
				<li><a href="#Skill_ScrollCopy">Skill_ScrollCopy</a>
			&nbsp;
			
				<li><a href="#Skill_Shuffle">Skill_Shuffle</a>
			&nbsp;
			
				<li><a href="#Skill_Slapstick">Skill_Slapstick</a>
			&nbsp;
			
				<li><a href="#Skill_SlowFall">Skill_SlowFall</a>
			&nbsp;
			
				<li><a href="#Skill_Songcraft">Skill_Songcraft</a>
			&nbsp;
			
				<li><a href="#Skill_SongWrite">Skill_SongWrite</a>
			&nbsp;
			
				<li><a href="#Skill_Spellcraft">Skill_Spellcraft</a>
			&nbsp;
			
				<li><a href="#Skill_Stability">Skill_Stability</a>
			&nbsp;
			
				<li><a href="#Skill_Swim">Skill_Swim</a>
			&nbsp;
			
				<li><a href="#Skill_Trip">Skill_Trip</a>
			&nbsp;
			
				<li><a href="#Skill_TuneInstrument">Skill_TuneInstrument</a>
			&nbsp;
			
				<li><a href="#Skill_TurnUndead">Skill_TurnUndead</a>
			&nbsp;
			
				<li><a href="#Skill_TwoWeaponFighting">Skill_TwoWeaponFighting</a>
			&nbsp;
			
				<li><a href="#Skill_WandUse">Skill_WandUse</a>
			&nbsp;
			
				<li><a href="#Skill_Warrants">Skill_Warrants</a>
			&nbsp;
			
				<li><a href="#Skill_WildernessLore">Skill_WildernessLore</a>
			&nbsp;
			
				<li><a href="#Skill_Write">Skill_Write</a>
			&nbsp;
			
				<li><a href="#SlaveTrading">SlaveTrading</a>
			&nbsp;
			
				<li><a href="#Smelting">Smelting</a>
			&nbsp;
			
				<li><a href="#SmokeRings">SmokeRings</a>
			&nbsp;
			
				<li><a href="#Specialization_Axe">Specialization_Axe</a>
			&nbsp;
			
				<li><a href="#Specialization_BluntWeapon">Specialization_BluntWeapon</a>
			&nbsp;
			
				<li><a href="#Specialization_EdgedWeapon">Specialization_EdgedWeapon</a>
			&nbsp;
			
				<li><a href="#Specialization_FlailedWeapon">Specialization_FlailedWeapon</a>
			&nbsp;
			
				<li><a href="#Specialization_Hammer">Specialization_Hammer</a>
			&nbsp;
			
				<li><a href="#Specialization_Natural">Specialization_Natural</a>
			&nbsp;
			
				<li><a href="#Specialization_Polearm">Specialization_Polearm</a>
			&nbsp;
			
				<li><a href="#Specialization_Ranged">Specialization_Ranged</a>
			&nbsp;
			
				<li><a href="#Specialization_Staff">Specialization_Staff</a>
			&nbsp;
			
				<li><a href="#Specialization_Sword">Specialization_Sword</a>
			&nbsp;
			
				<li><a href="#Speculate">Speculate</a>
			&nbsp;
			
				<li><a href="#Tailoring">Tailoring</a>
			&nbsp;
			
				<li><a href="#Tattooing">Tattooing</a>
			&nbsp;
			
				<li><a href="#Taxidermy">Taxidermy</a>
			&nbsp;
			
				<li><a href="#Thief_Alertness">Thief_Alertness</a>
			&nbsp;
			
				<li><a href="#Thief_Ambush">Thief_Ambush</a>
			&nbsp;
			
				<li><a href="#Thief_AnalyzeMark">Thief_AnalyzeMark</a>
			&nbsp;
			
				<li><a href="#Thief_Appraise">Thief_Appraise</a>
			&nbsp;
			
				<li><a href="#Thief_Arsonry">Thief_Arsonry</a>
			&nbsp;
			
				<li><a href="#Thief_Assassinate">Thief_Assassinate</a>
			&nbsp;
			
				<li><a href="#Thief_Autocaltrops">Thief_Autocaltrops</a>
			&nbsp;
			
				<li><a href="#Thief_AutoDetectTraps">Thief_AutoDetectTraps</a>
			&nbsp;
			
				<li><a href="#Thief_AutoMarkTraps">Thief_AutoMarkTraps</a>
			&nbsp;
			
				<li><a href="#Thief_Autosneak">Thief_Autosneak</a>
			&nbsp;
			
				<li><a href="#Thief_AvoidTraps">Thief_AvoidTraps</a>
			&nbsp;
			
				<li><a href="#Thief_BackStab">Thief_BackStab</a>
			&nbsp;
			
				<li><a href="#Thief_Bind">Thief_Bind</a>
			&nbsp;
			
				<li><a href="#Thief_Bribe">Thief_Bribe</a>
			&nbsp;
			
				<li><a href="#Thief_Caltrops">Thief_Caltrops</a>
			&nbsp;
			
				<li><a href="#Thief_CarefulStep">Thief_CarefulStep</a>
			&nbsp;
			
				<li><a href="#Thief_Comprehension">Thief_Comprehension</a>
			&nbsp;
			
				<li><a href="#Thief_Con">Thief_Con</a>
			&nbsp;
			
				<li><a href="#Thief_ConcealDoor">Thief_ConcealDoor</a>
			&nbsp;
			
				<li><a href="#Thief_ConcealItem">Thief_ConcealItem</a>
			&nbsp;
			
				<li><a href="#Thief_ConcealWalkway">Thief_ConcealWalkway</a>
			&nbsp;
			
				<li><a href="#Thief_ContractHit">Thief_ContractHit</a>
			&nbsp;
			
				<li><a href="#Thief_Countertracking">Thief_Countertracking</a>
			&nbsp;
			
				<li><a href="#Thief_DampenAuras">Thief_DampenAuras</a>
			&nbsp;
			
				<li><a href="#Thief_DazzlingCaltrops">Thief_DazzlingCaltrops</a>
			&nbsp;
			
				<li><a href="#Thief_DeathTrap">Thief_DeathTrap</a>
			&nbsp;
			
				<li><a href="#Thief_Detection">Thief_Detection</a>
			&nbsp;
			
				<li><a href="#Thief_DetectTraps">Thief_DetectTraps</a>
			&nbsp;
			
				<li><a href="#Thief_DisablingCaltrops">Thief_DisablingCaltrops</a>
			&nbsp;
			
				<li><a href="#Thief_Distract">Thief_Distract</a>
			&nbsp;
			
				<li><a href="#Thief_Embezzle">Thief_Embezzle</a>
			&nbsp;
			
				<li><a href="#Thief_EscapeBonds">Thief_EscapeBonds</a>
			&nbsp;
			
				<li><a href="#Thief_Espionage">Thief_Espionage</a>
			&nbsp;
			
				<li><a href="#Thief_Evesdrop">Thief_Evesdrop</a>
			&nbsp;
			
				<li><a href="#Thief_Flank">Thief_Flank</a>
			&nbsp;
			
				<li><a href="#Thief_Flay">Thief_Flay</a>
			&nbsp;
			
				<li><a href="#Thief_Footlocks">Thief_Footlocks</a>
			&nbsp;
			
				<li><a href="#Thief_Forgery">Thief_Forgery</a>
			&nbsp;
			
				<li><a href="#Thief_FrameMark">Thief_FrameMark</a>
			&nbsp;
			
				<li><a href="#Thief_Graffiti">Thief_Graffiti</a>
			&nbsp;
			
				<li><a href="#Thief_Hide">Thief_Hide</a>
			&nbsp;
			
				<li><a href="#Thief_HideInPlainSight">Thief_HideInPlainSight</a>
			&nbsp;
			
				<li><a href="#Thief_HideOther">Thief_HideOther</a>
			&nbsp;
			
				<li><a href="#Thief_HighMarks">Thief_HighMarks</a>
			&nbsp;
			
				<li><a href="#Thief_IdentifyBombs">Thief_IdentifyBombs</a>
			&nbsp;
			
				<li><a href="#Thief_IdentifyTraps">Thief_IdentifyTraps</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedDistraction">Thief_ImprovedDistraction</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedHiding">Thief_ImprovedHiding</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedPeek">Thief_ImprovedPeek</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedSteal">Thief_ImprovedSteal</a>
			&nbsp;
			
				<li><a href="#Thief_ImprovedSwipe">Thief_ImprovedSwipe</a>
			&nbsp;
			
				<li><a href="#Thief_Kamikaze">Thief_Kamikaze</a>
			&nbsp;
			
				<li><a href="#Thief_KillLog">Thief_KillLog</a>
			&nbsp;
			
				<li><a href="#Thief_Listen">Thief_Listen</a>
			&nbsp;
			
				<li><a href="#Thief_Lore">Thief_Lore</a>
			&nbsp;
			
				<li><a href="#Thief_Lure">Thief_Lure</a>
			&nbsp;
			
				<li><a href="#Thief_MakeBomb">Thief_MakeBomb</a>
			&nbsp;
			
				<li><a href="#Thief_Mark">Thief_Mark</a>
			&nbsp;
			
				<li><a href="#Thief_MarkerSpying">Thief_MarkerSpying</a>
			&nbsp;
			
				<li><a href="#Thief_MarkInvisibility">Thief_MarkInvisibility</a>
			&nbsp;
			
				<li><a href="#Thief_MarkTrapped">Thief_MarkTrapped</a>
			&nbsp;
			
				<li><a href="#Thief_MinorTrap">Thief_MinorTrap</a>
			&nbsp;
			
				<li><a href="#Thief_Mug">Thief_Mug</a>
			&nbsp;
			
				<li><a href="#Thief_Nondetection">Thief_Nondetection</a>
			&nbsp;
			
				<li><a href="#Thief_Observation">Thief_Observation</a>
			&nbsp;
			
				<li><a href="#Thief_Palm">Thief_Palm</a>
			&nbsp;
			
				<li><a href="#Thief_Panhandling">Thief_Panhandling</a>
			&nbsp;
			
				<li><a href="#Thief_Peek">Thief_Peek</a>
			&nbsp;
			
				<li><a href="#Thief_Pick">Thief_Pick</a>
			&nbsp;
			
				<li><a href="#Thief_PlantItem">Thief_PlantItem</a>
			&nbsp;
			
				<li><a href="#Thief_Racketeer">Thief_Racketeer</a>
			&nbsp;
			
				<li><a href="#Thief_RemoveTraps">Thief_RemoveTraps</a>
			&nbsp;
			
				<li><a href="#Thief_Robbery">Thief_Robbery</a>
			&nbsp;
			
				<li><a href="#Thief_RunningFight">Thief_RunningFight</a>
			&nbsp;
			
				<li><a href="#Thief_Safecracking">Thief_Safecracking</a>
			&nbsp;
			
				<li><a href="#Thief_Safehouse">Thief_Safehouse</a>
			&nbsp;
			
				<li><a href="#Thief_Sap">Thief_Sap</a>
			&nbsp;
			
				<li><a href="#Thief_SenseLaw">Thief_SenseLaw</a>
			&nbsp;
			
				<li><a href="#Thief_SetAlarm">Thief_SetAlarm</a>
			&nbsp;
			
				<li><a href="#Thief_SetDecoys">Thief_SetDecoys</a>
			&nbsp;
			
				<li><a href="#Thief_Shadow">Thief_Shadow</a>
			&nbsp;
			
				<li><a href="#Thief_Shadowpass">Thief_Shadowpass</a>
			&nbsp;
			
				<li><a href="#Thief_Shadowstrike">Thief_Shadowstrike</a>
			&nbsp;
			
				<li><a href="#Thief_SilentDrop">Thief_SilentDrop</a>
			&nbsp;
			
				<li><a href="#Thief_SilentGold">Thief_SilentGold</a>
			&nbsp;
			
				<li><a href="#Thief_SilentLoot">Thief_SilentLoot</a>
			&nbsp;
			
				<li><a href="#Thief_SlipItem">Thief_SlipItem</a>
			&nbsp;
			
				<li><a href="#Thief_SlipperyMind">Thief_SlipperyMind</a>
			&nbsp;
			
				<li><a href="#Thief_Snatch">Thief_Snatch</a>
			&nbsp;
			
				<li><a href="#Thief_Sneak">Thief_Sneak</a>
			&nbsp;
			
				<li><a href="#Thief_SneakAttack">Thief_SneakAttack</a>
			&nbsp;
			
				<li><a href="#Thief_Snipe">Thief_Snipe</a>
			&nbsp;
			
				<li><a href="#Thief_Spying">Thief_Spying</a>
			&nbsp;
			
				<li><a href="#Thief_Squatting">Thief_Squatting</a>
			&nbsp;
			
				<li><a href="#Thief_Steal">Thief_Steal</a>
			&nbsp;
			
				<li><a href="#Thief_StrategicRetreat">Thief_StrategicRetreat</a>
			&nbsp;
			
				<li><a href="#Thief_StripItem">Thief_StripItem</a>
			&nbsp;
			
				<li><a href="#Thief_Surrender">Thief_Surrender</a>
			&nbsp;
			
				<li><a href="#Thief_Swipe">Thief_Swipe</a>
			&nbsp;
			
				<li><a href="#Thief_TagTurf">Thief_TagTurf</a>
			&nbsp;
			
				<li><a href="#Thief_TapRoom">Thief_TapRoom</a>
			&nbsp;
			
				<li><a href="#Thief_TarAndFeather">Thief_TarAndFeather</a>
			&nbsp;
			
				<li><a href="#Thief_Trap">Thief_Trap</a>
			&nbsp;
			
				<li><a href="#Thief_TrapImmunity">Thief_TrapImmunity</a>
			&nbsp;
			
				<li><a href="#Thief_TrophyCount">Thief_TrophyCount</a>
			&nbsp;
			
				<li><a href="#Thief_UndergroundConnections">Thief_UndergroundConnections</a>
			&nbsp;
			
				<li><a href="#Thief_UsePoison">Thief_UsePoison</a>
			&nbsp;
			
				<li><a href="#Torturesmithing">Torturesmithing</a>
			&nbsp;
			
				<li><a href="#Unbinding">Unbinding</a>
			&nbsp;
			
				<li><a href="#Wainwrighting">Wainwrighting</a>
			&nbsp;
			
				<li><a href="#Weaponsmithing">Weaponsmithing</a>
			&nbsp;
			
				<li><a href="#Weaving">Weaving</a>
			&nbsp;
			
				<li><a href="#WingFlying">WingFlying</a>
			&nbsp;
			
		</ul>
		</td><td valign=top align=left>
				 <P> 
				<a name="Alchemy"><B>Alchemy (Alchemy)</B></a><br><br><br>
				<pre><BR>Skill    : Alchemy<BR>Domain   : Crafting<BR>Available: Bard(10) Several Classes(1) <BR>Requires : An base intelligence of at least 12.  A base wisdom of at least 12. <BR><BR>Allows   : Wise Crafting I, Home Cooking I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BREW, ALCHEMY<BR>Usage    : BREW (LIST) [POTION NAME] [BREWING CONTAINER]<BR>Example  : brew heal flask<BR>: brew list<BR>This skill allows the player to brew a potion from one of the spells or prayers<BR>the player knows.  To do this, the player must have a glass drinking container to<BR>make the potion out of.  Many potions require ingredients, and all require water or<BR>some other liquid base to start from.  Also, the player must have mastered the<BR>spell or prayer before attempting to brew a potion from it. Lastly, the player will<BR>lose some experience for brewing the potion.  </pre></P>  <P> 
				<a name="Amputation"><B>Amputation (Amputation)</B></a><br><br><br>
				<pre><BR>Skill    : Amputation<BR>Domain   : Anatomy<BR>Available: Gaoler(30) <BR>Allows   : Anatomy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : AMPUTATE<BR>Usage    : AMPUTATE [TARGET NAME] [PART]<BR>Example  : amputate orc arm<BR>This ability governs the careful removal of body parts as a punishment for<BR>crimes.  The target is, amazingly, not harmed during the procedure, but merely<BR>loses the specified limb.  The target must be lying on an operating table or bed,<BR>bound.</pre></P>  <P> 
				<a name="AnimalTaming"><B>Animal Taming (AnimalTaming)</B></a><br><br><br>
				<pre><BR>Skill    : Animal Taming<BR>Domain   : Animal affinity<BR>Available: Trapper(18) <BR>Allows   : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TAME, TAMING, ANIMALTAMING<BR>Usage    : TAME [MOB NAME] ([CAGE NAME])<BR>Example  : tame bear cage<BR>This skill allows the player to remove any behaviors, such as aggressiveness or<BR>the tendency to roam around, or other behaviors from the target caged or bound mob.</pre></P>  <P> 
				<a name="AnimalTrading"><B>Animal Trading (AnimalTrading)</B></a><br><br><br>
				<pre><BR>Skill    : Animal Trading<BR>Domain   : Animal affinity<BR>Available: Trapper(23) <BR>Allows   : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL<BR>Usage    : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])<BR>Example  : asell bear cage shopkeeper<BR>Example  : asell bear<BR>Example  : asell bear shopkeeper<BR>This skill allows the player to sell bound or caged animals to shopkeepers who<BR>deal in them.  As can be seen from the parameters, the player may also sell mobs<BR>right out of cages, or animals in their group who are bound.</pre></P>  <P> 
				<a name="AnimalTraining"><B>Animal Training (AnimalTraining)</B></a><br><br><br>
				<pre><BR>Skill    : Animal Training<BR>Domain   : Animal affinity<BR>Available: Beastmaster(15) Trapper(24) <BR>Allows   : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ANIMALTRAINING<BR>Usage    : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]<BR>Example  : animaltrain bear cage kill<BR>Example  : animaltrain bear wander<BR>This skill allows the player to add behaviors, such as aggressiveness or the<BR>tendency to roam around, or other behaviors and skills to the bound or caged<BR>animal.</pre></P>  <P> 
				<a name="Apothecary"><B>Apothecary (Apothecary)</B></a><br><br><br>
				<pre><BR>Skill    : Apothecary<BR>Domain   : Crafting<BR>Available: Barbarian(10) Numerous Classes(1) <BR>Requires : A base wisdom of at least 12.  <BR>Allows   : Identify Poison, Poisoning I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : APOTHECARY, MIX<BR>Skill    : APOTHECARY<BR>Usage    : MIX LIST/[BREWING CONTAINER]<BR>Example  : mix pot<BR>: mix list<BR>This skill allows the player to create a deadly poison from basic ingredients. <BR>The player must be near a fire over which the poison can be brewed.  The<BR>ingredients must be placed in a fire-safe container, like a pot or pan.  A pot may<BR>be filled with water or other liquids, if water or the liquid is required for the<BR>recipe.</pre></P>  <P> 
				<a name="Archon_Banish"><B>Banish (Archon_Banish)</B></a><br><br><br>
				<pre><BR>Skill    : Banish<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : BANISH<BR>Usage    : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)<BR>Example  : banish gunther<BR>Example  : banish gunther Midgaard#3001<BR>Example  : banish gunther 3 hours<BR>Example  : banish gunther 14 years<BR>From anywhere on the map, the player with this skill can send the target<BR>mob/player to a prison from which they can never escape.  Use this skill again on<BR>the same player to release them.  The Archon can optionally specify a room on the<BR>map which this skill will copy and use as the jail.  The Archon can also optionally<BR>end the command with the number of seconds, ticks, minutes, hours, days, weeks, or<BR>years in which to keep the player imprisoned.</pre></P>  <P> 
				<a name="Archon_Freeze"><B>Freeze (Archon_Freeze)</B></a><br><br><br>
				<pre><BR>Prayer   : Freeze Metal<BR>Domain   : Cursing<BR>Available: Purist(15) <BR>Allows   : Aqualist I<BR>Alignment: somewhat good, pure neutral, somewhat evil<BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PRAY, PR<BR>Usage    : PRAY "FREEZE METAL" [TARGET NAME]<BR>Example  : pray "freeze metal" bob<BR>This spell causes the metal objects being worn or wielded by the target to<BR>begin freezing and biting at their skin, and freeze to whatever they are touching.</pre></P>  <P> 
				<a name="Archon_Hush"><B>Hush (Archon_Hush)</B></a><br><br><br>
				<pre><FONT COLOR=CYAN><BR>Social     : <FONT COLOR=CYAN style="background-color: #000099">hush</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR><BR><FONT COLOR=CYAN>Target     ^?: <FONT COLOR=CYAN style="background-color: #000099">self</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>You see    : You realize you are loud and obnoxious and try to silence<BR>yourself.<BR>Others see :  Covers  mouth in an attempt to silence themself.<BR><BR><FONT COLOR=CYAN>Target     ^?: <FONT COLOR=CYAN style="background-color: #000099">none</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>You see    : SHHHHHHHHHHHHHHHHHHHHHH<BR>Others see :  Requests everyone quiet down.  Shhhhhhhhhhh...<BR><BR><FONT COLOR=CYAN>Target     ^?: <FONT COLOR=CYAN style="background-color: #000099">someone</I></U></BLINK></B></FONT></I></U></BLINK></B></FONT><BR>No Target  : Who needs to be silenced?<BR>You see    : You nicely ask &lt;T-NAMESELF> to be more quiet.<BR>Target sees:  Kindly requests that you please quiet down.<BR>Others see :  Nicely asks the target to be more quiet.<BR></pre></P>  <P> 
				<a name="Archon_Metacraft"><B>Metacrafting (Archon_Metacraft)</B></a><br><br><br>
				<pre></pre></P>  <P> 
				<a name="Archon_Multiwatch"><B>Multiwatch (Archon_Multiwatch)</B></a><br><br><br>
				<pre>Ability    : Multiwatch<BR>Usage      : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])<BR>Example    : multiwatch add playerone playertwo<BR>Example    : multiwatch auto<BR>Example    : multiwatch stop<BR>Description: <BR>This is an archon skill to assist in determining if a set of players who are<BR>connected from the same ip address are the same person.  It does this by tracking<BR>certain pieces of data which together may be taken as rather circumstantial<BR>evidence of someone multiplaying.  The definition of the numbers are as follows:<BR>SYNC - The number of commands entered by more than one member of an IP group<BR>within a single 4 second period. <BR>SPEECH - This refers to SAY commands, broken into three sections.  The first<BR>number represents the number of SAY commands done in the same room with a player<BR>who has the same IP address.  The second number represents the number of SAY<BR>commands directed at another player.  The last number is the number of SAY commands<BR>total.<BR>SOCIALS - These are also divided into three numbers where, again, the first is<BR>the number of socials in the same room with a player with the same IP, the second<BR>being socials directed at another player, and the last being the number of total<BR>socials.<BR>CMD - The number of commands entered which are different than the previous<BR>command entered.<BR>ORDER - The number of times one of the players in the group gave an ORDER to<BR>another player in the group.  A sure sign indeed.</pre></P>  <P> 
				<a name="Archon_Record"><B>Record (Archon_Record)</B></a><br><br><br>
				<pre><BR>Skill    : Record<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : RECORD<BR>Usage    : RECORD [PLAYER NAME]<BR>Example  : record gunther<BR>From anywhere on the map, the player with this skill can begin recording all<BR>activity of the target to a file in the local file system as if they were snooping<BR>them.</pre></P>  <P> 
				<a name="Archon_Wrath"><B>Wrath (Archon_Wrath)</B></a><br><br><br>
				<pre><BR>Skill    : Wrath<BR>Domain   : Archon<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : WRATH<BR>Usage    : WRATH [PLAYER NAME] (!)<BR>Example  : wrath gunther<BR>Example  : wrath gunther !<BR>From anywhere on the map, the player with this skill can immediately knock<BR>another mob out of their shoes, depriving them of half of their hit points, mana,<BR>and movement in the process. If the "!" flag is added, an announcement of the wrath<BR>will also be made.</pre></P>  <P> 
				<a name="Armorsmithing"><B>Armorsmithing (Armorsmithing)</B></a><br><br><br>
				<pre><BR>Skill    : Armorsmithing<BR>Domain   : Crafting<BR>Available: Apprentice(17) Artisan(7) Gaoler(30) Numerous Classes(5) <BR>Requires : 'Blacksmithing' at 75%<BR>Requires : A base strength of at least 12.  <BR>Allows   : Master Armorsmithing, Light Crafting I, Durable Crafting I<BR>Allows   : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ARMORSMITH, ARMORSMITHING<BR>Usage    : ARMORSMITH (LIST/MEND/REFIT/SCAN) [ARMOR TYPE]<BR>Example  : armorsmith platemail shirt<BR>: armorsmith list<BR>: armorsmith mend vest<BR>: armorsmith refit sleeves<BR>: armorsmith scan<BR>: armorsmith scan bob<BR>This skill allows a player to craft armor pieces from metal.  This skill<BR>requires Blacksmithing in order to learn it.  The extent of the items which can be<BR>crafted expands as the player goes up in level.  To begin smithing, the player must<BR>be in a room with an open fire burning, and must have placed the metal he or she<BR>wishes to make the item from on the ground.  This command may also be used to mend<BR>damaged metal armors, as well as refit metal armors which are the wrong size.  The<BR>player may also scan the room or other players for equipment that may be mended by<BR>this skill, using the scan parameter. The raw metal for armorsmithing can be<BR>obtained using the Mining skill, and better metals through the Smelting skill.</pre></P>  <P> 
				<a name="Baking"><B>Baking (Baking)</B></a><br><br><br>
				<pre><BR>Skill    : Baking<BR>Domain   : Crafting<BR>Available: Apprentice(4) Gaoler(1) Numerous Classes(5) <BR>Requires : 'Cooking'<BR>Allows   : Home Cooking I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BAKING, BAKE<BR>Usage    : BAKE LIST/[BAKING CONTAINER]<BR>Example  : bake list<BR>Example  : bake oven<BR>This skill allows the player to create a more nutricious meal from basic edible<BR>ingredients.  The player must be near a fire over which the meal can be cooked. <BR>The ingredients must be placed in a fire-safe container, that is closeable, and is<BR>closed.  The container may be filled with water, if water is required for the<BR>recipe.  The ingredients for cooking are best obtained through the Butchering skill<BR>and the Foraging skill.</pre></P>  <P> 
				<a name="Bandaging"><B>Bandaging (Bandaging)</B></a><br><br><br>
				<pre><BR>Skill    : Bandaging<BR>Domain   : Anatomy<BR>Available: Numerous Classes(1) <BR>Allows   : Anatomy I<BR>Component: 1 pound of cloth<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BANDAGE, BANDAGING<BR>Usage    : BANDAGE [MOB NAME]<BR>Example  : bandage bob<BR>This skill allows the player to use a small bit of raw cloth to bandage up any<BR>serious wounds.  This skill will stop bleeding, and protect extreme injuries,<BR>allowing the body to heal normally.</pre></P>  <P> 
				<a name="Blacksmithing"><B>Blacksmithing (Blacksmithing)</B></a><br><br><br>
				<pre><BR>Skill    : Blacksmithing<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(5) Numerous Classes(1) <BR>Requires : A base strength of at least 10.  <BR>Allows   : Locksmithing, Smelting, Armorsmithing, Weaponsmithing<BR>Allows   : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows   : Torturesmithing, Cage Building, Jewel Making<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BLACKSMITH, BLACKSMITHING<BR>Usage    : BLACKSMITH (LIST) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : blacksmith pot<BR>: blacksmith bundle 100 iron<BR>: blacksmith list<BR>This skill allows a player to craft metal items, such as pots and pans.  The<BR>extent of the items which can be crafted expands as the player goes up in level. <BR>To begin smithing, the player must be in a room with an open fire burning, and must<BR>have placed the metal he or she wishes to make the item from on the ground. The raw<BR>metal for blacksmithing can be obtained using the Mining skill, and better metals<BR>through the Smelting skill.</pre></P>  <P> 
				<a name="BodyPiercing"><B>Body Piercing (BodyPiercing)</B></a><br><br><br>
				<pre><BR>Skill    : Body Piercing<BR>Domain   : Artistic<BR>Available: Gaoler(3) <BR>Allows   : Artsy I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BODYPIERCE, BODYPIERCING<BR>Usage    : BODYPIERCING [TARGET NAME] [LOCATION]<BR>Example  : bodypiercing bob ears<BR>This skill allows a player to pierce the body parts of the target.  The target<BR>must hold still for it, of course.  What results can only be seen when the proper<BR>wear location is not covered by clothing.  Parts available for piercing include the<BR>lip, nose, ears, eyebrows, nipples, and belly button.</pre></P>  <P> 
				<a name="Butchering"><B>Butchering (Butchering)</B></a><br><br><br>
				<pre><BR>Skill    : Butchering<BR>Available: Several Classes(2) Numerous Classes(1) <BR>Allows   : Chirgury, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BUTCHER, BUTCHERING, SKIN<BR>Usage    : BUTCHER (BUNDLE [NUM]) [TARGET BODY]<BR>Example  : butcher body<BR>Example  : butcher bundle 10 bones<BR>With this common skill, a dead body can be cut up and its useful parts<BR>separated. You can also bundle multiple resources together using this skill.  The<BR>GET command can be used to unbundle such resources.</pre></P>  <P> 
				<a name="CageBuilding"><B>Cage Building (CageBuilding)</B></a><br><br><br>
				<pre><BR>Skill    : Cage Building<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(5) Trapper(20) <BR>Requires : (One of: 'Carpentry', or 'Blacksmithing')<BR>Requires : A base constitution of at least 14.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BUILDCAGE, CAGEBUILDING<BR>Usage    : CAGEBUILD [ITEM TYPE]<BR>Example  : cagebuild cage<BR>: cagebuild list<BR>This skill allows a player to craft cages and wagon cages.  The extent of the<BR>items which can be crafted expands as the player goes up in level.  To begin<BR>carving a new item, the player must have placed the wood he or she wishes to make<BR>the item from on the ground. </pre></P>  <P> 
				<a name="Carpentry"><B>Carpentry (Carpentry)</B></a><br><br><br>
				<pre><BR>Skill    : Carpentry<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(6) Numerous Classes(1) <BR>Requires : A base constitution of at least 10.  <BR>Allows   : Ship Building, Wainwrighting, Fletching, Construction<BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I, Lethal Crafting I, Counterbalance Crafting I<BR>Allows   : Torturesmithing, Cage Building<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CARVE, CARPENTRY<BR>Usage    : CARVE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : carve small table<BR>: carve bundle 100 maple<BR>: carve list<BR>: carve mend vest<BR>: carve refit sleeves<BR>: carve scan<BR>: carve scan bob<BR>This skill allows a player to craft wooden items, such as chairs and wooden<BR>shields.  The extent of the items which can be crafted expands as the player goes<BR>up in level.  This command also allows the player to repair any damaged wooden<BR>weapons or armor, and to refit any armor which may be the wrong size.To begin<BR>carving a new item, the player must have placed the wood he or she wishes to make<BR>the item from on the ground.  The player may also scan the room or other players<BR>for equipment that may be mended by this skill, using the scan parameter.  Items<BR>crafted with balsa can be done with half the required wood listed, while items<BR>crafted with ironwood will require twice the required wood listed. The raw wood for<BR>carpentry can be obtained using the Chopping skill.</pre></P>  <P> 
				<a name="Chopping"><B>Wood Chopping (Chopping)</B></a><br><br><br>
				<pre><BR>Skill    : Wood Chopping<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CHOP, CHOPPING<BR>Usage    : CHOP (BUNDLE [NUM]) [TARGET])<BR>Example  : chop<BR>Example  : chop bundle 10 oak<BR>With this common skill, a player can find good trees, chop a few down, and the<BR>chop up the wood for carrying.  Trees for chopping are best found in forests. You<BR>can also bundle multiple resources together using this skill.  The GET command can<BR>be used to unbundle such resources.</pre></P>  <P> 
				<a name="ClanCrafting"><B>Clan Crafting (ClanCrafting)</B></a><br><br><br>
				<pre><BR>Skill    : Clan Crafting<BR>Domain   : Crafting<BR>Available: Numerous Classes(1) <BR>Allows   : Wise Crafting I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CLANCRAFT<BR>Usage    : CLANCRAFT (LIST) [ITEM TYPE]<BR>Available: Enchanter Clan Members<BR>Example  : clancraft flag<BR>: clancraft list<BR>This skill allows a player to craft clan items.  The clan items from this skill<BR>require that the clan have a certain amount of experience in order to make the<BR>item.  For this reason, only clan members who have the rank of Enchanter (or the<BR>equivalent privileges), may use this skill even if they have the skill.  The<BR>majority of items crafted using this skill serve the CONQUEST system.  See the help<BR>on CONQUEST for more information on how to use the items. The extent of the items<BR>which can be crafted expands as the player goes up in level.  To begin crafting,<BR>the player must have placed the materials he or she wishes to make the item from on<BR>the ground.  </pre></P>  <P> 
				<a name="Cobbling"><B>Cobbling (Cobbling)</B></a><br><br><br>
				<pre><BR>Skill    : Cobbling<BR>Domain   : Crafting<BR>Available: Artisan(9) Gaoler(30) Numerous Classes(5) <BR>Requires : 'Leather Working'<BR>Requires : A base constitution of at least 12.  <BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : COBBLE, COBBLING<BR>Usage    : COBBLE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : cobble shoes<BR>: cobble bundle 100 oak<BR>: cobble list<BR>: cobble mend vest<BR>: cobble refit sleeves<BR>: cobble scan<BR>: cobble scan bob<BR>This skill allows a player to craft shoes and footware.  The extent of the<BR>items which can be crafted expands as the player goes up in level.  This command<BR>also allows the player to mend any damaged footware, or refit any footware which<BR>may be the wrong size. To begin crafting a new item, the player must have placed<BR>the material he or she wishes to make the item from on the ground. The player may<BR>also scan the room or other players for equipment that may be mended by this skill,<BR>using the scan parameter. </pre></P>  <P> 
				<a name="Construction"><B>Construction (Construction)</B></a><br><br><br>
				<pre><BR>Skill    : Construction<BR>Domain   : Crafting<BR>Available: Apprentice(22) Artisan(15) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Carpentry'<BR>Requires : A base constitution of at least 12.  <BR>Allows   : Ingenious Engineering I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CONSTRUCT<BR>Usage    : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION]<BR>Example  : construct wall north<BR>: construct list<BR>: construct roof<BR>: construct door east<BR>: construct title A messy room.<BR>: construct desc east This is my favorite Door.<BR>: construct desc room This is a messy room.<BR>: construct help Bob<BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls and doors may be built following the construction<BR>of roof and framework.  Fences and gates may be built outdoors. This skill also<BR>allows the demolition of unwanted walls and structures, and the giving of a title<BR>and description to a room. The parameters also allow more than one person to assist<BR>in a construction project. All of the structures made with this skill are made of<BR>wood.    Items crafted with balsa can be done with half the required wood listed,<BR>while items crafted with ironwood will require twice the required wood listed. The<BR>raw wood for construction can be obtained using the Chopping skill.</pre></P>  <P> 
				<a name="Cooking"><B>Cooking (Cooking)</B></a><br><br><br>
				<pre><BR>Skill    : Cooking<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(5) Numerous Classes(1) <BR>Allows   : Baking, Food Prep, Distilling, Home Cooking I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : COOK, COOKING<BR>Usage    : COOK LIST/[COOKING CONTAINER]<BR>Example  : cook list<BR>Example  : cook pot<BR>This skill allows the player to create a more nutricious meal from basic edible<BR>ingredients.  The player must be near a fire over which the meal can be cooked. <BR>The ingredients must be placed in a fire-safe container, like a pot or pan.  A pot<BR>may be filled with water, if water is required for the recipe.  The ingredients for<BR>cooking are best obtained through the Butchering skill and the Foraging skill, and<BR>some Food Prep may be necessary for some dishes.</pre></P>  <P> 
				<a name="Costuming"><B>Costuming (Costuming)</B></a><br><br><br>
				<pre><BR>Skill    : Costuming<BR>Domain   : Crafting<BR>Available: Artisan(5) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Tailoring'<BR>Requires : An base intelligence of at least 12.  <BR>Allows   : Master Costuming, Light Crafting I, Durable Crafting I<BR>Allows   : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : COSTUME, COSTUMING<BR>Usage    : COSTUME (LIST/MEND/REFIT/SCAN) [ITEM TYPE]<BR>Example  : costume habit<BR>: costume list<BR>: costume mend vest<BR>: costume refit sleeves<BR>: costume scan<BR>: costume scan bob<BR>This skill allows a player to knit specialized clothing, such as children's<BR>clothing and culture-based clothing.  The extent of the items which can be costumed<BR>expands as the player goes up in level.  This command also allows the player to<BR>mend any damaged clothing, or refit any clothes which are the wrong size. To begin<BR>costuming a new item, the player must have placed the cloth he or she wishes to<BR>make the clothing from on the ground.  The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan parameter. <BR>The raw cloth for costuming is found using the Butchering or Foraging skills.</pre></P>  <P> 
				<a name="Digging"><B>Gem Digging (Digging)</B></a><br><br><br>
				<pre><BR>Skill    : Gem Digging<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DIG, DIGGING<BR>Usage    : DIG (BUNDLE [NUM]) [TARGET])<BR>Example  : dig<BR>Example  : dig bundle 10 gems<BR>With this common skill, a player can perform the delicate task of mining gems<BR>and other precious stones.    The precious stones found with this skill are best<BR>hunted for in mountains or caves. Sand is best found in the desert. You can also<BR>bundle multiple resources together using this skill.  The GET command can be used<BR>to unbundle such resources.</pre></P>  <P> 
				<a name="Distilling"><B>Distilling (Distilling)</B></a><br><br><br>
				<pre><BR>Skill    : Distilling<BR>Domain   : Crafting<BR>Available: Apprentice(12) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Cooking'<BR>Allows   : Home Cooking I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DISTILLING<BR>Usage    : DISTILL LIST/[BREWING CONTAINER]<BR>Example  : distill pot<BR>: distill list<BR>This skill allows the player to create a beer and other liquors from basic<BR>ingredients.  The player must be near a fire over which the alcohol can be brewed. <BR>The ingredients must be placed in a fire-safe container, like a pot or pan.  A pot<BR>must be filled with water or other liquids required by the recipe.  The ingredients<BR>for cooking are best obtained through the Foraging skill.</pre></P>  <P> 
				<a name="Domesticating"><B>Domesticating (Domesticating)</B></a><br><br><br>
				<pre><BR>Skill    : Domesticating<BR>Domain   : Animal affinity<BR>Available: Trapper(21) <BR>Allows   : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DOMESTICATE, DOMESTICATING<BR>Usage    : DOMESTICATE [MOB NAME]<BR>Usage    : DOMESTICATE NAME [MOB] [NEW NAME]<BR>Example  : domesticate rabbit<BR>Example  : domesticate name rabbit bob<BR>This skill allows the player to make a animal into a follower, and then to<BR>re-name the animal if he chooses.  The animal remains renamed only as long as it is<BR>a follower.</pre></P>  <P> 
				<a name="Dragonbreath"><B>Dragonbreath (Dragonbreath)</B></a><br><br><br>
				<pre>Ability    : Dragonbreath<BR>Parameters : acid, fire, cold, lightning, or gas<BR>Example    : acid<BR>Usage      : DRAGONBREATH<BR>Description: <BR>Gives the creature the ability to use his or her breath weapon. </pre></P>  <P> 
				<a name="Drilling"><B>Drilling (Drilling)</B></a><br><br><br>
				<pre><BR>Skill    : Drilling<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DRILL, DRILLING<BR>Usage    : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]<BR>Example  : drill pot<BR>Example  : drill bundle 10 milk<BR>With this common skill, a player carefully pokes around, in the ground or<BR>trees, for useful liquids.  The liquids are then placed into the liquid container<BR>given by the parameters.  Drilling is best done in forests and deserts. You can<BR>also bundle multiple resources together using this skill.  The GET command can be<BR>used to unbundle such resources.</pre></P>  <P> 
				<a name="Druid_Bite"><B>Bite (Druid_Bite)</B></a><br><br><br>
				<pre><BR>Skill    : Bite<BR>Domain   : Weapon use<BR>Available: Beastmaster(7) <BR>Allows   : Unarmed Striking I, Unarmed Piercing I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BITE<BR>Usage    : BITE [TARGET NAME] <BR>Example  : bite orc<BR>While in his or her animal form (see ShapeShift), the Druid gains the ability<BR>to deliver an especially powerful and piercing bite of damage.</pre></P>  <P> 
				<a name="Druid_DruidicPass"><B>Druidic Pass (Druid_DruidicPass)</B></a><br><br><br>
				<pre><BR>Skill    : Druidic Pass<BR>Domain   : Stealthy<BR>Available: Several Classes(1) <BR>Allows   : Stealthy I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : PASS<BR>Usage    : PASS [DIRECTION]<BR>Example  : pass east<BR>This skill allows the druid to move silently and almost invisibly from place to<BR>place while traveling in the outdoors.  Moreover, this skill allows the Druid to<BR>pass into locked dwellings, if those dwellings are located in the druids domain.</pre></P>  <P> 
				<a name="Druid_GolemForm"><B>Golem Form (Druid_GolemForm)</B></a><br><br><br>
				<pre><BR>Skill    : Golem Form<BR>Domain   : Shape shifting<BR>Available: Delver(10) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : GOLEMFORM<BR>Usage    : GOLEMFORM [LIST/FORM NAME]<BR>Example  : golemform<BR>Example  : golemform list<BR>Example  : golemform massive stone golem<BR>The druid gains the ability, through this skill, to take on the form of a stone<BR>golem.  The form progresses as the druid gains in level, he will gain access to<BR>more powerful forms, each more devastating than the last, though each also a bit<BR>slower on the move.  Golems are also unable to speak or chant.</pre></P>  <P> 
				<a name="Druid_KnowPlants"><B>Know Plants (Druid_KnowPlants)</B></a><br><br><br>
				<pre><BR>Skill    : Know Plants<BR>Domain   : Nature lore<BR>Available: Gaian(7) <BR>Allows   : Nature Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : KNOWPLANT<BR>Usage    : KNOWPLANT [ITEM NAME] <BR>Example  : knowplant flowers<BR>This skill allows a player to gain knowledge about a plant, or an item made<BR>from plant material.  If the plant was summoned by a druid, it will give the name<BR>of the druid who summoned it as well.</pre></P>  <P> 
				<a name="Druid_MyPlants"><B>My Plants (Druid_MyPlants)</B></a><br><br><br>
				<pre><BR>Skill    : My Plants<BR>Domain   : Nature lore<BR>Available: Several Classes(1) <BR>Allows   : Nature Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : MYPLANTS, PLANTS<BR>Usage    : MYPLANTS<BR>Example  : myplants<BR>A druid can, at will, become attuned to the plants which he or she has created<BR>through druidic magic.  This ability allows the druid to perceive all of his or her<BR>magical plants still alive, and where they are.<BR><BR>This skill is most useful for Plant Pass and for creating a druidic connection<BR>to an area.  A druid in a rural area has placed one of his or her plants in at<BR>least 50% of the rooms in an area will create a druidic connection to the area. See<BR>also Druidic Connection for more information on this phenomenon.<BR><BR>Druids also gain experience for placing their plants inside areas classified as<BR>cities.  A certain number of plants per city per mud-month can be summoned for<BR>experience in this way.</pre></P>  <P> 
				<a name="Druid_PackCall"><B>Pack Call (Druid_PackCall)</B></a><br><br><br>
				<pre><BR>Skill    : Pack Call<BR>Domain   : Animal affinity<BR>Available: Beastmaster(30) <BR>Allows   : Animal Affinity I<BR>Use Cost : Mana (50) <BR>Quality  : Always Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : PACKCALL<BR>Usage    : PACKCALL<BR>Example  : packcall<BR>This powerful skill allows the druid, while in their animal form, to call on<BR>the aid of like animals during combat.  The combat aid will always arrive in the<BR>form of animals one-step below the druids current animal form, and always in<BR>numbers reflective of their level and skill, as well as reflective of the druids<BR>leadership abilities. These animals are able to rescue the druid from his or her<BR>enemies on command.  To do this, the druid needs only to order them to 'rescue'.<BR>Like many druid abilities, the druid must be out in the wild for this skill to<BR>work.  </pre></P>  <P> 
				<a name="Druid_PlantForm"><B>Plant Form (Druid_PlantForm)</B></a><br><br><br>
				<pre><BR>Skill    : Plant Form<BR>Domain   : Shape shifting<BR>Available: Gaian(10) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : PLANTFORM<BR>Usage    : PLANTFORM [LIST/FORM NAME]<BR>Example  : plantform<BR>Example  : plantform list<BR>Example  : plantform flower<BR>The druid gains the ability, through this skill, to take on the form of a<BR>plant.  The plant form progresses as the druid gains in level.</pre></P>  <P> 
				<a name="Druid_RecoverVoice"><B>Recover Voice (Druid_RecoverVoice)</B></a><br><br><br>
				<pre><BR>Skill    : Recover Voice<BR>Domain   : Fitness<BR>Available: SkyWatcher(16) <BR>Allows   : Fitness I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : VRECOVER, RECOVERVOICE<BR>Usage    : RECOVERVOICE<BR>Example  : recovervoice<BR>Short(s) : vrecover<BR>This skill allows the druid to "shake off" any magical or other affects which<BR>may be preventing him or her from speaking and thus chanting.</pre></P>  <P> 
				<a name="Druid_Rend"><B>Rend (Druid_Rend)</B></a><br><br><br>
				<pre><BR>Skill    : Rend<BR>Domain   : Weapon use<BR>Available: Beastmaster(25) <BR>Allows   : Unarmed Striking I, Unarmed Piercing I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : REND<BR>Usage    : REND [TARGET NAME] <BR>Example  : rend orc<BR>While in his or her animal form (see ShapeShift), the Druid gains the ability<BR>to kick their way out of a pin, or rip open an target prone on the ground with his<BR>or her legs.</pre></P>  <P> 
				<a name="Druid_ShapeShift"><B>Shape Shift (Druid_ShapeShift)</B></a><br><br><br>
				<pre><BR>Skill    : Second Totem<BR>Domain   : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Usage    : SHAPESHIFT [TOTEM NUMBER]<BR>Example  : shapeshift 2<BR>Example  : shapeshift lion<BR>Example  : shapeshift 3<BR>Example  : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the name of<BR>the animal form, the druid may take on the new form.  Just like the normal<BR>ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the<BR>druid gains levels.</pre></P>  <P> 
				<a name="Druid_ShapeShift2"><B>Second Totem (Druid_ShapeShift2)</B></a><br><br><br>
				<pre><BR>Skill    : Second Totem<BR>Domain   : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Usage    : SHAPESHIFT [TOTEM NUMBER]<BR>Example  : shapeshift 2<BR>Example  : shapeshift lion<BR>Example  : shapeshift 3<BR>Example  : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the name of<BR>the animal form, the druid may take on the new form.  Just like the normal<BR>ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the<BR>druid gains levels.</pre></P>  <P> 
				<a name="Druid_ShapeShift3"><B>Third Totem (Druid_ShapeShift3)</B></a><br><br><br>
				<pre><BR>Skill    : Second Totem<BR>Domain   : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Usage    : SHAPESHIFT [TOTEM NUMBER]<BR>Example  : shapeshift 2<BR>Example  : shapeshift lion<BR>Example  : shapeshift 3<BR>Example  : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the name of<BR>the animal form, the druid may take on the new form.  Just like the normal<BR>ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the<BR>druid gains levels.</pre></P>  <P> 
				<a name="Druid_ShapeShift4"><B>Fourth Totem (Druid_ShapeShift4)</B></a><br><br><br>
				<pre><BR>Skill    : Second Totem<BR>Domain   : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Usage    : SHAPESHIFT [TOTEM NUMBER]<BR>Example  : shapeshift 2<BR>Example  : shapeshift lion<BR>Example  : shapeshift 3<BR>Example  : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the name of<BR>the animal form, the druid may take on the new form.  Just like the normal<BR>ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the<BR>druid gains levels.</pre></P>  <P> 
				<a name="Druid_ShapeShift5"><B>Fifth Totem (Druid_ShapeShift5)</B></a><br><br><br>
				<pre><BR>Skill    : Second Totem<BR>Domain   : Shape shifting<BR>Available: Beastmaster(6) <BR>Allows   : Shapeshifting I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Usage    : SHAPESHIFT [TOTEM NUMBER]<BR>Example  : shapeshift 2<BR>Example  : shapeshift lion<BR>Example  : shapeshift 3<BR>Example  : shapeshift 4<BR>As certain Druids gain in experience and skill, they may acquire new totems or<BR>animal forms which they may take on.  By specifying the totem number or the name of<BR>the animal form, the druid may take on the new form.  Just like the normal<BR>ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the<BR>druid gains levels.</pre></P>  <P> 
				<a name="Dyeing"><B>Dyeing (Dyeing)</B></a><br><br><br>
				<pre><BR>Skill    : Dyeing<BR>Domain   : Artistic<BR>Available: Apprentice(5) Artisan(6) Gaoler(30) Numerous Classes(1) <BR>Requires : A base charisma of at least 8.  <BR>Allows   : Artsy I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DYE, DYEING<BR>Usage    : DYE [ITEM NAME] [COLOR]<BR>Example  : dye shirt blue<BR>This skill allows the player to dye a qualifying cloth item a different color.</pre></P>  <P> 
				<a name="Embroidering"><B>Embroidering (Embroidering)</B></a><br><br><br>
				<pre><BR>Skill    : Embroidering<BR>Domain   : Calligraphy<BR>Available: Apprentice(5) Artisan(6) Gaoler(30) Numerous Classes(1) <BR>Requires : 'Write'<BR>Requires : A base charisma of at least 10.  <BR>Allows   : Fine Calligraphy I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : EMBROIDER, EMBROIDERING<BR>Usage    : EMBROIDER [ITEM NAME] [MESSAGE]<BR>Example  : embroider shirt my favorite shirt<BR>This skill allows the player to embroider a unique message onto a qualifying<BR>cloth or leather item.  To read the message, one need only LOOK at the item.</pre></P>  <P> 
				<a name="Engraving"><B>Engraving (Engraving)</B></a><br><br><br>
				<pre><BR>Skill    : Engraving<BR>Domain   : Calligraphy<BR>Available: Apprentice(5) Artisan(6) Gaoler(30) Numerous Classes(1) <BR>Requires : 'Write'<BR>Requires : A base charisma of at least 10.  <BR>Allows   : Fine Calligraphy I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ENGRAVE, ENGRAVING<BR>Usage    : ENGRAVE [ITEM NAME] [MESSAGE]<BR>Example  : engrave sword the deathmaster<BR>This skill allows the player to engrave a unique message onto a qualifying<BR>metal, stone, or wooden item.  To read the message, one need only LOOK at the item.</pre></P>  <P> 
				<a name="Farming"><B>Farming (Farming)</B></a><br><br><br>
				<pre><BR>Skill    : Farming<BR>Domain   : Gathering<BR>Available: Gaian(11) Gaoler(30) Numerous Classes(10) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PLANT, FARM, FARMING<BR>Usage    : PLANT (BUNDLE [NUM]) [RESOURCE NAME]<BR>Example  : plant berries<BR>Example  : plant bundle 10 berries<BR>This skill allows the player to plant a resource into the ground.  The player<BR>must place a sample of the resource on the ground first to use as seed.  After<BR>planting is completed, the resource will be ready to harvest some time later, after<BR>the plants have grown. You can also bundle multiple resources together using this<BR>skill.  The GET command can be used to unbundle such resources.</pre></P>  <P> 
				<a name="Fighter_ArmorTweaking"><B>Armor Tweaking (Fighter_ArmorTweaking)</B></a><br><br><br>
				<pre><BR>Skill    : Armor Tweaking<BR>Domain   : Armor use<BR>Available: Barbarian(9) Fighter(2) Monk(5) Paladin(3) <BR>Available: Ranger(4) <BR>Allows   : Armor Optimizing I<BR>Use Cost : Mana (50) <BR>Quality  : Always Beneficial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : ARMORTWEAK, TWEAK<BR>Usage    : TWEAK [ARMOR PIECE]<BR>Example  : tweak leggings<BR>The fighter becomes familiar enough with his or her armor that he is able to<BR>properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece to<BR>get maximum benefit from it. The result is a 10% benefit bonus from the armor. The<BR>benefits of the tweaking last as long as the armor is worn by the same wearer.</pre></P>  <P> 
				<a name="Fighter_AtemiStrike"><B>Atemi Strike (Fighter_AtemiStrike)</B></a><br><br><br>
				<pre><BR>Skill    : Atemi Strike<BR>Domain   : Punching<BR>Available: Monk(30) <BR>Allows   : Iron Punching I, Combat Fluidity I<BR>Use Cost : Movement (100) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ATEMI<BR>Usage    : ATEMI [TARGET NAME]<BR>Example  : atemi orc<BR>The Monk delivers a lethal, deadly, and powerful strike to the target. Some<BR>time later, the target WILL die.</pre></P>  <P> 
				<a name="Fighter_AutoBash"><B>AutoBash (Fighter_AutoBash)</B></a><br><br><br>
				<pre><BR>Skill    : AutoBash<BR>Domain   : Shield use<BR>Available: Fighter(20) <BR>Requires : 'Shield Bash'<BR>Allows   : Shield Using I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : AUTOBASH<BR>Usage    : AUTOBASH<BR>Example  : autobash<BR>Using this command will toggle Auto Shield Bashing on and off.  If the Fighter<BR>turns this feature on, and knows Shield Bashing, he will attempt a free shield bash<BR>attempt every combat round in which his autobash proficiency check is made.</pre></P>  <P> 
				<a name="Fighter_AxKick"><B>Ax Kick (Fighter_AxKick)</B></a><br><br><br>
				<pre><BR>Skill    : Ax Kick<BR>Domain   : Kicking<BR>Available: Assassin(21) Monk(8) <BR>Requires : 'Kick'<BR>Allows   : Flying Kick, Iron Kicking I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : AXKICK<BR>Usage    : AXKICK [TARGET NAME]<BR>Example  : axkick orc<BR>The Monk delivers swift and powerful kick to the target.</pre></P>  <P> 
				<a name="Fighter_BackHand"><B>Back Hand (Fighter_BackHand)</B></a><br><br><br>
				<pre><BR>Skill    : Back Hand<BR>Domain   : Punching<BR>Available: Monk(9) <BR>Allows   : Iron Punching I, Combat Fluidity I<BR>Invoked  : Automatic<BR>Example  : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift, closed fist. This attack is only delivered to a<BR>combatant which the monk is not currently targeting, but with whom the monk is in<BR>melee combat all the same.</pre></P>  <P> 
				<a name="Fighter_Battlecry"><B>Battle Cry (Fighter_Battlecry)</B></a><br><br><br>
				<pre><BR>Skill    : Battle Cry<BR>Domain   : Singing<BR>Available: Barbarian(6) <BR>Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BATTLECRY<BR>Usage    : BATTLECRY<BR>Example  : battlecry<BR>The Barbarian lets out a primal scream of battle, inspiring all group members<BR>to his or her banner.  Those under the affect of the cry will hit more frequently. <BR>The affect wears off when battle is concluded, or if battle is not joined swiftly<BR>enough after the cry is made.</pre></P>  <P> 
				<a name="Fighter_Behead"><B>Behead (Fighter_Behead)</B></a><br><br><br>
				<pre><BR>Skill    : Behead<BR>Domain   : Anatomy<BR>Available: Gaoler(20) <BR>Allows   : Anatomy I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BEHEAD<BR>Usage    : BEHEAD [TARGET NAME]<BR>Example  : behead orc<BR>This skill is an execution skill whereby the fighter rears back and beheads a<BR>target which has been bound and is lying prone.   The target must be wanted for a<BR>crime in the area for this skill to work.</pre></P>  <P> 
				<a name="Fighter_Berzerk"><B>Berzerk (Fighter_Berzerk)</B></a><br><br><br>
				<pre><BR>Skill    : Berzerk<BR>Domain   : Martial lore<BR>Available: Barbarian(8) Beastmaster(21) Fighter(22) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : BERZERK<BR>Usage    : BERZERK<BR>Example  : berzerk<BR>Allows the fighter to gain some temporary bonus hit points, bonus attack<BR>points, and bonus damage, at the expense of a slightly lower armor score.</pre></P>  <P> 
				<a name="Fighter_BlindFighting"><B>Blind Fighting (Fighter_BlindFighting)</B></a><br><br><br>
				<pre><BR>Skill    : Blind Fighting<BR>Domain   : Martial lore<BR>Available: Beastmaster(15) Burglar(17) Fighter(10) Jester(23) <BR>Available: Monk(11) Paladin(12) Dancer(23) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Negates the affects of not being able to see your opponent during combat.</pre></P>  <P> 
				<a name="Fighter_BodyFlip"><B>Body Flip (Fighter_BodyFlip)</B></a><br><br><br>
				<pre><BR>Skill    : Body Flip<BR>Domain   : Grappling<BR>Available: Monk(10) Dancer(10) <BR>Allows   : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BODYFLIP<BR>Usage    : BODYFLIP [TARGET NAME]<BR>Example  : bodyflip orc<BR>The Monk slips in and turns the target head over heals, dropping them to the<BR>ground stunned for a few moments.</pre></P>  <P> 
				<a name="Fighter_BodyShield"><B>Body Shield (Fighter_BodyShield)</B></a><br><br><br>
				<pre><BR>Skill    : Body Shield<BR>Domain   : Grappling<BR>Available: Monk(16) <BR>Allows   : Vice-Gripping I, Combat Fluidity I<BR>Invoked  : Automatic<BR>Example  :<BR>This skill allows a fighter to use an opponent pinned using the PIN skill as a<BR>shield against weapon attacks.</pre></P>  <P> 
				<a name="Fighter_BodyToss"><B>Body Toss (Fighter_BodyToss)</B></a><br><br><br>
				<pre><BR>Skill    : Body Toss<BR>Domain   : Grappling<BR>Available: Monk(9) <BR>Allows   : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BODYTOSS<BR>Usage    : BODYTOSS [TARGET NAME]<BR>Example  : bodytoss orc<BR>The fighter picks up the target and tosses them away from himself, doing a bit<BR>of damage and putting them out of range.</pre></P>  <P> 
				<a name="Fighter_BullRush"><B>Bullrush (Fighter_BullRush)</B></a><br><br><br>
				<pre><BR>Skill    : Bullrush<BR>Domain   : Acrobatic<BR>Available: Barbarian(23) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : BULLRUSH<BR>Usage    : BULLRUSH [TARGET NAME] [DIRECTION]<BR>Example  : bullrush orc east<BR>The fighter takes a strong charge at the target, and runs them into the next<BR>room or area in one mighty heroic move.</pre></P>  <P> 
				<a name="Fighter_CalledShot"><B>Called Shot (Fighter_CalledShot)</B></a><br><br><br>
				<pre><BR>Skill    : Called Shot<BR>Domain   : Martial lore<BR>Available: Assassin(25) Ranger(25) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CALLEDSHOT<BR>Usage    : CALLEDSHOT ([TARGET NAME]) [BODY PART]<BR>Example  : calledshot left arm<BR>Example  : calledshot orc left arm<BR>The player calls out a body part on the target to destroy.  If the player<BR>manages to take more than 10% of the targets hit points on the next hit, the body<BR>part will be removed.  Requires the use of a ranged or thrown weapon.</pre></P>  <P> 
				<a name="Fighter_CalledStrike"><B>Called Strike (Fighter_CalledStrike)</B></a><br><br><br>
				<pre><BR>Skill    : Called Strike<BR>Domain   : Martial lore<BR>Available: Fighter(24) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CALLEDSTRIKE<BR>Usage    : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]<BR>Example  : calledstrike left arm<BR>Example  : calledstrike orc left arm<BR>The player calls out a body part on the target to destroy.  If the player<BR>manages to take more than 10% of the targets hit points on the next hit, the body<BR>part will be removed.  Requires the use of a slashing melee weapon.</pre></P>  <P> 
				<a name="Fighter_Cartwheel"><B>Cartwheel (Fighter_Cartwheel)</B></a><br><br><br>
				<pre><BR>Skill    : Cartwheel<BR>Domain   : Acrobatic<BR>Available: Jester(24) Monk(15) Dancer(19) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : CARTWHEEL<BR>Usage    : CARTWHEEL<BR>Example  : cartwheel<BR>The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.<BR> This can put the Monk as far as range 2 from enemies.</pre></P>  <P> 
				<a name="Fighter_CatchProjectile"><B>Catch Projectile (Fighter_CatchProjectile)</B></a><br><br><br>
				<pre><BR>Skill    : Catch Projectile<BR>Domain   : Evasive<BR>Available: Monk(12) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>The Monk gains the uncanny ability to catch arrows, spears, and other<BR>projectiles in mid flight.  The Monk requires a free hand to perform this skill.</pre></P>  <P> 
				<a name="Fighter_Charge"><B>Charge (Fighter_Charge)</B></a><br><br><br>
				<pre><BR>Skill    : Charge<BR>Domain   : Acrobatic<BR>Available: Barbarian(1) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Range 1 - Range 2<BR>Commands : CHARGE<BR>Usage    : CHARGE [TARGET NAME]<BR>Example  : charge orc<BR>The Barbarian runs at top speed at an target, delivering a deadly attack, but<BR>sacrificing armor.</pre></P>  <P> 
				<a name="Fighter_CircleParry"><B>Circle Parry (Fighter_CircleParry)</B></a><br><br><br>
				<pre><BR>Skill    : Circle Parry<BR>Domain   : Evasive<BR>Available: Monk(17) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>The Monk gains the skill to block and parry melee attacks while unarmed.</pre></P>  <P> 
				<a name="Fighter_CircleTrip"><B>Circle Trip (Fighter_CircleTrip)</B></a><br><br><br>
				<pre><BR>Skill    : Circle Trip<BR>Domain   : Dirty fighting<BR>Available: Monk(22) Dancer(25) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CIRCLETRIP, CTRIP<BR>Usage    : CIRCLETRIP<BR>Example  : circletrip<BR>Short(s) : ctrip<BR>The Monk becomes capable of swinging his foot along the floor, tripping all<BR>opponents in range.</pre></P>  <P> 
				<a name="Fighter_Cleave"><B>Cleave (Fighter_Cleave)</B></a><br><br><br>
				<pre><BR>Skill    : Cleave<BR>Domain   : Martial lore<BR>Available: Assassin(23) Barbarian(6) Beastmaster(6) Fighter(5) <BR>Available: Paladin(15) Ranger(10) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>This skill allows a fighter who is in combat against more than one opponent to<BR>take an extra attack against the next opponent on the same round in which the first<BR>opponent is killed.</pre></P>  <P> 
				<a name="Fighter_CounterAttack"><B>Counter-Attack (Fighter_CounterAttack)</B></a><br><br><br>
				<pre><BR>Skill    : Counter-Attack<BR>Domain   : Martial lore<BR>Available: Fighter(24) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  :<BR>This skill allows a fighter to position themselves for an extra attack<BR>following a successful Parry.</pre></P>  <P> 
				<a name="Fighter_CoupDeGrace"><B>Coup de Grace (Fighter_CoupDeGrace)</B></a><br><br><br>
				<pre><BR>Skill    : Coup de Grace<BR>Domain   : Dirty fighting<BR>Available: Fighter(30) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : COUP, COUPDEGRACE<BR>Usage    : COUP [TARGET NAME] <BR>Example  : coup orc<BR>The fighter attempts to deliver a final fatal blow to the target which is very<BR>injured, below 25% of their hit points and completely prone (lying down).</pre></P>  <P> 
				<a name="Fighter_CoverDefence"><B>Cover Defence (Fighter_CoverDefence)</B></a><br><br><br>
				<pre><BR>Skill    : Cover Defence<BR>Domain   : Evasive<BR>Available: Fighter(23) Trapper(16) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>During combat, the fighter will keep an eye out for defensive cover positions<BR>to take against missile weapons.  When the moment is right, the fighter may take<BR>cover behind these positions, negating the missile attack.</pre></P>  <P> 
				<a name="Fighter_CriticalShot"><B>Critical Shot (Fighter_CriticalShot)</B></a><br><br><br>
				<pre><BR>Skill    : Critical Shot<BR>Domain   : Martial lore<BR>Available: Assassin(17) Fighter(16) Jester(14) Ranger(15) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Gives the fighter a bonus to all damage during combat when firing or throwing a<BR>ranged weapon in combat.</pre></P>  <P> 
				<a name="Fighter_CritStrike"><B>Critical Strike (Fighter_CritStrike)</B></a><br><br><br>
				<pre><BR>Skill    : Critical Strike<BR>Domain   : Martial lore<BR>Available: Assassin(11) Fighter(9) Jester(20) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Gives the fighter a bonus to all damage during combat when using a weapon in<BR>melee combat.</pre></P>  <P> 
				<a name="Fighter_DeflectProjectile"><B>Deflect Projectile (Fighter_DeflectProjectile)</B></a><br><br><br>
				<pre><BR>Skill    : Deflect Projectile<BR>Domain   : Evasive<BR>Available: Monk(7) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>The Monk gains the uncanny ability to block and deflect arrows, spears, and<BR>other projectiles in mid flight.  The Monk requires a free hand to perform this<BR>skill.</pre></P>  <P> 
				<a name="Fighter_DesertTactics"><B>Desert Tactics (Fighter_DesertTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Desert Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(13) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in deserts. The fighter can also hide themselves simply by sitting down on<BR>the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_DualParry"><B>Dual Parry (Fighter_DualParry)</B></a><br><br><br>
				<pre><BR>Skill    : Dual Parry<BR>Domain   : Martial lore<BR>Available: Assassin(16) Fighter(13) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>For players wielding two weapons, this skill allows the fighter to have an<BR>extra parry attempt using the off-hand weapon during combat.  A successful parry<BR>effectively cancels the attack.</pre></P>  <P> 
				<a name="Fighter_Endurance"><B>Endurance (Fighter_Endurance)</B></a><br><br><br>
				<pre><BR>Skill    : Endurance<BR>Domain   : Fitness<BR>Available: Barbarian(18) Fighter(19) Monk(21) Dancer(19) <BR>Allows   : Fitness I<BR>Invoked  : Automatic<BR>Example  : <BR>Allows the fighter to recover hit points, mana, and movement more quickly when<BR>not in combat.</pre></P>  <P> 
				<a name="Fighter_FarShot"><B>Far Shot (Fighter_FarShot)</B></a><br><br><br>
				<pre><BR>Skill    : Far Shot<BR>Domain   : Martial lore<BR>Available: Ranger(17) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  :<BR>This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at<BR>extremely far ranges.</pre></P>  <P> 
				<a name="Fighter_FlyingKick"><B>Flying Kick (Fighter_FlyingKick)</B></a><br><br><br>
				<pre><BR>Skill    : Flying Kick<BR>Domain   : Kicking<BR>Available: Monk(12) <BR>Requires : 'Ax Kick'<BR>Allows   : Iron Kicking I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Range 1 - Range 5<BR>Commands : FLYINGKICK, FLYKICK<BR>Usage    : FLYING KICK [TARGET NAME]<BR>Example  : flying kick orc<BR>From a range of 1 or greater, the Monk uses this skill to leap high into the<BR>air and land a terrific kick on the target!</pre></P>  <P> 
				<a name="Fighter_ForestTactics"><B>Forest Tactics (Fighter_ForestTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Forest Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(22) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in forests. The fighter can also hide themselves simply by sitting down on<BR>the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_Fragmentation"><B>Fragmentation (Fighter_Fragmentation)</B></a><br><br><br>
				<pre><BR>Skill    : Fragmentation<BR>Domain   : Weapon use<BR>Available: Barbarian(24) <BR>Allows   : Ranged Striking I<BR>Invoked  : Automatic<BR>This awesome skill allows thrown items to be hurled with SUCH force, that they<BR>do TRIPLE their normal damage (depending upon proficiency). The downside is,<BR>however, that the weapon is destroyed on impact as the weapon fragments and<BR>splinters into the victim.</pre></P>  <P> 
				<a name="Fighter_Gouge"><B>Gouge (Fighter_Gouge)</B></a><br><br><br>
				<pre><BR>Skill    : Gouge<BR>Domain   : Dirty fighting<BR>Available: Monk(21) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (100) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : GOUGE<BR>Usage    : GOUGE [TARGET NAME]<BR>Example  : gouge orc<BR>The Fighter gouges at the eyes of the target, blinding them for a short time,<BR>and possibly taking out an eye in the process.</pre></P>  <P> 
				<a name="Fighter_Heroism"><B>Heroism (Fighter_Heroism)</B></a><br><br><br>
				<pre><BR>Skill    : Heroism<BR>Domain   : Martial lore<BR>Available: Fighter(25) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>As the power and noteriety of the fighter grows, his or her ability to resist<BR>certain demeaning blows (such as  Coup De Graces, kicks, whomps, bashes, dirt<BR>kicks, trips, etc..) grows.</pre></P>  <P> 
				<a name="Fighter_HillsTactics"><B>Hills Tactics (Fighter_HillsTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Hills Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(17) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in hilly areas. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_ImprovedShieldDefence"><B>Improved Shield Defence (Fighter_ImprovedShieldDefence)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Shield Defence<BR>Domain   : Shield use<BR>Available: Fighter(22) <BR>Allows   : Shield Using I<BR>Invoked  : Automatic<BR>Example  : <BR>As the fighter gains proficiency with shield use, he becomes better able to use<BR>a shield to enhance his armor.</pre></P>  <P> 
				<a name="Fighter_ImprovedThrowing"><B>Improved Throwing (Fighter_ImprovedThrowing)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Throwing<BR>Domain   : Weapon use<BR>Available: Barbarian(14) <BR>Allows   : Ranged Striking I<BR>Invoked  : Automatic<BR>As the fighter gains proficiency in this skill, he or she hits more accurately<BR>with thrown weapons, and does up to double damage.</pre></P>  <P> 
				<a name="Fighter_Intimidate"><B>Intimidation (Fighter_Intimidate)</B></a><br><br><br>
				<pre><BR>Skill    : Intimidation<BR>Domain   : Influential<BR>Available: Barbarian(12) Beastmaster(10) Burglar(4) Doomsayer(9) <BR>Allows   : Influencing I<BR>Invoked  : Automatic<BR>Example  : <BR>This skill makes the player naturally intimidating to lower level creatures,<BR>making them less likely to be able to initiate an attack.</pre></P>  <P> 
				<a name="Fighter_JungleTactics"><B>Jungle Tactics (Fighter_JungleTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Jungle Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(11) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in jungles. The fighter can also hide themselves simply by sitting down on<BR>the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_Kick"><B>Kick (Fighter_Kick)</B></a><br><br><br>
				<pre><BR>Skill    : Kick<BR>Domain   : Kicking<BR>Available: Monk(1) Dancer(3) Several Classes(2) <BR>Allows   : Ax Kick, Iron Kicking I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : KICK<BR>Usage    : KICK [TARGET NAME] <BR>Example  : kick orc<BR>The fighter uses his or her feet to deliver an extra bit of pain in combat.</pre></P>  <P> 
				<a name="Fighter_KiStrike"><B>Ki Strike (Fighter_KiStrike)</B></a><br><br><br>
				<pre><BR>Skill    : Ki Strike<BR>Domain   : Punching<BR>Available: Monk(17) <BR>Allows   : Iron Punching I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : KISTRIKE, KI<BR>Usage    : KISTRIKE<BR>Example  : kistrike<BR>Short(s) : ki<BR>The Monk summons up his or her inner power and focuses it into a single,<BR>terrifying attack.  This skill will allow the next blow that lands to have that<BR>little, extra, well, KI.</pre></P>  <P> 
				<a name="Fighter_KnifeHand"><B>Knife Hand (Fighter_KnifeHand)</B></a><br><br><br>
				<pre><BR>Skill    : Knife Hand<BR>Domain   : Punching<BR>Available: Monk(7) <BR>Requires : 'Monkey Punch'<BR>Allows   : Iron Punching I, Combat Fluidity I<BR>Invoked  : Automatic<BR>Example  : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a pointed, swift strike.</pre></P>  <P> 
				<a name="Fighter_LightningStrike"><B>Lightning Strike (Fighter_LightningStrike)</B></a><br><br><br>
				<pre><BR>Skill    : Lightning Strike<BR>Domain   : Martial lore<BR>Available: Monk(24) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LIGHTNINGSTRIKE, LSTRIKE<BR>Usage    : LIGHTNINGSTRIKE [TARGET NAME]<BR>Example  : lightningstrike orc<BR>Short(s) : lstrike<BR>This most powerful of Monk abilities allows him or her to deliver as many<BR>unarmed blows in a single round as he or she has Monk levels.  After this<BR>exhausting exchange, the Monk will collapse for many rounds of needed rest.</pre></P>  <P> 
				<a name="Fighter_MonkeyPunch"><B>Monkey Punch (Fighter_MonkeyPunch)</B></a><br><br><br>
				<pre><BR>Skill    : Monkey Punch<BR>Domain   : Punching<BR>Available: Monk(1) <BR>Allows   : Knife Hand, Iron Punching I, Combat Fluidity I<BR>Invoked  : Automatic<BR>Example  : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift, closed fist.</pre></P>  <P> 
				<a name="Fighter_MountainTactics"><B>Mountain Tactics (Fighter_MountainTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Mountain Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(14) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in the mountains. The fighter can also hide themselves simply by sitting<BR>down on the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_Pin"><B>Pin (Fighter_Pin)</B></a><br><br><br>
				<pre><BR>Skill    : Pin<BR>Domain   : Grappling<BR>Available: Beastmaster(12) Monk(13) Trapper(20) <BR>Allows   : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PIN<BR>Usage    : PIN [TARGET NAME]<BR>Example  : pin orc<BR>The fighter grabs the target and wrestles them to the ground in a strong, solid<BR>pin maneuver.  For a short, period, both the fighter and the target are locked in<BR>struggle and too occupied to fight.</pre></P>  <P> 
				<a name="Fighter_PlainsTactics"><B>Plains Tactics (Fighter_PlainsTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Plains Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(24) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting on the plains. The fighter can also hide themselves simply by sitting down<BR>on the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_PointBlank"><B>Point Blank Shot (Fighter_PointBlank)</B></a><br><br><br>
				<pre><BR>Skill    : Point Blank Shot<BR>Domain   : Martial lore<BR>Available: Fighter(19) Ranger(12) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  :<BR>This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at<BR>very close range.</pre></P>  <P> 
				<a name="Fighter_Rallycry"><B>Rally Cry (Fighter_Rallycry)</B></a><br><br><br>
				<pre><BR>Skill    : Rally Cry<BR>Domain   : Singing<BR>Available: Barbarian(16) <BR>Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : RALLYCRY<BR>Usage    : RALLYCRY<BR>Example  : rallycry<BR>The Barbarian lets out a primal call to rally, inspiring all group members to<BR>draw from their inner strength.  Those under the affect of the cry will be able to<BR>take more hits.  The affect wears off when battle is concluded, or if battle is not<BR>joined swiftly enough after the cry is made.</pre></P>  <P> 
				<a name="Fighter_RapidShot"><B>Rapid Shot (Fighter_RapidShot)</B></a><br><br><br>
				<pre><BR>Skill    : Rapid Shot<BR>Domain   : Martial lore<BR>Available: Arcanist(14) Fighter(7) Ranger(7) Thief(14) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Rapid shot is the ability to make extra attacks per round whenever using a<BR>ranged weapon that requires ammunition, such as a bow or crossbow. The number of<BR>extra attacks will go up as the players level does.</pre></P>  <P> 
				<a name="Fighter_Rescue"><B>Rescue (Fighter_Rescue)</B></a><br><br><br>
				<pre><BR>Skill    : Rescue<BR>Domain   : Martial lore<BR>Available: Barbarian(8) Minstrel(8) Paladin(2) Ranger(2) <BR>Available: Several Classes(5) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : RESCUE, RES<BR>Usage    : RESCUE [GROUP MEMBER]<BR>Example  : rescue bob<BR>Allows the fighter to step forward and take all damage from an opponent, when<BR>fighting in a group.  The person taking the opponents damage during combat is<BR>commonly called the "tank".</pre></P>  <P> 
				<a name="Fighter_ReturnProjectile"><B>Return Projectile (Fighter_ReturnProjectile)</B></a><br><br><br>
				<pre><BR>Skill    : Return Projectile<BR>Domain   : Evasive<BR>Available: Monk(25) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>The Monk gains the amazing ability to catch arrows, spears, and other<BR>projectile attacks in mid flight, and then return them right back to his or her<BR>opponent.  The Monk requires a free hand to perform this skill.</pre></P>  <P> 
				<a name="Fighter_Roll"><B>Roll With Blows (Fighter_Roll)</B></a><br><br><br>
				<pre><BR>Skill    : Roll With Blows<BR>Domain   : Evasive<BR>Available: Barbarian(21) Fighter(16) Jester(25) Dancer(21) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>While in combat, this skill trims off some of the damage from normal melee<BR>hits.</pre></P>  <P> 
				<a name="Fighter_ShieldBlock"><B>Shield Block (Fighter_ShieldBlock)</B></a><br><br><br>
				<pre><BR>Skill    : Shield Block<BR>Domain   : Shield use<BR>Available: Fighter(9) <BR>Allows   : Shield Using I<BR>Invoked  : Automatic<BR>Example  : <BR>So long as the Fighter is holding a shield, he has a chance to totally block<BR>weapon attacks coming at him or her.</pre></P>  <P> 
				<a name="Fighter_Shrug"><B>Shrug Off (Fighter_Shrug)</B></a><br><br><br>
				<pre><BR>Skill    : Shrug Off<BR>Domain   : Fitness<BR>Available: Barbarian(30) <BR>Allows   : Fitness I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : BRACE<BR>Usage    : BRACE<BR>Example  : shrugoff<BR>The Barbarian braces him or herself for the next blow, allowing that blow to be<BR>shrugged off without any damage.</pre></P>  <P> 
				<a name="Fighter_SideKick"><B>Side Kick (Fighter_SideKick)</B></a><br><br><br>
				<pre><BR>Skill    : Side Kick<BR>Domain   : Kicking<BR>Available: Monk(16) <BR>Allows   : Iron Kicking I, Combat Fluidity I<BR>Invoked  : Automatic<BR>Example  : <BR>So long as the Monk is unarmed, he or she has this ability to deliver an extra<BR>attack per round using a swift side kick. This attack is only delivered to a<BR>combatant which the monk is not currently targeting, but with whom the monk is in<BR>melee combat all the same.</pre></P>  <P> 
				<a name="Fighter_SizeOpponent"><B>Opponent Knowledge (Fighter_SizeOpponent)</B></a><br><br><br>
				<pre><BR>Skill    : Opponent Knowledge<BR>Domain   : Combat lore<BR>Available: Fighter(21) <BR>Allows   : Combat Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SIZEUP, OPPONENT<BR>Usage    : SIZEUP [TARGET NAME] <BR>Example  : sizeup orc<BR>The fighter's experience is used to determine a more accurate survey of an<BR>targets health, combat prowess, and defensive capability.</pre></P>  <P> 
				<a name="Fighter_SmokeSignals"><B>Smoke Signals (Fighter_SmokeSignals)</B></a><br><br><br>
				<pre><BR>Skill    : Smoke Signals<BR>Domain   : Nature lore<BR>Available: Barbarian(5) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>Usage    : "SMOKESIGNALS" [MESSAGE]<BR>Example  : smokesignals I'm here at the temple!<BR>This skill requires a fire to be built in the area, and it must be performed<BR>outdoors.  This skill sends a smoke signal viewable throughout the entire area by<BR>those outside.  Those with the smoke signal skill will be able to read the message<BR>in the signal.</pre></P>  <P> 
				<a name="Fighter_Spring"><B>Spring Attack (Fighter_Spring)</B></a><br><br><br>
				<pre><BR>Skill    : Spring Attack<BR>Domain   : Acrobatic<BR>Available: Barbarian(10) Dancer(11) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SPRINGATTACK, SPRING, SATTACK<BR>Usage    : SPRINGATTACK [TARGET NAME]<BR>Example  : sattack orc<BR>Short(s) : spring, sattack<BR>The Barbarian delivers a quick damaging blow, then leaps backwards to a further<BR>position of range 1 or 2.</pre></P>  <P> 
				<a name="Fighter_Stonebody"><B>Stone Body (Fighter_Stonebody)</B></a><br><br><br>
				<pre><BR>Skill    : Stone Body<BR>Domain   : Fitness<BR>Available: Barbarian(25) <BR>Allows   : Fitness I<BR>Invoked  : Automatic<BR>Example  : <BR>The Barbarian has become so hardened to battle that he or she ignores 2 points<BR>from every damage roll taken.</pre></P>  <P> 
				<a name="Fighter_SwampTactics"><B>Swamp Tactics (Fighter_SwampTactics)</B></a><br><br><br>
				<pre><BR>Skill    : Swamp Tactics<BR>Domain   : Nature lore<BR>Available: Barbarian(12) <BR>Allows   : Nature Lore I<BR>Invoked  : Automatic<BR>This skill gives the fighter an edge in attack, defence, and damage when<BR>fighting in swamps. The fighter can also hide themselves simply by sitting down on<BR>the ground and staying still for a few mins.</pre></P>  <P> 
				<a name="Fighter_Sweep"><B>Sweep (Fighter_Sweep)</B></a><br><br><br>
				<pre><BR>Skill    : Sweep<BR>Domain   : Dirty fighting<BR>Available: Barbarian(16) Fighter(15) Monk(15) Paladin(24) <BR>Available: Ranger(18) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SWEEP<BR>Usage    : SWEEP<BR>Example  : <BR>Allows the fighter wielding a slashing weapon to rear back and take a free<BR>whack at all opponents within range.  Attack ability on such an attack is one half<BR>less and damage is one third normal.</pre></P>  <P> 
				<a name="Fighter_TrueShot"><B>True Shot (Fighter_TrueShot)</B></a><br><br><br>
				<pre><BR>Skill    : True Shot<BR>Domain   : Martial lore<BR>Available: Assassin(15) Fighter(8) Ranger(8) Trapper(11) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Gives the fighter an enormous boost to attack rating when using a ranged or<BR>thrown reapon in ranged combat.</pre></P>  <P> 
				<a name="Fighter_Tumble"><B>Tumble (Fighter_Tumble)</B></a><br><br><br>
				<pre><BR>Skill    : Tumble<BR>Domain   : Acrobatic<BR>Available: Assassin(24) Burglar(23) Fighter(20) Jester(18) <BR>Available: Monk(19) Dancer(15) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : TUMBLE<BR>Usage    : TUMBLE<BR>Example  : tumble<BR>Allows the fighter to avoid a couple of potentially painful hits in combat by<BR>tumbling around.  This comes at the cost of some attack and damage capability,<BR>however.</pre></P>  <P> 
				<a name="Fighter_Warcry"><B>War Cry (Fighter_Warcry)</B></a><br><br><br>
				<pre><BR>Skill    : War Cry<BR>Domain   : Singing<BR>Available: Barbarian(13) <BR>Allows   : Rejoicing Singing I, Resounding Singing I, Echoed Singing I<BR>Use Cost : Movement (50) <BR>Quality  : Always Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : WARCRY<BR>Usage    : WARCRY<BR>Example  : warcry<BR>The Barbarian lets out a primal call to war, inspiring all group members to<BR>follow his or her banner.  Those under the affect of the cry will deliver more<BR>damaging blows.  The affect wears off when battle is concluded, or if battle is not<BR>joined swiftly enough after the cry is made.</pre></P>  <P> 
				<a name="Fighter_WeaponBreak"><B>Weapon Break (Fighter_WeaponBreak)</B></a><br><br><br>
				<pre><BR>Skill    : Weapon Break<BR>Domain   : Martial lore<BR>Available: Barbarian(15) Fighter(12) Monk(13) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : BREAK<BR>Usage    : BREAK [TARGET NAME]<BR>Example  : break orc<BR>The fighter will attempt the difficult maneuver of breaking the weapon of the<BR>target.</pre></P>  <P> 
				<a name="Fighter_WeaponCatch"><B>Weapon Catch (Fighter_WeaponCatch)</B></a><br><br><br>
				<pre><BR>Skill    : Weapon Catch<BR>Domain   : Martial lore<BR>Available: Fighter(23) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>This skill allows the fighter to thwart disarm attempts by catching his as it<BR>flies out of his hand.</pre></P>  <P> 
				<a name="Fighter_Whomp"><B>Whomp (Fighter_Whomp)</B></a><br><br><br>
				<pre><BR>Skill    : Whomp<BR>Domain   : Dirty fighting<BR>Available: Fighter(17) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : WHOMP<BR>Usage    : WHOMP [TARGET NAME] <BR>Example  : whomp orc<BR>The fighter attempts to deliver a massive blow to the target, causing them to<BR>instantly to fall unconscious for a time.</pre></P>  <P> 
				<a name="FireBuilding"><B>Fire Building (FireBuilding)</B></a><br><br><br>
				<pre><BR>Skill    : Fire Building<BR>Domain   : Nature lore<BR>Available: Apprentice(3) Artisan(3) Numerous Classes(1) <BR>Allows   : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LIGHT, FIREBUILD, FIREBUILDING<BR>Usage    : LIGHT [(FIRE) or TARGET NAME]<BR>Example  : light fire<BR>: light wood<BR>With this common skill, a player can start fires for light, or cooking, or<BR>whatever.<BR><BR>If you were looking for help on the light spell, enter HELP SPELL LIGHT.</pre></P>  <P> 
				<a name="Fishing"><B>Fishing (Fishing)</B></a><br><br><br>
				<pre><BR>Skill    : Fishing<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Requires : A base wisdom of at least 8.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FISH<BR>Usage    : FISH (BUNDLE [NUM]) [TARGET])<BR>Example  : fish<BR>Example  : fish bundle 10 trout<BR>With this common skill, a player can catch lots of fish from a suitable<BR>location, assuming the fish are biting.  Fishing it best done in the water. You can<BR>also bundle multiple resources together using this skill.  The GET command can be<BR>used to unbundle such resources.</pre></P>  <P> 
				<a name="Fletching"><B>Fletching (Fletching)</B></a><br><br><br>
				<pre><BR>Skill    : Fletching<BR>Domain   : Crafting<BR>Available: Apprentice(18) Artisan(7) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Ranged Weapon Specialization', and 'Carpentry'<BR>Requires : A base dexterity of at least 12.  <BR>Allows   : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows   : Lethal Crafting I, Counterbalance Crafting I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FLETCH, FLETCHING<BR>Usage    : FLETCH (LIST) [ITEM TYPE]<BR>Example  : fletch short bow<BR>: fletch list<BR>This skill allows a player to craft ranged wooden weapons, such as bows,<BR>crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of the<BR>items which can be crafted expands as the player goes up in level.  To begin<BR>fletching, the player must have placed the wood he or she wishes to make the item<BR>from on the ground. The raw wood for fletching is obtained by using the Chopping<BR>skill.</pre></P>  <P> 
				<a name="FoodPrep"><B>Food Prep (FoodPrep)</B></a><br><br><br>
				<pre><BR>Skill    : Food Prep<BR>Domain   : Crafting<BR>Available: Apprentice(4) Gaoler(1) Numerous Classes(5) <BR>Requires : 'Cooking'<BR>Allows   : Home Cooking I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FOODPREPPING, FPREP<BR>Usage    : FOODPREP LIST/[CONTAINER]<BR>Example  : foodprep list<BR>Example  : foodprep bowl<BR>This skill allows the player to create a more nutricious meal from basic edible<BR>ingredients.  The ingredients must be placed in a preparation container, The<BR>container may be filled with water, if water is required for the recipe.  The<BR>ingredients are best obtained through the Butchering skill and the Foraging skill.</pre></P>  <P> 
				<a name="Foraging"><B>Foraging (Foraging)</B></a><br><br><br>
				<pre><BR>Skill    : Foraging<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FORAGE, FORAGING<BR>Usage    : FORAGE (BUNDLE [NUM]) [TARGET])<BR>Example  : forage<BR>Example  : forage bundle 10 berries<BR>With this common skill, a player carefully scans an area for any naturally<BR>growing plants which may be edible. Foraging is best done in forests and on plains.<BR>You can also bundle multiple resources together using this skill.  The GET command<BR>can be used to unbundle such resources.</pre></P>  <P> 
				<a name="GlassBlowing"><B>Glass Blowing (GlassBlowing)</B></a><br><br><br>
				<pre><BR>Skill    : Glass Blowing<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(30) Numerous Classes(5) <BR>Requires : A base constitution of at least 12.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : GLASSBLOW, GLASSBLOWING<BR>Usage    : GLASSBLOW (LIST) [ITEM TYPE]<BR>Example  : glassblow pot<BR>: glassblow list<BR>This skill allows a player to craft glass items, such as cups and flasks.  The<BR>extent of the items which can be crafted expands as the player goes up in level. <BR>To begin blowing glass, the player must be in a room with an open fire burning, and<BR>must have placed the sand he or she wishes to make the item from on the ground. <BR>The raw sand for glass blowing is obtained by using the Digging skill.</pre></P>  <P> 
				<a name="Herbalism"><B>Herbalism (Herbalism)</B></a><br><br><br>
				<pre><BR>Skill    : Herbalism<BR>Domain   : Crafting<BR>Available: Druid(15) Gaian(10) SkyWatcher(15) <BR>Allows   : Wise Crafting I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : HERBALISM, HERBREW, HBREW<BR>Usage    : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]<BR>Example  : hbrew farsight flask<BR>: hbrew list<BR>This skill allows the player to brew a potion from one of the chants the player<BR>knows.  To do this, the player must have a drinking container to make the potion<BR>out of.  All of the brews require ingredients, and all require water or some other<BR>liquid base to start from.  Also, the player must have mastered the chant before<BR>attempting to brew a potion from it. Lastly, the player will lose some experience<BR>for brewing the potion.  The herbs for this skill must first be identified using<BR>the Herbology skill. </pre></P>  <P> 
				<a name="Herbology"><B>Herbology (Herbology)</B></a><br><br><br>
				<pre><BR>Skill    : Herbology<BR>Domain   : Nature lore<BR>Available: Gaoler(30) Numerous Classes(1) <BR>Allows   : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : HERBOLOGY<BR>Usage    : HERBOLOGY [ITEM NAME]<BR>Example  : herbology some herbs<BR>Without this skill, all herbs found through foraging are unknown to the player,<BR>being known only as "herbs".  With this skill, the player may identify the herb for<BR>the type that it is.  This skill is quite necessary for Druids who wish to use<BR>their Herbalism skill, but is fairly unnecessary for others. The raw herbs for<BR>herbology are obtained by using the Foraging skill.</pre></P>  <P> 
				<a name="Hunting"><B>Hunting (Hunting)</B></a><br><br><br>
				<pre><BR>Skill    : Hunting<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Requires : A base wisdom of at least 8.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : HUNT, HUNTING<BR>Usage    : HUNT<BR>Example  : hunt<BR>With this common skill, a player checks carefully for the tracks of any game<BR>which may be nearby.  Hunting can be done almost anywhere, though Forests, Jungles,<BR>and Plains are best.</pre></P>  <P> 
				<a name="InstrumentMaking"><B>Instrument Making (InstrumentMaking)</B></a><br><br><br>
				<pre><BR>Skill    : Instrument Making<BR>Domain   : Crafting<BR>Available: Artisan(18) Minstrel(1) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : INSTRUMENTMAKING, INSTRUMENTMAKE<BR>Usage    : INSTRUMENTMAKE [ITEM TYPE]<BR>Example  : instrumentmake piccolo<BR>: carve list<BR>This skill allows a player to craft musical instruments, such as flutes and<BR>guitars.  The extent of the items which can be crafted expands as the player goes<BR>up in level.  To begin making a new item, the player must have placed the material<BR>he or she wishes to make the item from on the ground. Instruments crafted with<BR>balsa can be done with half the required wood listed, while instruments crafted<BR>with ironwood will require twice the required wood listed. </pre></P>  <P> 
				<a name="JewelMaking"><B>Jewel Making (JewelMaking)</B></a><br><br><br>
				<pre><BR>Skill    : Jewel Making<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(5) Gaoler(30) Numerous Classes(15) <BR>Requires : (One of: 'Blacksmithing', or 'Pottery')<BR>Requires : A base wisdom of at least 16.  <BR>Allows   : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : JEWEL, JEWELMAKING<BR>Usage    : JEWEL (LIST/MEND/REFIT/MOUNT (GEM NAME)/ENCRUST (GEM NAME)) [ITEM<BR>TYPE]<BR>Example  : jewel ring<BR>: jewel list<BR>: jewel encrust "a diamond" backpack<BR>: jewel mount "a diamond" sword<BR>: jewel mend ring<BR>: jewel refit crown<BR>: jewel scan<BR>: jewel scan bob<BR>This skill allows a player to craft jewelry, such as rings, earrings,<BR>necklaces, and bracelets, or to mount or encrust bits of precious jewels onto other<BR>items.  The extent of the items which can be newly crafted expands as the player<BR>goes up in level.  To begin crafting, the player must be in a room with an open<BR>fire burning, and must have placed the metal he or she wishes to make the item from<BR>on the ground, along with any precious gems. which may be mounted in the jewelry.<BR>The raw gems for jewel making are found using the Digging skill.  The metal is<BR>obtained using the Mining skill.</pre></P>  <P> 
				<a name="Lacquerring"><B>Lacquering (Lacquerring)</B></a><br><br><br>
				<pre><BR>Skill    : Lacquering<BR>Domain   : Artistic<BR>Available: Apprentice(5) Artisan(6) Gaoler(30) Numerous Classes(1) <BR>Requires : A base charisma of at least 8.  <BR>Allows   : Artsy I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LACQUERING, LACQUER<BR>Usage    : LACQUER [ITEM NAME] [COLOR]<BR>Example  : lacquer shirt blue<BR>This skill allows the player to lacquer a qualifying item a different color.<BR>Lacquer only works on metal, wood, and stone items.</pre></P>  <P> 
				<a name="LeatherWorking"><B>Leather Working (LeatherWorking)</B></a><br><br><br>
				<pre><BR>Skill    : Leather Working<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(30) Numerous Classes(1) <BR>Requires : A base constitution of at least 10.  <BR>Allows   : Cobbling, Master Leather Working, Light Crafting I<BR>Allows   : Durable Crafting I, Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LEATHERWORK, LEATHERWORKING<BR>Usage    : LEATHERWORK (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : leatherwork pot<BR>: leatherwork bundle 100 leather<BR>: leatherwork list<BR>: leatherwork mend vest<BR>: leatherwork refit sleeves<BR>: leatherwork scan<BR>: leatherwork scan bob<BR>This skill allows a player to craft leather items, such as armor, clothing, and<BR>even whips.  The extent of the items which can be crafted expands as the player<BR>goes up in level.  This command also allows the player to mend any damaged leather<BR>items, or refit any armor which may be the wrong size. To begin crafting a new<BR>item, the player must have placed the leather he or she wishes to make the item<BR>from on the ground. The player may also scan the room or other players for<BR>equipment that may be mended by this skill, using the scan parameter. The raw<BR>leather for leather working is found using the Butchering skill.</pre></P>  <P> 
				<a name="LockSmith"><B>Locksmithing (LockSmith)</B></a><br><br><br>
				<pre><BR>Skill    : Locksmithing<BR>Domain   : Crafting<BR>Available: Apprentice(11) Artisan(17) Gaoler(8) Numerous Classes(15) <BR>Requires : 'Blacksmithing'<BR>Requires : A base dexterity of at least 14.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LOCKSMITH, LOCKSMITHING<BR>Usage    : LOCKSMITH (BOLTLOCK) (DELOCK) [ITEM/DIRECTION]<BR>Example  : locksmith chest<BR>: locksmith south<BR>: locksmith boltlock south<BR>: locksmith delock south<BR>This skill allows a player to craft keys and locks for items and doors.  If the<BR>item or door specified already has a lock, the proper key will be built for it<BR>(assuming a level check).  If the item or door does not have a lock, and the skill<BR>user is the owner, then a lock will be built, along with a key.  If a lock is being<BR>made for a door, and the word BOLTLOCK is specified, then the lock will ONLY be on<BR>that side of the door. A lock can be removed from a door using the DELOCK<BR>parameter. This skill requires metal from which to make the lock and/or key.</pre></P>  <P> 
				<a name="Masonry"><B>Masonry (Masonry)</B></a><br><br><br>
				<pre><BR>Skill    : Masonry<BR>Domain   : Crafting<BR>Available: Apprentice(22) Artisan(15) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Sculpting'<BR>Requires : A base constitution of at least 12.  <BR>Allows   : Ingenious Engineering I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MASONRY<BR>Usage    : MASONRY [LIST/[PROJECT NAME]] [DIRECTION]<BR>Example  : masonry wall north<BR>: masonry list<BR>: masonry roof<BR>: masonry title A messy room.<BR>: masonry desc east This is my favorite Door.<BR>: masonry desc room This is a messy room.<BR>: masonry help Bob<BR>This skill allows a player to construct a building or other structures on a<BR>property the player owns. Walls may be built following the construction of roof and<BR>framework.  This skill also allows the demolition of unwanted walls and structures,<BR>and the giving of a title and description to a room. The parameters also allow more<BR>than one person to assist in a masonry project. All of the structures made with<BR>this skill are made of stone.  The raw stone for masonry is found using the Digging<BR>or Mining skills.</pre></P>  <P> 
				<a name="MasterArmorsmithing"><B>Master Armorsmithing (MasterArmorsmithing)</B></a><br><br><br>
				<pre><BR>Skill    : Master Armorsmithing<BR>Domain   : Crafting<BR>Available: Numerous Classes(30) <BR>Requires : 'Armorsmithing' at 100%<BR>Requires : A base strength of at least 16.  <BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MARMORSMITH, MASTERARMORSMITHING<BR>Usage    : MARMORSMITH (LIST/MEND/SCAN) [ARMOR TYPE]<BR>Example  : marmorsmith chainmail<BR>: marmorsmith list<BR>: marmorsmith scan<BR>: marmorsmith scan bob<BR>This skill allows a player to craft master-level armors from metal.  This skill<BR>requires Blacksmithing and Armorsmithing in order to learn it.  The extent of the<BR>armor which can be crafted expands as the player goes up in level.  To begin<BR>smithing, the player must be in a room with an open fire burning, and must have<BR>placed the metal he or she wishes to make the armor from on the ground.  The player<BR>may also scan the room or other players for equipment that may be mended by this<BR>skill, using the scan parameter. The metal for armorsmithing is obtained using the<BR>Mining skill, or better metals from the Smelting skill.</pre></P>  <P> 
				<a name="MasterCostuming"><B>Master Costuming (MasterCostuming)</B></a><br><br><br>
				<pre><BR>Skill    : Master Costuming<BR>Domain   : Crafting<BR>Available: Numerous Classes(30) <BR>Requires : 'Costuming' at 100%<BR>Requires : An base intelligence of at least 16.  <BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING<BR>Usage    : MCOSTUME (LIST/MEND/REFIT/SCAN) [ITEM TYPE]<BR>Example  : mcostume shirt<BR>: mcostume list<BR>: mcostume mend vest<BR>: mcostume refit sleeves<BR>: mcostume scan<BR>: mcostume scan bob<BR>This skill allows a player to knit masterful specialized clothing, such as<BR>children's clothing and culture-based clothing.  The extent of the items which can<BR>be costumed expands as the player goes up in level.  This command also allows the<BR>player to mend any damaged clothing, or refit any clothes which are the wrong size.<BR>To begin costuming a new item, the player must have placed the cloth he or she<BR>wishes to make the clothing from on the ground.  The player may also scan the room<BR>or other players for equipment that may be mended by this skill, using the scan<BR>parameter.  The raw cloth for costuming is found using the Butchering or Foraging<BR>skills.</pre></P>  <P> 
				<a name="MasterLeatherWorking"><B>Master Leather Working (MasterLeatherWorking)</B></a><br><br><br>
				<pre><BR>Skill    : Master Leather Working<BR>Domain   : Crafting<BR>Available: Numerous Classes(30) <BR>Requires : 'Leather Working' at 100%<BR>Requires : A base constitution of at least 16.  <BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING<BR>Usage    : MLEATHERWORK (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : mleatherwork pot<BR>: mleatherwork bundle 100 leather<BR>: mleatherwork list<BR>: mleatherwork mend vest<BR>: mleatherwork refit sleeves<BR>: mleatherwork scan<BR>: mleatherwork scan bob<BR>This skill allows a player to craft masterful leather items, such as armor,<BR>clothing, and even whips.  The extent of the items which can be crafted expands as<BR>the player goes up in level.  This command also allows the player to mend any<BR>damaged leather items, or refit any armor which may be the wrong size. To begin<BR>crafting a new item, the player must have placed the leather he or she wishes to<BR>make the item from on the ground. The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan parameter.<BR>The raw leather for leather working is found using the Butchering skill.</pre></P>  <P> 
				<a name="MasterTailoring"><B>Master Tailoring (MasterTailoring)</B></a><br><br><br>
				<pre><BR>Skill    : Master Tailoring<BR>Domain   : Crafting<BR>Available: Numerous Classes(30) <BR>Requires : 'Tailoring' at 100%<BR>Requires : A base dexterity of at least 16.  <BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,<BR>MASTERTAILORING<BR>Usage    : MKNIT (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : mknit shirt<BR>: mknit bundle 100 cotton<BR>: mknit list<BR>: mknit mend vest<BR>: mknit refit sleeves<BR>: mknit scan<BR>: mknit scan bob<BR>This skill allows a player to knit masterful clothing, such as dresses and<BR>suits.  The extent of the items which can be knitted expands as the player goes up<BR>in level.  This command also allows the player to mend any damaged clothing, or<BR>refit any clothes which are the wrong size. To begin knitting a new item, the<BR>player must have placed the cloth he or she wishes to make the clothing from on the<BR>ground.  The player may also scan the room or other players for equipment that may<BR>be mended by this skill, using the scan parameter.  The raw cloth for knitting is<BR>found using the Butchering or Foraging skills.</pre></P>  <P> 
				<a name="MasterWeaponsmithing"><B>Master Weaponsmithing (MasterWeaponsmithing)</B></a><br><br><br>
				<pre><BR>Skill    : Master Weaponsmithing<BR>Domain   : Crafting<BR>Available: Numerous Classes(30) <BR>Requires : 'Weaponsmithing' at 100%, and (One of: 'Axe Specialization', 'Blunt<BR>Weapon Specialization', 'Edged Weapon Specialization', 'Flailing Weapon<BR>Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm<BR>Specialization', 'Ranged Weapon Specialization', 'Staff Specialization', 'Sword<BR>Specialization', or 'Weapon Specialization')<BR>Requires : A base strength of at least 16.  <BR>Allows   : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows   : Lethal Crafting I, Counterbalance Crafting I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MWEAPONSMITH, MASTERWEAPONSMITHING<BR>Usage    : MWEAPONSMITH (LIST/MEND/SCAN) [WEAPON TYPE]<BR>Example  : mweaponsmith twohanded sword<BR>: mweaponsmith list<BR>: mweaponsmith scan<BR>: mweaponsmith scan bob<BR>This skill allows a player to craft master-level weapons from metal.  This<BR>skill requires Blacksmithing and Weaponsmithing in order to learn it.  It also<BR>requires specialization in the weapon type the player wishes to make.  The extent<BR>of the weapons which can be crafted expands as the player goes up in level.  To<BR>begin smithing, the player must be in a room with an open fire burning, and must<BR>have placed the metal he or she wishes to make the weapon from on the ground.  The<BR>player may also scan the room or other players for equipment that may be mended by<BR>this skill, using the scan parameter. The metal for weaponsmithing is obtained<BR>using the Mining skill, or better metals from the Smelting skill.</pre></P>  <P> 
				<a name="Merchant"><B>Marketeering (Merchant)</B></a><br><br><br>
				<pre><BR>Skill    : Marketeering<BR>Domain   : Influential<BR>Available: Gaoler(30) Numerous Classes(20) <BR>Requires : A base charisma of at least 10.  <BR>Allows   : Influencing I, Quick Worker I<BR>Invoked  : Automatic<BR>Usage    : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])<BR>Example  : market list<BR>: market shoe 500<BR>: market all.shoe<BR>: market remove shoe<BR>This skill allows a player to behave like a shopkeeper, allowing other players<BR>to LIST, BUY, and VIEW items which the player has put up for sale. The player may<BR>add any item in their inventory to their items for sale, and set a price for the<BR>item.  The remove command may be used to take items of that name off the market.</pre></P>  <P> 
				<a name="Mining"><B>Mining (Mining)</B></a><br><br><br>
				<pre><BR>Skill    : Mining<BR>Domain   : Gathering<BR>Available: Apprentice(2) Artisan(2) Gaoler(30) Numerous Classes(1) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MINE, MINING<BR>Usage    : MINE (BUNDLE [NUM]) [TARGET]<BR>Example  : mine<BR>Example  : mine bundle 10 stone<BR>With this common skill, a player whacks at rock and ground looking to uncover<BR>metals, and uncommon stones.  Mining is best done in caves and mountains. You can<BR>also bundle multiple resources together using this skill.  The GET command can be<BR>used to unbundle such resources.</pre></P>  <P> 
				<a name="Painting"><B>Painting (Painting)</B></a><br><br><br>
				<pre><BR>Skill    : Painting<BR>Domain   : Artistic<BR>Available: Apprentice(23) Artisan(13) Gaoler(30) Numerous Classes(5) <BR>Requires : A base charisma of at least 12.  <BR>Allows   : Artsy I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PAINT, PAINTING<BR>Usage    : PAINT WALL/[ITEM TYPE]<BR>Example  : paint wall<BR>: paint a sheet of canvas<BR>This skill allows a player to make artistic paintings on either canvas or<BR>silkscreen, such as those made with the Papermaking skill.  The player is also able<BR>to create and destroy "wall" paintings in a privately owned room.  "Wall" paintings<BR>unlisted, ungettable items in a room which can nevertheless be LOOKed at.  </pre></P>  <P> 
				<a name="Paladin_Aura"><B>Paladin`s Aura (Paladin_Aura)</B></a><br><br><br>
				<pre><BR>Skill    : Paladin`s Aura<BR>Domain   : Holy protection<BR>Available: Paladin(19) <BR>Allows   : Protecting I<BR>Invoked  : Automatic<BR>Example  : <BR>When the Paladin's Aura begins to exude, it will act as the cleric spell<BR>Protection From Evil for the paladin's group.  Evil and Undead spells and affects<BR>will be repelled by the aura.  Any evil players or creatures in the paladin's group<BR>will be hurt by the aura.</pre></P>  <P> 
				<a name="Paladin_Breakup"><B>Breakup Fight (Paladin_Breakup)</B></a><br><br><br>
				<pre><BR>Skill    : Breakup Fight<BR>Domain   : Legal<BR>Available: Paladin(15) <BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BREAKUP<BR>Usage    : BREAKUP [TARGET NAME] <BR>Example  : breakup bob<BR>If the Paladin is not fighting, he or she may use this skill to break up a<BR>fight between any two other creatures or players.</pre></P>  <P> 
				<a name="Paladin_Courage"><B>Paladin`s Courage (Paladin_Courage)</B></a><br><br><br>
				<pre><BR>Skill    : Paladin`s Courage<BR>Domain   : Holy protection<BR>Available: Paladin(13) <BR>Allows   : Protecting I<BR>Invoked  : Automatic<BR>Example  : <BR>When the Paladin's aura of Courage begins to exude, the paladin and other<BR>non-evil group members become immune to the Fear spells "Spook", "Nightmare", and<BR>"Fear".</pre></P>  <P> 
				<a name="Paladin_CraftHolyAvenger"><B>Craft Holy Avenger (Paladin_CraftHolyAvenger)</B></a><br><br><br>
				<pre><BR>Skill    : Craft Holy Avenger<BR>Domain   : Crafting<BR>Available: Paladin(30) <BR>Requires : 'Sword Specialization', and 'Weaponsmithing'<BR>Allows   : Light Crafting I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER<BR>Usage    : CRAFTHOLY<BR>Example  : <BR>Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack<BR>and damage are based on the Paladin's level.</pre></P>  <P> 
				<a name="Paladin_Defend"><B>All Defence (Paladin_Defend)</B></a><br><br><br>
				<pre><BR>Skill    : All Defence<BR>Domain   : Evasive<BR>Available: Minstrel(22) Paladin(11) <BR>Allows   : Evasively I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : DEFENCE<BR>Usage    : DEFENCE<BR>Example  : defence<BR>During combat, the Paladin can use this skill to stop attacking in favor of an<BR>all-out defensive posture.  Should the Paladin go two full rounds without being<BR>hit, the battle will end peacefully.</pre></P>  <P> 
				<a name="Paladin_DiseaseImmunity"><B>Disease Immunity (Paladin_DiseaseImmunity)</B></a><br><br><br>
				<pre><BR>Skill    : Disease Immunity<BR>Domain   : Holy protection<BR>Available: Paladin(7) <BR>Allows   : Protecting I<BR>Invoked  : Automatic<BR>Example  : <BR>As the Paladin's proficiency grows, he or she becomes more and more immune to<BR>diseases and disease like spell affects.</pre></P>  <P> 
				<a name="Paladin_Goodness"><B>Paladin`s Goodness (Paladin_Goodness)</B></a><br><br><br>
				<pre><BR>Skill    : Paladin`s Goodness<BR>Domain   : Holy protection<BR>Available: Paladin(25) <BR>Allows   : Protecting I<BR>Invoked  : Automatic<BR>Example  : <BR>When the Paladin's aura of Goodness begins to exude, it becomes almost<BR>impossible for evil to approach the paladin.  Any evil group members or creatures<BR>within melee range will take severe damage from the aura of goodness, which grows<BR>more powerful as the Paladin gains levels.</pre></P>  <P> 
				<a name="Paladin_HealingHands"><B>Healing Hands (Paladin_HealingHands)</B></a><br><br><br>
				<pre><BR>Skill    : Healing Hands<BR>Domain   : Healing<BR>Available: Paladin(1) <BR>Allows   : Healing I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : HANDS<BR>Usage    : HANDS [TARGET NAME]<BR>Example  : hands orc<BR>The Paladin becomes a vessel for the healing power of his or her god.</pre></P>  <P> 
				<a name="Paladin_ImprovedResists"><B>Paladin`s Resistance (Paladin_ImprovedResists)</B></a><br><br><br>
				<pre><BR>Skill    : Paladin`s Resistance<BR>Domain   : Holy protection<BR>Available: Paladin(2) <BR>Allows   : Protecting I<BR>Invoked  : Automatic<BR>Example  : <BR>As the Paladin gains in levels, he or she becomes more and more resistant to<BR>magical, poisonous, disease, and other magical and non-magical attacks against him.</pre></P>  <P> 
				<a name="Paladin_MountedCharge"><B>Mounted Charge (Paladin_MountedCharge)</B></a><br><br><br>
				<pre><BR>Skill    : Mounted Charge<BR>Domain   : Animal affinity<BR>Available: Paladin(16) <BR>Allows   : Animal Affinity I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Range 1 - Range 99<BR>Commands : MOUNTEDCHARGE, MCHARGE<BR>Usage    : MCHARGE [TARGET NAME]<BR>Example  : mcharge orc<BR>The Paladin, from the back of a mount, rides at top speed at an target,<BR>delivering a deadly attack, but sacrificing armor.</pre></P>  <P> 
				<a name="Paladin_PoisonImmunity"><B>Poison Immunity (Paladin_PoisonImmunity)</B></a><br><br><br>
				<pre><BR>Skill    : Poison Immunity<BR>Domain   : Holy protection<BR>Available: Paladin(17) <BR>Allows   : Protecting I<BR>Invoked  : Automatic<BR>Example  : <BR>As the Paladin's proficiency grows, he or she becomes more and more immune to<BR>poison and poisonous affects.</pre></P>  <P> 
				<a name="Paladin_SummonMount"><B>Call Mount (Paladin_SummonMount)</B></a><br><br><br>
				<pre><BR>Skill    : Call Mount<BR>Domain   : Grappling<BR>Available: Paladin(5) <BR>Allows   : Vice-Gripping I, Combat Fluidity I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : CALLMOUNT<BR>Usage    : CALLMOUNT<BR>Example  : callmount<BR>Allows the Paladin to call upon a white steed which can bear him from place to<BR>place.</pre></P>  <P> 
				<a name="PaperMaking"><B>Paper Making (PaperMaking)</B></a><br><br><br>
				<pre><BR>Skill    : Paper Making<BR>Domain   : Crafting<BR>Available: Apprentice(8) Artisan(9) Gaoler(30) Numerous Classes(5) <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PAPERMAKE, PAPERMAKING<BR>Usage    : PAPERMAKE (LIST) ([PAPER TYPE])<BR>Example  : papermake canvas<BR>: papermake list<BR>This skill allows a player to craft papers from woods, silks, and other<BR>materials.  The types of paper which can be crafted expands as the player goes up<BR>in level.  Eventually, even arcane scrolls, suitable for scribing spells onto, can<BR>be made.  Wood is obtained by the Chopping skill, and silks through the Foraging<BR>skill.</pre></P>  <P> 
				<a name="PlantLore"><B>Plant Lore (PlantLore)</B></a><br><br><br>
				<pre><BR>Skill    : Plant Lore<BR>Domain   : Nature lore<BR>Available: Druid(15) Gaian(9) Ranger(15) <BR>Allows   : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PLANTLORE, PSPECULATE<BR>Usage    : PLANTLORE<BR>Example  : plantlore<BR>This skill allows a player to carefully evaluate the plant growth patterns in<BR>the present area, and all surrounding areas to see what vegetation resources might<BR>be available for foraging or chopping.</pre></P>  <P> 
				<a name="Pottery"><B>Pottery (Pottery)</B></a><br><br><br>
				<pre><BR>Skill    : Pottery<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(3) Gaoler(30) Numerous Classes(1) <BR>Allows   : Quick Worker I, Jewel Making<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : POT, POTTERY<BR>Usage    : POT (LIST) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : pot pitcher<BR>: pot bundle 100 clay<BR>: pot list<BR>This skill allows a player to craft cooked clay items, such as cups and plates.<BR> The extent of the items which can be crafted expands as the player goes up in<BR>level.  To begin crafting, the player must be in a room with an open fire burning,<BR>and must have placed the clay he or she wishes to make the item from on the ground.<BR> The Clay is obtained by using the Digging skill.</pre></P>  <P> 
				<a name="Ranger_AnimalFrenzy"><B>Animal Frenzy (Ranger_AnimalFrenzy)</B></a><br><br><br>
				<pre><BR>Skill    : Animal Frenzy<BR>Domain   : Animal affinity<BR>Available: Ranger(30) <BR>Allows   : Animal Affinity I<BR>Invoked  : Automatic<BR>Example  : <BR>All animal followers of the ranger gain amazing attack feats, and up to<BR>quadruple damage bonuses.</pre></P>  <P> 
				<a name="Ranger_Enemy1"><B>Favored Enemy 1 (Ranger_Enemy1)</B></a><br><br><br>
				<pre>Example  : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against those<BR>creatures.</pre></P>  <P> 
				<a name="Ranger_Enemy2"><B>Favored Enemy 2 (Ranger_Enemy2)</B></a><br><br><br>
				<pre>Example  : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against those<BR>creatures.</pre></P>  <P> 
				<a name="Ranger_Enemy3"><B>Favored Enemy 3 (Ranger_Enemy3)</B></a><br><br><br>
				<pre>Example  : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against those<BR>creatures.</pre></P>  <P> 
				<a name="Ranger_Enemy4"><B>Favored Enemy 4 (Ranger_Enemy4)</B></a><br><br><br>
				<pre>Example  : <BR>As the Ranger gains knowledge of the creatures of the realm, he or she will<BR>gain a specific hatred and thus, an attack and damage bonus advantage against those<BR>creatures.</pre></P>  <P> 
				<a name="Ranger_FindWater"><B>Find Water (Ranger_FindWater)</B></a><br><br><br>
				<pre><BR>Skill    : Find Water<BR>Domain   : Nature lore<BR>Available: Minstrel(4) Ranger(2) Trapper(5) <BR>Allows   : Nature Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : FINDWATER<BR>Usage    : FINDWATER<BR>Example  : findwater<BR>The ranger attempts to find a trail leading from where he or she is at present,<BR>to the location of a water source (not necessarily the closest)!  When walking<BR>around, the Ranger will become aware of which direction seems best.</pre></P>  <P> 
				<a name="Ranger_Hide"><B>Woodland Hide (Ranger_Hide)</B></a><br><br><br>
				<pre><BR>Skill    : Woodland Hide<BR>Domain   : Stealthy<BR>Available: Gaian(7) Ranger(22) SkyWatcher(5) <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : WHIDE<BR>Usage    : WHIDE<BR>Example  : whide<BR>The ranger attempts to creep behind a rock, or into a bush and remain perfectly<BR>still.  Doing this makes them invisible to any other creatures in the room.  Making<BR>any moves or sounds will negate the hidden advantage.  The ranger must be in the<BR>wild for this skill to work.  You can use the VISIBLE command to make yourself<BR>visible again.</pre></P>  <P> 
				<a name="Ranger_Sneak"><B>Woodland Sneak (Ranger_Sneak)</B></a><br><br><br>
				<pre><BR>Skill    : Woodland Sneak<BR>Domain   : Stealthy<BR>Available: Ranger(10) SkyWatcher(10) <BR>Allows   : Stealthy I, AutoSneak<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : WSNEAK<BR>Usage    : WSNEAK [DIRECTION]<BR>Example  : wsneak e<BR>So long as the Ranger is in the wild, he or she can use this skill to attempt<BR>to sneak in the indicated direction. If successful, he or she will not be seen when<BR>entering the room.  Also, a sneak attempt automatically invokes a woodland hide<BR>attempt.   The success of a sneak attempt can depend on the level of the mobs in<BR>the room the ranger is trying to sneak into, and on the rangers stealth expertise.</pre></P>  <P> 
				<a name="Ranger_Track"><B>Track (Ranger_Track)</B></a><br><br><br>
				<pre><BR>Skill    : Track<BR>Domain   : Combat lore<BR>Available: Charlatan(12) Ranger(1) Trapper(12) <BR>Allows   : Combat Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TRACK<BR>Usage    : TRACK [TARGET NAME] <BR>Example  : track orc<BR>The ranger attempts to find a trail leading from where he or she is at present,<BR>to the location of the indicated target (not necessarily the closest)!  When<BR>walking around, the Ranger will become aware of which direction seems best.</pre></P>  <P> 
				<a name="Ranger_TrackAnimal"><B>Track Animal (Ranger_TrackAnimal)</B></a><br><br><br>
				<pre><BR>Skill    : Track Animal<BR>Domain   : Combat lore<BR>Available: Ranger(3) <BR>Allows   : Combat Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : TRACKANIMAL<BR>Usage    : TRACK ANIMAL<BR>Example  : trackanimal<BR>The ranger, being a skilled hunter, may use this skill to track down the<BR>nearest unintelligent animal in the area.</pre></P>  <P> 
				<a name="Ranger_WoodlandCreep"><B>Woodland Creep (Ranger_WoodlandCreep)</B></a><br><br><br>
				<pre><BR>Skill    : Woodland Creep<BR>Domain   : Stealthy<BR>Requires : A base dexterity of at least 18.  <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : WCREEP<BR>Usage    : WCREEP<BR>Example  : wcreep<BR>The ranger creep slowly from bush to tree, remaining especially hard to spot. <BR>Doing this makes them invisible to any other creatures in the area.  The ranger<BR>must be in the wild for this skill to work.  You can use the VISIBLE command to<BR>make yourself visible again.</pre></P>  <P> 
				<a name="Scalp"><B>Scalping (Scalp)</B></a><br><br><br>
				<pre><BR>Skill    : Scalping<BR>Domain   : Anatomy<BR>Available: Barbarian(5) <BR>Allows   : Anatomy I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SCALP, SCALPING<BR>Usage    : SCALP [TARGET BODY]<BR>Example  : scalp body<BR>With this common skill, a dead body can be scalped, removing the top part of<BR>its head.</pre></P>  <P> 
				<a name="Scrapping"><B>Scrapping (Scrapping)</B></a><br><br><br>
				<pre><BR>Skill    : Scrapping<BR>Domain   : Nature lore<BR>Available: Apprentice(25) Artisan(25) Numerous Classes(20) <BR>Allows   : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SCRAP, SCRAPPING<BR>Usage    : SCRAP [ITEM NAME]<BR>Example  : scrap longsword<BR>This skill allows a player to scrap one or more identical items into their<BR>component resources, which can then be used by the other common skills.  Some<BR>materials require that a fire be built before scrapping can begin.  The yield on<BR>scrapping is always 1 pound of material resources per 5 pounds of items.</pre></P>  <P> 
				<a name="ScrimShaw"><B>Scrimshawing (ScrimShaw)</B></a><br><br><br>
				<pre><BR>Skill    : Scrimshawing<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(3) Gaoler(30) Numerous Classes(5) <BR>Requires : Anyone.<BR>Allows   : Light Crafting I, Quality Crafting I, Quick Worker I<BR>Allows   : Lethal Crafting I, Counterbalance Crafting I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SCRIM, SCRIMSHAWING<BR>Usage    : SCRIM (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : scrim small table<BR>: scrim bundle 100 bone<BR>: scrim list<BR>: scrim mend sword<BR>: scrim refit earrings<BR>: scrim scan<BR>: scrim scan bob<BR>This skill allows a player to craft bone items, such as chairs and swords.  The<BR>extent of the items which can be crafted expands as the player goes up in level. <BR>This command also allows the player to repair any damaged bone weapons or armor,<BR>and to refit any armor which may be the wrong size.To begin scrimshawing a new<BR>item, the player must have placed the bone he or she wishes to make the item from<BR>on the ground.  The player may also scan the room or other players for equipment<BR>that may be mended by this skill, using the scan parameter.  The raw bone for<BR>scrimshaw is found using the Butchering skill.</pre></P>  <P> 
				<a name="Sculpting"><B>Sculpting (Sculpting)</B></a><br><br><br>
				<pre><BR>Skill    : Sculpting<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(30) Numerous Classes(1) <BR>Requires : A base constitution of at least 10.  <BR>Allows   : Scrimshawing, Masonry, Light Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SCULPT, SCULPTING<BR>Usage    : SCULPT (LIST/MEND/SCAN) (BUNDLE [NUM]) [ITEM TYPE] (PARAMETER)<BR>Example  : sculpt bench<BR>: sculpt bundle 100 stone<BR>: sculpt statue of the great Alramus<BR>: sculpt list<BR>: sculpt mend avalanche<BR>: sculpt scan<BR>: sculpt scan bob<BR>This skill allows a player to sculpt stone items, such as statues and<BR>furniture, or mend any broken stone weapons or armor.  The extent of the items<BR>which can be crafted expands as the player goes up in level.  To begin crafting,<BR>the player must have placed the stone he or she wishes to make the item from on the<BR>ground.  The player may also scan the room or other players for equipment that may<BR>be mended by this skill, using the scan parameter. The raw stone for sculpting is<BR>found using the Digging or Mining skills.</pre></P>  <P> 
				<a name="Searching"><B>Searching (Searching)</B></a><br><br><br>
				<pre><BR>Skill    : Searching<BR>Domain   : Alert<BR>Available: Apprentice(3) Artisan(3) Gaoler(4) Numerous Classes(1) <BR>Allows   : Vigilantly I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SEARCH, SEARCHING<BR>Usage    : SEARCH <BR>Example  : search<BR>This skill allows a player to spend some time looking around a room.  For this<BR>duration of the search, any hidden items will become apparant to the one searching.<BR> Once the search is completed, hidden items or mobs still in the room may no longer<BR>be seen.</pre></P>  <P> 
				<a name="Shearing"><B>Shearing (Shearing)</B></a><br><br><br>
				<pre><BR>Skill    : Shearing<BR>Domain   : Animal affinity<BR>Available: Numerous Classes(1) <BR>Allows   : Quick Worker I, Animal Affinity I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SHEAR, SHEARING<BR>Usage    : SHEAR [TARGET]<BR>Example  : shear sheep<BR>With this common skill, you can shear the wool off of a sheeps body, or at<BR>least as much of it as you can.</pre></P>  <P> 
				<a name="Shipwright"><B>Ship Building (Shipwright)</B></a><br><br><br>
				<pre><BR>Skill    : Ship Building<BR>Domain   : Crafting<BR>Available: Apprentice(6) Artisan(8) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Carpentry'<BR>Requires : A base wisdom of at least 12.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT<BR>Usage    : SHIPWRIGHT (LIST/MEND/SCAN) [ITEM TYPE]<BR>Example  : shipwright canoe<BR>: shipwright list<BR>: shipwright mend canoe<BR>: shipwright scan<BR>: shipwright scan bob<BR>This skill allows a player to craft wooden boats.  The extent of the items<BR>which can be crafted expands as the player goes up in level.  This command also<BR>allows the player to repair any damaged wooden boats.  To begin carving a new item,<BR>the player must have placed the wood he or she wishes to make the item from on the<BR>ground. The player may also scan the room or other players for equipment that may<BR>be mended by this skill, using the scan parameter. Items crafted with balsa can be<BR>done with half the required wood listed, while items crafted with ironwood will<BR>require twice the required wood listed. The raw wood for building is found using<BR>the Chopping skill.</pre></P>  <P> 
				<a name="Skill_Arrest"><B>Arrest (Skill_Arrest)</B></a><br><br><br>
				<pre><BR>Skill    : Arrest<BR>Domain   : Legal<BR>Available: Gaoler(19) <BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ARREST<BR>Usage    : ARREST [TARGET NAME] <BR>Example  : arrest orc<BR>This powerful skill allows the player to automagically knock out the target,<BR>and instantly handcuff them for travel to the local judge for trial.  The Collect<BR>Bounty skill is required to turn the prisoner over to the judge. Otherwise, your<BR>own recoarse is to turn the prisoner over to a cityguard.</pre></P>  <P> 
				<a name="Skill_ArrestingSap"><B>Arresting Sap (Skill_ArrestingSap)</B></a><br><br><br>
				<pre><BR>Skill    : Arresting Sap<BR>Domain   : Legal<BR>Available: Gaoler(12) <BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ASAP<BR>Usage    : ASAP [TARGET NAME] <BR>Example  : asap orc<BR>If the target has warrants out in the area, this skill will knock them out and<BR>cuff them for transport to the judge for trial.  The Collect Bounty skill is<BR>required to turn the prisoner over to the judge.  Otherwise, your own recoarse is<BR>to turn the prisoner over to a cityguard.</pre></P>  <P> 
				<a name="Skill_Attack2"><B>Second Attack (Skill_Attack2)</B></a><br><br><br>
				<pre><BR>Skill    : Second Attack<BR>Domain   : Martial lore<BR>Available: Assassin(15) Beastmaster(12) Fighter(8) Templar(21) <BR>Available: Several Classes(9) Numerous Classes(17) <BR>Allows   : Third Attack, Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Allows the affected character to deliver a second attack during their round.</pre></P>  <P> 
				<a name="Skill_Attack3"><B>Third Attack (Skill_Attack3)</B></a><br><br><br>
				<pre><BR>Skill    : Third Attack<BR>Domain   : Martial lore<BR>Available: Fighter(18) <BR>Requires : 'Second Attack'<BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Allows the character to deliver a third attack during their round.</pre></P>  <P> 
				<a name="Skill_AttackHalf"><B>Half Attack (Skill_AttackHalf)</B></a><br><br><br>
				<pre><BR>Skill    : Half Attack<BR>Domain   : Martial lore<BR>Available: Assassin(25) Beastmaster(22) Monk(18) Templar(11) <BR>Available: Several Classes(20) Numerous Classes(17) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>Allows the affected character to deliver a second attack during every other<BR>combat round.</pre></P>  <P> 
				<a name="Skill_Bash"><B>Shield Bash (Skill_Bash)</B></a><br><br><br>
				<pre><BR>Skill    : Shield Bash<BR>Domain   : Shield use<BR>Available: Arcanist(15) Templar(14) Several Classes(4) <BR>Allows   : AutoBash, Shield Using I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BASH<BR>Usage    : BASH [TARGET NAME] <BR>Example  : bash orc<BR>The fighter uses their shield as a weapon, delivering an otherwise additional<BR>blow to the target in combat.</pre></P>  <P> 
				<a name="Skill_Befriend"><B>Befriend (Skill_Befriend)</B></a><br><br><br>
				<pre><BR>Skill    : Befriend<BR>Domain   : Influential<BR>Available: Several Classes(1) <BR>Allows   : Influencing I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BEFRIEND<BR>Usage    : BEFRIEND [TARGET NAME]<BR>Example  : befriend vagabond<BR>This ability allows the bard to pick up new followers to join his or her<BR>adventures. The target must be a mobile npc mob, and must be the same racial<BR>category, and of a similar alignment.  The bard suffers penalties for trying to<BR>befriend mobs of higher or lower levels, though only 10% higher levels are<BR>forbidden entirely.</pre></P>  <P> 
				<a name="Skill_BellyRolling"><B>Belly Rolling (Skill_BellyRolling)</B></a><br><br><br>
				<pre><BR>Skill    : Belly Rolling<BR>Domain   : Foolishness<BR>Available: Jester(1) <BR>Allows   : Foolmaking I<BR>Invoked  : Automatic<BR>During combat, the fighter gains the ability to dodge attacks while sitting or<BR>on the floor.</pre></P>  <P> 
				<a name="Skill_Buffoonery"><B>Buffoonery (Skill_Buffoonery)</B></a><br><br><br>
				<pre><BR>Skill    : Buffoonery<BR>Domain   : Foolishness<BR>Available: Jester(30) <BR>Allows   : Foolmaking I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BUFFOONERY<BR>Usage    : BUFFOONERY [TARGET NAME] [ITEM NAME]<BR>Example  : buffoonery orc banana<BR>This strange skill allows the player to swap out an existing worn or wielded<BR>item on the target with one of his or her own.  The item must not be an effective<BR>weapon or piece of armor for the skill to work effectively.  This powerful skill<BR>overcomes curses and other inhibitions by the amazing power of silliness.</pre></P>  <P> 
				<a name="Skill_Cage"><B>Cage (Skill_Cage)</B></a><br><br><br>
				<pre><BR>Skill    : Cage<BR>Domain   : Animal affinity<BR>Available: Artisan(22) Trapper(21) <BR>Allows   : Animal Affinity I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CAGE<BR>Usage    : CAGE [TARGET NAME] [CAGE ITEM]<BR>Example  : cage rabbit wagon<BR>The thief will attempt to get a sleeping or otherwise bound or subdued animal<BR>into a cage for safe keeping.</pre></P>  <P> 
				<a name="Skill_Chantcraft"><B>Chantcraft (Skill_Chantcraft)</B></a><br><br><br>
				<pre><BR>Skill    : Chantcraft<BR>Domain   : Arcane lore<BR>Available: Charlatan(15) <BR>Allows   : Arcane Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>The player is so knowledgable about druidic magic that he or she can identify<BR>chants cast in his or her presence by name.  The players ability to identify more<BR>powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<a name="Skill_Chirgury"><B>Chirgury (Skill_Chirgury)</B></a><br><br><br>
				<pre><BR>Skill    : Chirgury<BR>Domain   : Anatomy<BR>Available: Gaoler(25) <BR>Requires : 'Butchering'<BR>Allows   : Anatomy I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CHIRGURY<BR>Usage    : CHIRGURY [BODY PART] [TARGET NAME]<BR>Example  : chirgury heart corpse<BR>The player is able to remove body parts from the dead, blood from the living or<BR>the dead, or an unborn fetus from the living.</pre></P>  <P> 
				<a name="Skill_Climb"><B>Climb (Skill_Climb)</B></a><br><br><br>
				<pre><BR>Skill    : Climb<BR>Domain   : Fitness<BR>Available: Monk(2) Numerous Classes(15) Several Classes(3) Numerous Classes(1) <BR>Allows   : Fitness I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CLIMB<BR>Usage    : CLIMB [DIRECTION]<BR>Example  : climb up<BR>In some places, one may be able (or required) to climb up or down a surface in<BR>order to get there safely.  Without using this skill, someone attempting the climb<BR>such a surface is certain to fall.  </pre></P>  <P> 
				<a name="Skill_CollectBounty"><B>Collect Bounty (Skill_CollectBounty)</B></a><br><br><br>
				<pre><BR>Skill    : Collect Bounty<BR>Domain   : Legal<BR>Available: Gaoler(18) <BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : COLLECTBOUNTY, BOUNTY<BR>Usage    : COLLECTBOUNTY [TARGET NAME]<BR>Example  : collectbounty orc<BR>If the player is able to bring a legitimately wanted criminal up before a judge<BR>in the same area, the judge will pay the player a bounty on the criminal and bring<BR>in an authorized cityguard to complete the trial.</pre></P>  <P> 
				<a name="Skill_Conduct"><B>Conduct Symphony (Skill_Conduct)</B></a><br><br><br>
				<pre><BR>Skill    : Conduct Symphony<BR>Domain   : Playing<BR>Available: Minstrel(30) <BR>Allows   : Bold Playing I, Resounding Playing I, Rhythmic Playing I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch - Range 2<BR>Commands : CONDUCT<BR>Usage    : CONDUCT<BR>Example  : conduct<BR>This powerful bard skill allows the bard to conduct their group as if it were a<BR>symphony.  If the bards group all have instruments, and all are prepared to play<BR>them, then using this skill will grant them all the ability to play the magical<BR>"symphony" as per the bard song.</pre></P>  <P> 
				<a name="Skill_ControlUndead"><B>Control Undead (Skill_ControlUndead)</B></a><br><br><br>
				<pre><BR>Skill    : Control Undead<BR>Domain   : Death lore<BR>Available: Cleric(5) Necromancer(1) Oracle(5) <BR>Allows   : Death Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CONTROL<BR>Usage    : CONTROL [TARGET NAME] <BR>Example  : control skeleton<BR>The evil or neutral priest attempts to frighten the heck out of an undead<BR>creature. Depending upon the level of the priest versus the level of the creature,<BR>the effect of the skill may be to either cause it to become submissive for a time,<BR>or come completely under the clerics control.</pre></P>  <P> 
				<a name="Skill_Convert"><B>Convert (Skill_Convert)</B></a><br><br><br>
				<pre><BR>Skill    : Convert<BR>Domain   : Evangelism<BR>Available: Numerous Classes(1) <BR>Allows   : Evangelising I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CONVERT<BR>Usage    : CONVERT [PLAYER NAME/DEITY NAME]<BR>Example  : convert bob<BR>Example  : convert odin<BR>This skill allows Clerics to convert themselves or others to the worship of<BR>specific deities.  If a player is specified, the target player must not be<BR>worshiping another deity at the time, which means that to change deities, the<BR>player must first REBUKE their current deity.  If an npc mob is specified, then a<BR>failed conversion will be followed by a 30 minute period of doubt where the npc may<BR>not be converted by anyone.  That is then followed by another 30 minute period<BR>where the mob will be susceptable to conversion.  A converted npc mob will remain<BR>so for a period of time, but any religious servicesin the area attended by the mob<BR>will extend the period.<BR><BR>A deity may be also be specified as a parameter, allowing the cleric to convert<BR>themselves to the worship of a deity.  Use the DEITIES command to list available<BR>deities.  See also the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS<BR>for more information.</pre></P>  <P> 
				<a name="Skill_Dirt"><B>Dirt (Skill_Dirt)</B></a><br><br><br>
				<pre><BR>Skill    : Dirt<BR>Domain   : Dirty fighting<BR>Available: Assassin(5) Barbarian(11) Fighter(11) Minstrel(2) <BR>Available: Monk(14) SkyWatcher(12) Thief(5) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 1<BR>Commands : DIRT<BR>Usage    : DIRT [TARGET NAME] <BR>Example  : bash orc<BR>The fighter attempts to kick dirt into the eyes of the target, making them<BR>temporarily blind.</pre></P>  <P> 
				<a name="Skill_Disarm"><B>Disarm (Skill_Disarm)</B></a><br><br><br>
				<pre><BR>Skill    : Disarm<BR>Domain   : Martial lore<BR>Available: Barbarian(7) Beastmaster(9) Fighter(6) Monk(6) <BR>Available: Dancer(9) Numerous Classes(8) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DISARM<BR>Usage    : DISARM [TARGET NAME] <BR>Example  : disarm orc<BR>The fighter attempts use his or her weapon to disarm the target, hurling their<BR>weapon onto the floor and out of reach.</pre></P>  <P> 
				<a name="Skill_Disguise"><B>Disguise (Skill_Disguise)</B></a><br><br><br>
				<pre><BR>Skill    : Disguise<BR>Domain   : Deceptive<BR>Available: Charlatan(3) <BR>Allows   : Deceptive I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : DISGUISE<BR>Usage    : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]<BR>Example  : disguise race orc<BR>Example  : disguise class thief<BR>Example  : disguise height 1000<BR>This powerful ability allows the bard to disguise his or her appearance in<BR>numerous ways.  The disguise command, without any arguments, will list the<BR>attributes which may be changed.  Once a disguise has been put on, entering<BR>disguise again without any arguments will remove the disguise.</pre></P>  <P> 
				<a name="Skill_Dodge"><B>Dodge (Skill_Dodge)</B></a><br><br><br>
				<pre><BR>Skill    : Dodge<BR>Domain   : Evasive<BR>Available: Beastmaster(4) Charlatan(10) Minstrel(9) Monk(4) <BR>Available: Dancer(5) Numerous Classes(7) Several Classes(6) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : dodge<BR>During combat, the character begins to dance around on their feet, making them<BR>harder to hit in combat.</pre></P>  <P> 
				<a name="Skill_Enslave"><B>Enslave (Skill_Enslave)</B></a><br><br><br>
				<pre><BR>Skill    : Enslave<BR>Domain   : Criminal<BR>Available: Gaoler(23) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ENSLAVE<BR>Usage    : ENSLAVE [TARGET NAME]<BR>Example  : enslave orc<BR>This skill allows the player to break down an intelligent mob and enslave them.<BR>Once enslaved, a mob can be sold to slave traders, brought to the players clan<BR>homes or personal homes to remain as permanent residents, ORDERed as vassals of the<BR>owner, and, of course, command them to perform tasks.  Tasks for the slave to<BR>perform must be directed to the slave with the SAY command, and must begin with the<BR>words "I command you to" or "I order you to".  The slave will then wander around as<BR>in a GEAS trying to perform the task.  The slave can be released from the task by<BR>saying "cancel" to them.  Slaves are different from pets in that they require food<BR>and drink to survive.  If given the food and water, they will eat and drink as<BR>necessary from what they have been given.  Slaves eventually lose loyalty as well. <BR>If they starve, or if they take damage for any reason, their loyalty will decrease,<BR>making them more and more likely to leave their masters homes, or attack their<BR>masters.</pre></P>  <P> 
				<a name="Skill_EscapeBonds"><B>Escape Bonds (Skill_EscapeBonds)</B></a><br><br><br>
				<pre><BR>Skill    : Escape Bonds<BR>Domain   : Binding<BR>Requires : A base dexterity of at least 14.  <BR>Allows   : Binding I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ESCAPEBONDS, ESCAPE<BR><BR>Skill    : Escape Bonds<BR>Available: Jester(6) Minstrel(18) Thief(24) <BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ESCAPEBONDS, ESCAPE<BR>Usage    : ESCAPEBONDS<BR>Example  : escape<BR>This skill allows the thief to apply both his or her dexterity and strength to<BR>escaping from common binds, such as handcuffs, ropes, or webbing.</pre></P>  <P> 
				<a name="Skill_FalseArrest"><B>False Arrest (Skill_FalseArrest)</B></a><br><br><br>
				<pre><BR>Skill    : False Arrest<BR>Domain   : Deceptive<BR>Available: Charlatan(11) <BR>Allows   : Deceptive I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FALSEARREST<BR>Usage    : FALSEARREST [CRIMINAL NAME]<BR>Example  : falsearrest joe<BR>This skill allows the player to act as a bounty hunter or arresting officer for<BR>any area which enforces law.  The target must be a player wanted for some crime in<BR>some area.  The arresting player or the target player need not be in that area to<BR>use this skill.  However, unless both players are allowed by the mud rules to<BR>attack each other, certain aspects (such as hand-cuffing or subdueing) will fizzle<BR>out when the arresting player attempts them.</pre></P>  <P> 
				<a name="Skill_Feint"><B>Feint (Skill_Feint)</B></a><br><br><br>
				<pre><BR>Skill    : Feint<BR>Domain   : Evasive<BR>Available: Jester(22) Minstrel(20) <BR>Allows   : Evasively I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FEINT<BR>Usage    : FEINT<BR>Example  : feint<BR>During combat, the player feints a attack in order to put his or her opponent<BR>off balance.  The next attack then will have a much better chance of hitting.  The<BR>feinting skill of the player increases with level.</pre></P>  <P> 
				<a name="Skill_FireBreathing"><B>Fire Breathing (Skill_FireBreathing)</B></a><br><br><br>
				<pre><BR>Skill    : Fire Breathing<BR>Available: Jester(9) <BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch - Range 5<BR>Commands : FIREBREATHING, FIREBREATH<BR>Usage    : FIREBREATHE [TARGET NAME]<BR>Example  : firebreathe orc<BR>If the player has a torch, or other burning object in his or her hands, they<BR>can use it to breathe fire at a target.</pre></P>  <P> 
				<a name="Skill_Haggle"><B>Haggle (Skill_Haggle)</B></a><br><br><br>
				<pre><BR>Skill    : Haggle<BR>Domain   : Influential<BR>Available: Several Classes(1) <BR>Allows   : Influencing I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : HAGGLE<BR>Usage    : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])<BR>Example  : haggle buy sword<BR>Example  : haggle sell sword<BR>This skill allows the user to get better rates on buying and selling items by<BR>haggling with the shopkeeper over the price.</pre></P>  <P> 
				<a name="Skill_HandCuff"><B>Handcuff (Skill_HandCuff)</B></a><br><br><br>
				<pre>Usage    : HANDCUFF [TARGET NAME] <BR>Example  : cuff orc<BR>Allows the player to bind another mob that is sitting or lying down, and force<BR>them to follow them around.  This skill also makes the prisoner temporarily<BR>not-assist in combat.  This skill can only be used if the target has a warrant out<BR>for their arrest.  See Arresting Sap for more information.</pre></P>  <P> 
				<a name="Skill_IdentifyPoison"><B>Identify Poison (Skill_IdentifyPoison)</B></a><br><br><br>
				<pre><BR>Skill    : Identify Poison<BR>Domain   : Poisoning<BR>Available: Assassin(4) Barbarian(19) Jester(2) Several Classes(7) <BR>Requires : 'Apothecary'<BR>Allows   : Poisoning I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : IDPOISON, IDENTIFYPOISON<BR>Usage    : IDPOISON [ITEM NAME] <BR>Example  : idpoison orc<BR>This skill allows the player to sniff and taste a potentially poisoned item<BR>(like a drink, or a sword) and tell what kind of poison (if any) is on the item.</pre></P>  <P> 
				<a name="Skill_Imitation"><B>Imitate (Skill_Imitation)</B></a><br><br><br>
				<pre><BR>Skill    : Imitate<BR>Domain   : Deceptive<BR>Available: Charlatan(7) <BR>Allows   : Deceptive I<BR>Invoked  : Automatic<BR>Usage    : IMITATE [SPELL NAME] [TARGET NAME]<BR>Example  : imitate Fireball Orc<BR>This strange pseudo-magical skill allows spells, prayers, songs, and chants<BR>learned through Spellcraft, Prayercraft, etc to be faked at a later time. The spell<BR>or skill will not yield any actual results (no damage or benefits from casting),<BR>but will enable the character to deceive others into believing that he can use that<BR>type of magic.</pre></P>  <P> 
				<a name="Skill_InstrumentBash"><B>Instrument Bash (Skill_InstrumentBash)</B></a><br><br><br>
				<pre><BR>Skill    : Instrument Bash<BR>Domain   : Dirty fighting<BR>Available: Minstrel(10) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : INSTRUMENTBASH, IBASH<BR>Usage    : IBASH [TARGET NAME] <BR>Example  : ibash orc<BR>The bard uses their instrument as a weapon, delivering an otherwise additional<BR>blow to the target in combat.</pre></P>  <P> 
				<a name="Skill_JailKey"><B>Jail Key (Skill_JailKey)</B></a><br><br><br>
				<pre><BR>Skill    : Jail Key<BR>Domain   : Legal<BR>Available: Gaoler(24) <BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Exits <BR>Range    : Touch, or not applicable<BR>Commands : JAILKEY, JKEY<BR>Usage    : JAILKEY [DIRECTION] <BR>Example  : jailkey north<BR>Allows the player to lock or unlock any door to a jail room in the area.</pre></P>  <P> 
				<a name="Skill_Joke"><B>Joke (Skill_Joke)</B></a><br><br><br>
				<pre><BR>Skill    : Joke<BR>Domain   : Foolishness<BR>Available: Jester(10) <BR>Allows   : Foolmaking I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : JOKE<BR>Usage    : JOKE [TARGET NAME]<BR>Example  : joke orc<BR>This will cause the player to tell a random joke to the target. The joke has a<BR>75% chance of giving the target the giggles, and a 25% chance of putting them under<BR>the spell of Laughter.</pre></P>  <P> 
				<a name="Skill_Juggle"><B>Juggle (Skill_Juggle)</B></a><br><br><br>
				<pre><BR>Skill    : Juggle<BR>Domain   : Foolishness<BR>Available: Jester(1) <BR>Allows   : Foolmaking I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : JUGGLE<BR>Usage    : JUGGLE [ITEM NAME]<BR>Example  : juggle all<BR>Example  : juggle dagger<BR>Example  : juggle<BR>This will cause the player to begin juggling one or more items.  The number of<BR>items the player may juggle is limited by level.  Entering juggle without an item<BR>name will stop juggling.  GETting an item being juggled will also remove that item<BR>from the juggle list.  During combat, the juggler will be able to throw one item<BR>per 5 levels per combat round for a little extra damage.</pre></P>  <P> 
				<a name="Skill_Leeching"><B>Leeching (Skill_Leeching)</B></a><br><br><br>
				<pre><BR>Skill    : Leeching<BR>Domain   : Anatomy<BR>Available: Gaoler(17) <BR>Allows   : Anatomy I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LEECH, LEECHING<BR>Usage    : LEECHING [TARGET NAME]<BR>Example  : leech org<BR>The player is able to apply leeches to the target.  The target will be unable<BR>to heal, but will have any poisons removed for the duration of the leeches<BR>presence.</pre></P>  <P> 
				<a name="Skill_Map"><B>Make Maps (Skill_Map)</B></a><br><br><br>
				<pre><BR>Skill    : Make Maps<BR>Domain   : Calligraphy<BR>Available: Burglar(18) Several Classes(13) <BR>Allows   : Fine Calligraphy I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MAP<BR>Usage    : MAP [PAPER NAME]<BR>Example  : map parchment<BR>Allows you to begin mapping on the targeted piece of paper.  As you walk around<BR>the parchment will be filled with a pictoral map of the rooms you walk through.</pre></P>  <P> 
				<a name="Skill_MarkDisguise"><B>Mark Disguise (Skill_MarkDisguise)</B></a><br><br><br>
				<pre><BR>Skill    : Mark Disguise<BR>Domain   : Deceptive<BR>Available: Charlatan(25) <BR>Allows   : Deceptive I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : MARKDISGUISE<BR>Usage    : MARKDISGUISE (!)<BR>Example  : markdisguise<BR>Example  : markdisguise !<BR>This powerful ability allows the bard to disguise him or herself to be<BR>identical to his or her mark.  The bard must first mark a target using the Mark<BR>skill.  After that, the bard must observe the mark from a hidden position for an<BR>amount of time.  After sufficient time, the bard may use this skill to take on the<BR>apperance of the mark through disguise.  Entering the command word again will<BR>remove the disguise.  The optional ! parameter may be given for the bard to<BR>disguise him or herself as the same person they did before, regardless of whether<BR>they are presently marked.</pre></P>  <P> 
				<a name="Skill_Meditation"><B>Meditation (Skill_Meditation)</B></a><br><br><br>
				<pre><BR>Skill    : Meditation<BR>Domain   : Fitness<BR>Available: Shaman(23) SkyWatcher(22) Numerous Classes(16) <BR>Allows   : Fitness I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MEDITATE<BR>Usage    : MEDITATE<BR>Example  : meditate<BR>If the mage is in a quiet, sitting position, this skill will allow him or her<BR>to gain mana back at an accellerated rate.</pre></P>  <P> 
				<a name="Skill_Mimicry"><B>Mimicry (Skill_Mimicry)</B></a><br><br><br>
				<pre><BR>Skill    : Mimicry<BR>Domain   : Foolishness<BR>Available: Jester(5) <BR>Allows   : Foolmaking I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MIMICRY, MIMIC<BR>Usage    : MIMICRY [TARGET NAME]<BR>Example  : mimcry orc<BR>The player begins to mimic the actions of the target, thus annoying them.</pre></P>  <P> 
				<a name="Skill_MountedCombat"><B>Mounted Combat (Skill_MountedCombat)</B></a><br><br><br>
				<pre><BR>Skill    : Mounted Combat<BR>Domain   : Animal affinity<BR>Available: Barbarian(17) Several Classes(11) <BR>Allows   : Animal Affinity I<BR>Invoked  : Automatic<BR>Example  : <BR>This skill helps negate the bad consequences of fighting from horseback or from<BR>a boat or other vehicle.</pre></P>  <P> 
				<a name="Skill_Parry"><B>Parry (Skill_Parry)</B></a><br><br><br>
				<pre><BR>Skill    : Parry<BR>Domain   : Evasive<BR>Available: Charlatan(22) Minstrel(14) Templar(6) Trapper(11) <BR>Available: Several Classes(9) Several Classes(3) <BR>Allows   : Evasively I<BR>Invoked  : Automatic<BR>Example  : <BR>Parrying is the ability to cancel an armed attack by an opponent using your own<BR>weapon.  The character with this skill will parry the attacks of his or her armed<BR>opponents whenever possible.</pre></P>  <P> 
				<a name="Skill_Prayercraft"><B>Prayercraft (Skill_Prayercraft)</B></a><br><br><br>
				<pre><BR>Skill    : Prayercraft<BR>Domain   : Arcane lore<BR>Available: Charlatan(18) <BR>Allows   : Arcane Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>The player is so knowledgable about divine magic that he or she can identify<BR>prayers cast in his or her presence by name.  The players ability to identify more<BR>powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<a name="Skill_Puppeteer"><B>Puppeteer (Skill_Puppeteer)</B></a><br><br><br>
				<pre><BR>Skill    : Puppeteer<BR>Domain   : Foolishness<BR>Available: Jester(25) <BR>Allows   : Foolmaking I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : PUPPETEER, PUPPET<BR>Usage    : PUPPETEER [ITEM NAME]<BR>Example  : puppeteer [item name]<BR>This skill allows the player to animate one or more puppets.  While animated,<BR>the puppets will fight for the player.  However, the player is unable to attack or<BR>perform many other actions while animating the puppets.  Puppets may be created<BR>with the carpentry skill.  To stop animating a puppet, the player need only pick it<BR>up.</pre></P>  <P> 
				<a name="Skill_Recall"><B>Recall (Skill_Recall)</B></a><br><br><br>
				<pre><BR>Skill    : Recall<BR>Available: Numerous Classes(1) <BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : RECALL, /<BR>Usage    : RECALL<BR>Example  : recall<BR>The player calls upon the power of the gods to return to his or her place of<BR>origin, along with any npc group members present with him or her.  Normal fleeing<BR>penalties apply during combat.</pre></P>  <P> 
				<a name="Skill_RegionalAwareness"><B>Regional Awareness (Skill_RegionalAwareness)</B></a><br><br><br>
				<pre><BR>Skill    : Regional Awareness<BR>Domain   : Nature lore<BR>Available: Ranger(24) <BR>Allows   : Nature Lore I<BR>Use Cost : Mana (5) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : REGION, REGIONALAWARENESS<BR>Usage    : REGIONAL<BR>Example  : regional<BR>The player scans the horizon, getting a rough estimate of the lay of the<BR>wilderness around him or her.  The depth of the map expands as the player gains<BR>levels.   The key to the map is as follows:<BR>~ water<BR>T forest<BR>: rocks/badlands<BR>J jungle<BR>= city/street<BR>M mountains<BR>_ plains<BR>. desert<BR>* here<BR>x swamp<BR>h hills</pre></P>  <P> 
				<a name="Skill_Resistance"><B>Resistance (Skill_Resistance)</B></a><br><br><br>
				<pre>Ability    : Skill_Resistance<BR>Parameters : see Prop_HaveResister<BR>Example    : see Prop_HaveResister<BR>Description: <BR>Gives the mob skill-based resistances and immunities. </pre></P>  <P> 
				<a name="Skill_Revoke"><B>Revoke (Skill_Revoke)</B></a><br><br><br>
				<pre><BR>Skill    : Revoke<BR>Available: Arcanist(5) Paladin(6) Ranger(6) Numerous Classes(1) <BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures Exits Rooms <BR>Range    : Touch - Range 10<BR>Commands : REVOKE<BR>Usage    : REVOKE [TARGET NAME]<BR>Example  : revoke bob<BR>Mages, Clerics, and at later levels, Rangers and Paladins can revoke their<BR>magical abilities using the revoke command.  Only one spell or prayer is revoked<BR>using this skill, usually the most recent spell.</pre></P>  <P> 
				<a name="Skill_ScrollCopy"><B>Memorize (Skill_ScrollCopy)</B></a><br><br><br>
				<pre>Usage    : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]<BR>Example  : memorize magic missile scroll<BR>By spending the necessary practice points or trains, a Mage may use this<BR>command to gain the ability to learn some spell that is written on a scroll.  If<BR>the memorization is successful, the spell may be practiced and cast as normal, and<BR>the mage will gain experience based on the level of himself and the spell learned.</pre></P>  <P> 
				<a name="Skill_Shuffle"><B>Shuffle (Skill_Shuffle)</B></a><br><br><br>
				<pre><BR>Skill    : Shuffle<BR>Domain   : Foolishness<BR>Available: Charlatan(16) <BR>Allows   : Foolmaking I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SHUFFLE<BR>Example  : <BR>This strange but very useful skill allows the player to rearrange the order of<BR>the people in the room by running around and bumping into them.</pre></P>  <P> 
				<a name="Skill_Slapstick"><B>Slapstick (Skill_Slapstick)</B></a><br><br><br>
				<pre><BR>Skill    : Slapstick<BR>Domain   : Foolishness<BR>Available: Jester(4) <BR>Allows   : Foolmaking I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SLAPSTICK<BR>Usage    : SLAPSTICK [TARGET NAME]<BR>Example  : slapstick orc<BR>This will cause the player to perform some random slapstick comedy to or for<BR>the target.  The result will be a loss of mana, which the target will not even<BR>feel.</pre></P>  <P> 
				<a name="Skill_SlowFall"><B>Slow Fall (Skill_SlowFall)</B></a><br><br><br>
				<pre><BR>Skill    : Slow Fall<BR>Domain   : Fitness<BR>Available: Jester(12) <BR>Allows   : Fitness I<BR>Invoked  : Automatic<BR>If the proficiency check is made, this player does not fall from high places,<BR>but floats instead.</pre></P>  <P> 
				<a name="Skill_Songcraft"><B>Songcraft (Skill_Songcraft)</B></a><br><br><br>
				<pre><BR>Skill    : Songcraft<BR>Domain   : Arcane lore<BR>Available: Charlatan(6) <BR>Allows   : Arcane Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>The player is so knowledgable about bardic magic that he or she can identify<BR>magical songs sung in his or her presence by name.  The players ability to identify<BR>more powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<a name="Skill_SongWrite"><B>Song Write (Skill_SongWrite)</B></a><br><br><br>
				<pre>Usage    : SONGWRITE [SONG NAME] [TARGET NAME] <BR>Example  : songwrite "valor" scroll<BR>This skill allows the bard to place any song he or she knows onto a scroll.<BR>Once placed on the scroll, the song may be sung off it.  Song writing is very <BR>draining on the caster however.  The caster will lose some experience points for<BR>using this skill.  Song writing also requires that the caster be at full mana.</pre></P>  <P> 
				<a name="Skill_Spellcraft"><B>Spellcraft (Skill_Spellcraft)</B></a><br><br><br>
				<pre><BR>Skill    : Spellcraft<BR>Domain   : Arcane lore<BR>Available: Arcanist(7) Charlatan(12) Oracle(12) Numerous Classes(8) <BR>Allows   : Arcane Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>The player is so knowledgable about arcane magic that he or she can identify<BR>spells cast in his or her presence by name.  The players ability to identify more<BR>powerful magic will go up in level as he or she does.  </pre></P>  <P> 
				<a name="Skill_Stability"><B>Stability (Skill_Stability)</B></a><br><br><br>
				<pre><BR>Skill    : Stability<BR>Domain   : Acrobatic<BR>Available: Artisan(23) Assassin(21) Jester(16) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Invoked  : Automatic<BR>This skill allows the player to remain on his or her feet despite certain<BR>magical or physical attempts to get them on the ground.</pre></P>  <P> 
				<a name="Skill_Swim"><B>Swim (Skill_Swim)</B></a><br><br><br>
				<pre>Skill    : SWIM<BR>Usage    : SWIM [DIRECTION]<BR>Available: ALL<BR>Example  : swim e<BR>This skill allows the character to travel on a water surface.  The amount of<BR>weight being carried can affect this skill.</pre></P>  <P> 
				<a name="Skill_Trip"><B>Trip (Skill_Trip)</B></a><br><br><br>
				<pre><BR>Skill    : Trip<BR>Domain   : Dirty fighting<BR>Available: Beastmaster(8) Fighter(14) Monk(8) Paladin(18) <BR>Available: Ranger(17) Several Classes(13) Several Classes(11) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TRIP<BR>Usage    : TRIP [TARGET NAME] <BR>Example  : trip orc<BR>The fighter attempts to trip the target, putting them on the floor for a short<BR>time.  During that time, the tripped target is much easier to hit.</pre></P>  <P> 
				<a name="Skill_TuneInstrument"><B>Tune Instrument (Skill_TuneInstrument)</B></a><br><br><br>
				<pre><BR>Skill    : Tune Instrument<BR>Domain   : Artistic<BR>Available: Minstrel(5) <BR>Allows   : Artsy I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : TUNEINSTRUMENT, TUNE<BR>Usage    : TUNE<BR>Example  : <BR>The Bard tunes their instrument, which can provide bonuses to many songs which<BR>are played with it.</pre></P>  <P> 
				<a name="Skill_TurnUndead"><B>Turn Undead (Skill_TurnUndead)</B></a><br><br><br>
				<pre><BR>Skill    : Turn Undead<BR>Domain   : Death lore<BR>Available: Cleric(5) Healer(1) Oracle(5) Purist(1) <BR>Allows   : Death Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TURN<BR>Usage    : TURN [TARGET NAME] <BR>Example  : turn skeleton<BR>The good or neutral priest attempts to frighten the heck out of an undead<BR>creature. Depending upon the level of the priest versus the level of the creature,<BR>the effect of the skill may be to either frighten the creature away or cause it to<BR>be completely destroyed</pre></P>  <P> 
				<a name="Skill_TwoWeaponFighting"><B>Two Weapon Fighting (Skill_TwoWeaponFighting)</B></a><br><br><br>
				<pre><BR>Skill    : Two Weapon Fighting<BR>Domain   : Martial lore<BR>Available: Assassin(12) Bard(14) Dancer(14) Ranger(4) <BR>Available: Thief(12) Several Classes(3) <BR>Allows   : Combat Fluidity I, Martial Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>While in combat, this skill allows the fighter to attack with a second weapon<BR>in the hold position, assuming the figher is in range for the second weapon. The<BR>fighter suffers a 20% attack and 5% damage penalty for using 2 weapons.</pre></P>  <P> 
				<a name="Skill_WandUse"><B>Wands (Skill_WandUse)</B></a><br><br><br>
				<pre>Skill    : Wands<BR>Available: Almost All<BR>Example  : <BR>A wand is an holdable item that can be used to create magical affects.<BR><BR>This skill allows one to effectively use a magical wand or staff.  To invoke a<BR>wand or staff, it must first be held.  Then the magic word is spoken to the target.<BR> For instance, if the magic word is `zuy`, you would enter the following to invoke<BR>your wand: sayto orc zuy. <BR><BR>Wands generally require a small amount of mana to use, and less if the wand<BR>user is capable of learning the spell cast by the wand.</pre></P>  <P> 
				<a name="Skill_Warrants"><B>Warrants (Skill_Warrants)</B></a><br><br><br>
				<pre><BR>Skill    : Warrants<BR>Domain   : Legal<BR>Available: Artisan(5) Charlatan(9) Gaoler(9) Thief(23) <BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : WARRANTS<BR>Example  : <BR>The player, using nothing more than local contacts and charismatic persuasion,<BR>gathers information about all warrants and wanted criminals.</pre></P>  <P> 
				<a name="Skill_WildernessLore"><B>Wilderness Lore (Skill_WildernessLore)</B></a><br><br><br>
				<pre><BR>Skill    : Wilderness Lore<BR>Domain   : Nature lore<BR>Available: Oracle(9) Several Classes(1) <BR>Allows   : Nature Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : WILDERNESSLORE, WLORE<BR>Usage    : WLORE<BR>Example  : wlore<BR>Tells you what type of terrain you are presently in or on.</pre></P>  <P> 
				<a name="Skill_Write"><B>Write (Skill_Write)</B></a><br><br><br>
				<pre>Skill    : WRITE<BR>Usage    : WRITE [ITEM] ([TEXT TO WRITE])<BR>Available: ALL<BR>Example  : write parchment From recall, go nseeseenwesee<BR>This skill allows one to write ordinary messages onto ordinary paper,<BR>parchments, and similar writing material.  The language the player will write in<BR>will depend on which language the player is currently SPEAKing.<BR><BR>When writing on a journal, you need not specify any parameters when using this<BR>command.</pre></P>  <P> 
				<a name="SlaveTrading"><B>Slave Trading (SlaveTrading)</B></a><br><br><br>
				<pre><BR>Skill    : Slave Trading<BR>Domain   : Criminal<BR>Available: Gaoler(22) <BR>Allows   : Criminal Deviousness I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL<BR>Usage    : SSELL [MOB NAME] ([SHOPKEEPER NAME])<BR>Example  : ssell boy shopkeeper<BR>Example  : ssell boy<BR>This skill allows the player to sell slaves to shopkeepers who deal in them.</pre></P>  <P> 
				<a name="Smelting"><B>Smelting (Smelting)</B></a><br><br><br>
				<pre><BR>Skill    : Smelting<BR>Domain   : Crafting<BR>Available: Apprentice(14) Artisan(6) Gaoler(30) Numerous Classes(10) <BR>Requires : 'Blacksmithing'<BR>Requires : A base constitution of at least 12.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SMELT, SMELTING<BR>Usage    : SMELT (LIST) [ITEM TYPE] ([MAX AMOUNT OF BASE METALS TO SMELT])<BR>Example  : smelt steel<BR>: smelt list<BR>: smelt bronze 10<BR>This skill allows a player to create metal alloys, such as steel, bronze, and<BR>adamantium.  You can also make very strong cloths, such as spidersteel.  To begin<BR>smelting, the player must be in a room with an open fire burning, and must have<BR>placed the two base metals he or she wishes to make the alloy from on the ground. <BR>If you have excess metals, you may specify a max amount of each base metal to<BR>smelt. The default is to smelt as much as possible. The raw metal for smelting is<BR>found using the Mining skill.</pre></P>  <P> 
				<a name="SmokeRings"><B>Smoke Rings (SmokeRings)</B></a><br><br><br>
				<pre><BR>Skill    : Smoke Rings<BR>Domain   : Artistic<BR>Available: Numerous Classes(1) <BR>Requires : A base charisma of at least 5.  <BR>Allows   : Artsy I, Quick Worker I<BR>Invoked  : Automatic<BR>Usage    : (automatic)<BR>This skill allows the player to produce beautiful smoke rings whenever smoking<BR>a pipe or cigar.</pre></P>  <P> 
				<a name="Specialization_Axe"><B>Axe Specialization (Specialization_Axe)</B></a><br><br><br>
				<pre><BR>Skill    : Axe Specialization<BR>Domain   : Weapon use<BR>Available: Assassin(15) Templar(14) Several Classes(1) <BR>Allows   : Axe Striking I, Axe Slicing I, Axe Piercing I, Master Weaponsmithing<BR>Allows   : Weaponsmithing<BR>Invoked  : Automatic<BR>The player is an axe master, gaining bonuses to attack when using an axe in<BR>combat.</pre></P>  <P> 
				<a name="Specialization_BluntWeapon"><B>Blunt Weapon Specialization (Specialization_BluntWeapon)</B></a><br><br><br>
				<pre><BR>Skill    : Blunt Weapon Specialization<BR>Domain   : Weapon use<BR>Available: Assassin(12) Gaian(5) Numerous Classes(1) <BR>Allows   : Blunt Striking I, Blunt Piercing I, Blunt Bashing I<BR>Allows   : Master Weaponsmithing, Weaponsmithing<BR>Invoked  : Automatic<BR>The player is a master of blunt weapons, gaining bonuses to attack when using a<BR>blunt weapon in combat.</pre></P>  <P> 
				<a name="Specialization_EdgedWeapon"><B>Edged Weapon Specialization (Specialization_EdgedWeapon)</B></a><br><br><br>
				<pre><BR>Skill    : Edged Weapon Specialization<BR>Domain   : Weapon use<BR>Available: Templar(3) Numerous Classes(1) <BR>Allows   : Edged Striking I, Edged Bashing I, Edged Piercing I<BR>Allows   : Master Weaponsmithing, Weaponsmithing<BR>Invoked  : Automatic<BR>The player is a master of sharp edges, gaining bonuses to attack when using an<BR>edged weapon in combat.</pre></P>  <P> 
				<a name="Specialization_FlailedWeapon"><B>Flailing Weapon Specialization (Specialization_FlailedWeapon)</B></a><br><br><br>
				<pre>The player is a master of flails, gaining bonuses to attack when using a<BR>flailed weapon in combat.</pre></P>  <P> 
				<a name="Specialization_Hammer"><B>Hammer Specialization (Specialization_Hammer)</B></a><br><br><br>
				<pre><BR>Skill    : Hammer Specialization<BR>Domain   : Weapon use<BR>Available: Assassin(17) Templar(9) Numerous Classes(1) <BR>Allows   : Hammer Striking I, Hammer Bashing I, Master Weaponsmithing<BR>Allows   : Weaponsmithing<BR>Invoked  : Automatic<BR>The player is a master of hammers, gaining bonuses to attack when using a<BR>hammer in combat.</pre></P>  <P> 
				<a name="Specialization_Natural"><B>Hand to hand combat (Specialization_Natural)</B></a><br><br><br>
				<pre>The player becomes so specialized at hand to hand combat that they gain bonuses<BR>to attack when fighting unarmed.</pre></P>  <P> 
				<a name="Specialization_Polearm"><B>Polearm Specialization (Specialization_Polearm)</B></a><br><br><br>
				<pre><BR>Skill    : Polearm Specialization<BR>Domain   : Weapon use<BR>Available: Assassin(19) Templar(8) Numerous Classes(1) <BR>Allows   : Polearm Striking I, Polearm Slicing I, Polearm Piercing I<BR>Allows   : Master Weaponsmithing, Weaponsmithing<BR>Invoked  : Automatic<BR>The player is a polearm master, gaining bonuses to attack when using a polearm<BR>in combat.</pre></P>  <P> 
				<a name="Specialization_Ranged"><B>Ranged Weapon Specialization (Specialization_Ranged)</B></a><br><br><br>
				<pre><BR>Skill    : Ranged Weapon Specialization<BR>Domain   : Weapon use<BR>Available: Templar(10) Numerous Classes(1) <BR>Allows   : Fletching, Set Decoys, Ranged Striking I, Ranged Piercing I<BR>Allows   : Ranged Bashing I, Master Weaponsmithing, Weaponsmithing<BR>Invoked  : Automatic<BR>The player becomes so specialized at thrown and ranged combat that they gain<BR>bonuses to attack when fighting from afar.</pre></P>  <P> 
				<a name="Specialization_Staff"><B>Staff Specialization (Specialization_Staff)</B></a><br><br><br>
				<pre><BR>Skill    : Staff Specialization<BR>Domain   : Weapon use<BR>Available: Druid(1) <BR>Allows   : Master Weaponsmithing, Weaponsmithing<BR>Invoked  : Automatic<BR>The player is proficient with staffs, gaining bonuses to attack when using a<BR>staff in combat.</pre></P>  <P> 
				<a name="Specialization_Sword"><B>Sword Specialization (Specialization_Sword)</B></a><br><br><br>
				<pre><BR>Skill    : Sword Specialization<BR>Domain   : Weapon use<BR>Available: Numerous Classes(1) <BR>Allows   : Craft Holy Avenger, Sword Striking I, Sword Slicing I<BR>Allows   : Sword Piercing I, Master Weaponsmithing, Weaponsmithing<BR>Invoked  : Automatic<BR>The player is a sword master, gaining bonuses to attack when using a sword in<BR>combat.</pre></P>  <P> 
				<a name="Speculate"><B>Speculating (Speculate)</B></a><br><br><br>
				<pre><BR>Skill    : Speculating<BR>Domain   : Nature lore<BR>Available: Apprentice(13) Artisan(11) Gaoler(30) Numerous Classes(10) <BR>Requires : A base wisdom of at least 10.  <BR>Allows   : Nature Lore I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SPECULATE, SPECULATING<BR>Usage    : SPECULATE<BR>Example  : speculate<BR>This skill allows a player to carefully evaluate the present area, and all<BR>surrounding to see what resources might be available for hunting, fishing,<BR>foraging, chopping, mining, digging, etc..</pre></P>  <P> 
				<a name="Tailoring"><B>Tailoring (Tailoring)</B></a><br><br><br>
				<pre><BR>Skill    : Tailoring<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(30) Numerous Classes(1) <BR>Requires : A base dexterity of at least 10.  <BR>Allows   : Costuming, Master Tailoring, Light Crafting I, Durable Crafting I<BR>Allows   : Quality Crafting I, Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : KNIT, TAILOR, TAILORING<BR>Usage    : KNIT (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : knit shirt<BR>: knit bundle 100 cotton<BR>: knit list<BR>: knit mend vest<BR>: knit refit sleeves<BR>: knit scan<BR>: knit scan bob<BR>This skill allows a player to knit clothing, such as shirts and leggings.  The<BR>extent of the items which can be knitted expands as the player goes up in level. <BR>This command also allows the player to mend any damaged clothing, or refit any<BR>clothes which are the wrong size. To begin knitting a new item, the player must<BR>have placed the cloth he or she wishes to make the clothing from on the ground. <BR>The player may also scan the room or other players for equipment that may be mended<BR>by this skill, using the scan parameter.  The raw cloth for knitting is found using<BR>the Butchering or Foraging skills.</pre></P>  <P> 
				<a name="Tattooing"><B>Tattooing (Tattooing)</B></a><br><br><br>
				<pre><BR>Skill    : Tattooing<BR>Domain   : Artistic<BR>Available: Gaoler(7) <BR>Allows   : Artsy I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TATTOO, TATTOOING<BR>Usage    : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]<BR>Example  : tattooing bob arms a skull and crossbones<BR>Example  : tattooing bob arms remove<BR>This skill allows a player to tattoo the body parts of the target.  The target<BR>must hold still for it, of course.  What results can only be seen when the proper<BR>wear location is not covered by clothing.  Tattoos can also be removed with this<BR>skill.  Parts available for tattooing include: arms, legs, hands, head, feet,<BR>wrists, neck, and torso.</pre></P>  <P> 
				<a name="Taxidermy"><B>Taxidermy (Taxidermy)</B></a><br><br><br>
				<pre><BR>Skill    : Taxidermy<BR>Domain   : Crafting<BR>Available: Apprentice(15) Gaoler(30) Trapper(1) Numerous Classes(20) <BR>Requires : An base intelligence of at least 12.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : STUFF, TAXIDERMY<BR>Usage    : STUFF ([POSE]/LIST) [BODY NAME]<BR>Example  : stuff body of an orc<BR>Example  : stuff list<BR>Example  : stuff scary body of a horse<BR>This skill allows a player to stuff a dead body with cloth, cotton, feathers,<BR>fur, or similar substances to make a light statue. To begin stuffing a body, the<BR>player must have placed the cloth he or she wishes to stuff with on the ground with<BR>the body. A pose for the body may optionally be specified.  A list of valid poses<BR>may be obtained by entering TAXIDERMY LIST.</pre></P>  <P> 
				<a name="Thief_Alertness"><B>Alertness (Thief_Alertness)</B></a><br><br><br>
				<pre><BR>Skill    : Alertness<BR>Domain   : Alert<BR>Available: Thief(20) <BR>Allows   : Vigilantly I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ALERTNESS<BR>Usage    : ALERTNESS<BR>Example  : alertness<BR>The thief uses his or her acute vision to notice details about rooms he might<BR>otherwise miss.  The higher his alertness expertise, the more he will catch.</pre></P>  <P> 
				<a name="Thief_Ambush"><B>Ambush (Thief_Ambush)</B></a><br><br><br>
				<pre><BR>Skill    : Ambush<BR>Domain   : Stealthy<BR>Available: Assassin(22) Beastmaster(24) Thief(25) <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : AMBUSH<BR>Usage    : AMBUSH<BR>Example  : ambush<BR>The thief directs the movements of his or her group members, positioning them<BR>so that they are in a hidden state, ready for an ambush.</pre></P>  <P> 
				<a name="Thief_AnalyzeMark"><B>Analyze Mark (Thief_AnalyzeMark)</B></a><br><br><br>
				<pre><BR>Skill    : Analyze Mark<BR>Domain   : Combat lore<BR>Available: Assassin(13) Charlatan(14) <BR>Allows   : Combat Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief, after marking a target for death (see the MARK skill), and<BR>"observing" the mark for awhile (15 ticks), gains great insight into the target.<BR>The thief will be able to see all vital information about the mark every time they<BR>examine the mark directly (LOOK).</pre></P>  <P> 
				<a name="Thief_Appraise"><B>Appraise (Thief_Appraise)</B></a><br><br><br>
				<pre><BR>Skill    : Appraise<BR>Domain   : Street smarts<BR>Available: Artisan(17) Bard(4) Burglar(3) Dancer(4) <BR>Allows   : Street Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : APPRAISE<BR>Usage    : APPRAISE [ITEM NAME] <BR>Example  : appraise sword<BR>The thief carefully examines the item, determining (perhaps even successfully),<BR>the items material, weight, size (for armor), and base gold value.</pre></P>  <P> 
				<a name="Thief_Arsonry"><B>Arsonry (Thief_Arsonry)</B></a><br><br><br>
				<pre><BR>Skill    : Arsonry<BR>Domain   : Criminal<BR>Available: Thief(13) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : ARSON, ARSONRY<BR>Usage    : ARSONRY [TARGET ITEM]/[DIRECTION]<BR>Example  : arsonry pile of wood<BR>Example  : arsonry east<BR>If the thief is holding a torch or something else usable to spread fire, he may<BR>quickly light an available item, or a random item in an adjacent room using this<BR>skill.</pre></P>  <P> 
				<a name="Thief_Assassinate"><B>Assassinate (Thief_Assassinate)</B></a><br><br><br>
				<pre><BR>Skill    : Assassinate<BR>Domain   : Dirty fighting<BR>Available: Assassin(14) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ASSASSINATE<BR>Usage    : ASSASSINATE ([TARGET NAME]) <BR>Example  : <BR>The thief begins to track their mark for assassination.  When the track is<BR>complete, the thief will automatically attack.  If the thief is hidden, then the<BR>attack will be as a backstab.  Non-players with this skill will accept a parameter<BR>of a name, and will sneak into the room with the target.  Players with the Mark<BR>skill, however, must Mark the target first.</pre></P>  <P> 
				<a name="Thief_Autocaltrops"><B>AutoCaltrops (Thief_Autocaltrops)</B></a><br><br><br>
				<pre><BR>Skill    : AutoCaltrops<BR>Domain   : Trapping<BR>Requires : 'Caltrops'<BR>Requires : A base constitution of at least 12.  A base dexterity of at least<BR>14.  <BR>Allows   : Trapping I<BR>Component: 10 pounds of metal<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : AUTOCALTROPS<BR>Usage    : AUTOCALTROPS<BR>Example  : <BR>The thief quickly prepares a handful of caltrops and drops them into every room<BR>he or she enters automatically.</pre></P>  <P> 
				<a name="Thief_AutoDetectTraps"><B>AutoDetect Traps (Thief_AutoDetectTraps)</B></a><br><br><br>
				<pre></pre></P>  <P> 
				<a name="Thief_AutoMarkTraps"><B>AutoMark Traps (Thief_AutoMarkTraps)</B></a><br><br><br>
				<pre></pre></P>  <P> 
				<a name="Thief_Autosneak"><B>AutoSneak (Thief_Autosneak)</B></a><br><br><br>
				<pre><BR>Skill    : AutoSneak<BR>Domain   : Stealthy<BR>Available: Thief(4) <BR>Requires : (One of: 'Woodland Sneak', or 'Sneak')<BR>Allows   : Stealthy I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : AUTOSNEAK<BR>Usage    : AUTOSNEAK<BR>Example  : <BR>The thief begins using his or her sneaking skill every time they move. By<BR>turning this on, the thief uses half their normal movement cost for sneaking. <BR>Enter AUTOSNEAK again to turn it off.   The success of a sneak attempt can depend<BR>on the level of the mobs in the room the thief is trying to sneak into, and on the<BR>thiefs stealth expertise.</pre></P>  <P> 
				<a name="Thief_AvoidTraps"><B>Avoid Traps (Thief_AvoidTraps)</B></a><br><br><br>
				<pre><BR>Skill    : Avoid Traps<BR>Domain   : Find/remove traps<BR>Available: Jester(20) Trapper(3) <BR>Allows   : Trap Disabling I<BR>Invoked  : Automatic<BR>Example  : <BR>The player gains the ability to skirt, dodge, withstand, avoid, and otherwise<BR>survive traps which he may trigger or be fixing to trigger.</pre></P>  <P> 
				<a name="Thief_BackStab"><B>Back Stab (Thief_BackStab)</B></a><br><br><br>
				<pre><BR>Skill    : Back Stab<BR>Domain   : Dirty fighting<BR>Available: Trapper(15) Several Classes(10) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BACKSTAB, BS<BR>Usage    : BACKSTAB [TARGET NAME] <BR>Example  : backstab orc<BR>Shorts   : BS<BR>If the thief is hidden, or otherwise invisible to the target, this ability will<BR>allow him or her to deal a massive one-time attack to them.</pre></P>  <P> 
				<a name="Thief_Bind"><B>Bind (Thief_Bind)</B></a><br><br><br>
				<pre><BR>Skill    : Bind<BR>Domain   : Binding<BR>Available: Beastmaster(13) Jester(11) Thief(13) Trapper(16) <BR>Allows   : Binding I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures Rooms <BR>Range    : Touch, or not applicable<BR>Commands : BIND<BR>Usage    : BIND [TARGET NAME] <BR>Example  : bind orc<BR>The thief uses ropes to bind the target, making them unable to move.  The<BR>target must be completely incapacitated (asleep) for the binding to work.  The<BR>bound creature can break free eventually, but the skill of the binding improves<BR>with the level of the thief.</pre></P>  <P> 
				<a name="Thief_Bribe"><B>Bribe (Thief_Bribe)</B></a><br><br><br>
				<pre><BR>Skill    : Bribe<BR>Domain   : Influential<BR>Available: Burglar(14) Thief(24) <BR>Allows   : Influencing I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : BRIBE<BR>Usage    : BRIBE [TARGET NAME] [COMMAND]<BR>Example  : bribe orc sleep<BR>The thief will attempt to use money to get a target to do something for him or<BR>her.  </pre></P>  <P> 
				<a name="Thief_Caltrops"><B>Caltrops (Thief_Caltrops)</B></a><br><br><br>
				<pre><BR>Skill    : Caltrops<BR>Domain   : Trapping<BR>Available: Trapper(1) <BR>Allows   : AutoCaltrops, Disabling Caltrops, Dazzling Caltrops<BR>Allows   : Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : CALTROPS<BR>Usage    : CALTROPS<BR>Example  : caltrops<BR>The thief drops numerous small metal spikes on the ground around him or her.<BR>While the thief will be able to avoid them, anyone entering, leaving, advancing, or<BR>retreating from the room will be damaged by them.</pre></P>  <P> 
				<a name="Thief_CarefulStep"><B>Careful Step (Thief_CarefulStep)</B></a><br><br><br>
				<pre><BR>Skill    : Careful Step<BR>Domain   : Acrobatic<BR>Available: Thief(17) <BR>Allows   : Acrobatic I, Combat Fluidity I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : CARESTEP, CAREFULSTEP<BR>Usage    : CARESTEP [DIRECTION]<BR>Example  : carestep east<BR>The thief moves slowly, watching every single footfall with utter care.  This<BR>has the effect of helping to prevent certain traps from springing, as well as<BR>preventing one from falling off a tightrope or narrow bridge.</pre></P>  <P> 
				<a name="Thief_Comprehension"><B>Linguistic Comprehension (Thief_Comprehension)</B></a><br><br><br>
				<pre><BR>Skill    : Linguistic Comprehension<BR>Domain   : Street smarts<BR>Available: Burglar(24) Thief(18) <BR>Allows   : Street Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : COMPREHEND, COMPREHENSION<BR>Usage    : COMPREHEND<BR>Example  : comprehend<BR>This skill will cause the thief to begin listening intensely to what is being<BR>said around him in other languages, so that he or she may understand it. Depending<BR>upon proficiency, from a few seconds to a few minutes after each statement, the<BR>thief will understand.</pre></P>  <P> 
				<a name="Thief_Con"><B>Con (Thief_Con)</B></a><br><br><br>
				<pre><BR>Skill    : Con<BR>Domain   : Deceptive<BR>Available: Burglar(24) Charlatan(23) <BR>Allows   : Slippery Mind, Deceptive I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CON<BR>Usage    : CON [TARGET NAME] [COMMAND]<BR>Example  : con orc sleep<BR>The thief will attempt to use trickery, and flattery to get a character to do<BR>something for him or her.  That something may be any command except "follow".</pre></P>  <P> 
				<a name="Thief_ConcealDoor"><B>Conceal Door (Thief_ConcealDoor)</B></a><br><br><br>
				<pre><BR>Skill    : Conceal Door<BR>Domain   : Stealthy<BR>Requires : 'Conceal Item'<BR>Requires : A base wisdom of at least 18.  <BR>Allows   : Conceal Walkway, Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR<BR>Usage    : DOORCONCEAL [EXIT NAME]<BR>Example  : doorconceal east<BR>The thief is able to hide a door or gate.  The level of the door he is able to<BR>hide is affected by level and stealth expertise.  The door remains hidden until<BR>opened.</pre></P>  <P> 
				<a name="Thief_ConcealItem"><B>Conceal Item (Thief_ConcealItem)</B></a><br><br><br>
				<pre><BR>Skill    : Conceal Item<BR>Domain   : Stealthy<BR>Requires : 'Hide'<BR>Requires : A base wisdom of at least 14.  <BR>Allows   : Conceal Door, Tap Room, Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM<BR>Usage    : ITEMCONCEAL [TARGET NAME]<BR>Example  : itemconceal chest<BR>The thief is able to hide an item of moderate size.  The size of the item he is<BR>able to hide is affected by level and stealth expertise.  The item remains hidden<BR>until picked up.</pre></P>  <P> 
				<a name="Thief_ConcealWalkway"><B>Conceal Walkway (Thief_ConcealWalkway)</B></a><br><br><br>
				<pre><BR>Skill    : Conceal Walkway<BR>Domain   : Stealthy<BR>Requires : 'Conceal Door'<BR>Requires : A base wisdom of at least 20.  <BR>Allows   : Stealthy I<BR>Use Cost : Mana (27) Movement (27) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY<BR>Usage    : WALKWAYCONCEAL [EXIT NAME]<BR>Example  : walkway east<BR>The thief is able to hide a walkway to or within a building.  The level of the<BR>walkway he is able to hide is affected by level and stealth expertise. </pre></P>  <P> 
				<a name="Thief_ContractHit"><B>Contract Hit (Thief_ContractHit)</B></a><br><br><br>
				<pre><BR>Skill    : Contract Hit<BR>Domain   : Criminal<BR>Available: Burglar(30) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : CONTRACTHIT<BR>Usage    : CONTRACTHIT [TARGET NAME]<BR>Example  : contracthit orc<BR>By spending an appropriate amount of money, the player can put a 'hit' out on<BR>the target.  The target will, after some time, be assaulted by 3-6 assassins of<BR>appropriate level.  The assassins will persist until their job is done, or are all<BR>killed.  They will track the target if necessary.</pre></P>  <P> 
				<a name="Thief_Countertracking"><B>Counter-Tracking (Thief_Countertracking)</B></a><br><br><br>
				<pre><BR>Skill    : Counter-Tracking<BR>Domain   : Stealthy<BR>Available: Thief(3) <BR>Allows   : Stealthy I<BR>Invoked  : Automatic<BR>Example  : <BR>proficiency in this skills negates mundane tracking skill use against the<BR>target, such as the tracking done by rangers and assassins.</pre></P>  <P> 
				<a name="Thief_DampenAuras"><B>Dampen Auras (Thief_DampenAuras)</B></a><br><br><br>
				<pre><BR>Skill    : Dampen Auras<BR>Requires : 'Slippery Mind'<BR>Requires : A base charisma of at least 18.  <BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DAMPENAURAS<BR>Usage    : DAMPENAURAS<BR>Example  : dampenauras<BR>This skill eliminates any eminations and auras on the thief and his or her<BR>inventory items.  This includes eminations and auras which others might be using<BR>skills to detect (such as magic, goodness, metalicness, etc).</pre></P>  <P> 
				<a name="Thief_DazzlingCaltrops"><B>Dazzling Caltrops (Thief_DazzlingCaltrops)</B></a><br><br><br>
				<pre><BR>Skill    : Dazzling Caltrops<BR>Domain   : Trapping<BR>Requires : 'Caltrops'<BR>Requires : An base intelligence of at least 12.  <BR>Allows   : Mana Sapping I, Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : DAZZLINGCALTROPS<BR>Usage    : DAZZLING CALTROPS<BR>Example  : dazzlingcaltrops<BR>The thief drops numerous small shiny colorful metal objects on the ground<BR>around him or her. While the thief will be able to avoid them, anyone entering,<BR>leaving, advancing, or retreating from the room will be have have to avoid meeting<BR>their dazzling gaze or else risk losing mana from doing so.</pre></P>  <P> 
				<a name="Thief_DeathTrap"><B>Death Trap (Thief_DeathTrap)</B></a><br><br><br>
				<pre><BR>Skill    : Death Trap<BR>Domain   : Trapping<BR>Available: Trapper(30) <BR>Allows   : Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : DEATHTRAP<BR>Usage    : DEATHTRAP<BR>Example  : deathtrap<BR>With 100 pounds of metal on the ground, the thief may construct a most horrible<BR>and astounding trap.  Anyone entering the room with the trap will be killed most<BR>horribly.</pre></P>  <P> 
				<a name="Thief_Detection"><B>Detection (Thief_Detection)</B></a><br><br><br>
				<pre><BR>Skill    : Detection<BR>Domain   : Alert<BR>Available: Arcanist(18) Burglar(13) Charlatan(20) Monk(14) <BR>Available: Thief(13) Trapper(18) <BR>Allows   : Vigilantly I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DETECT, DETECTION<BR>Usage    : detect<BR>Example  : <BR>The thief takes a careful and meticulous look around, allowing him or her to<BR>spot any hidden things in the area. The longer the thief looks around, the more he<BR>will see.</pre></P>  <P> 
				<a name="Thief_DetectTraps"><B>Detect Traps (Thief_DetectTraps)</B></a><br><br><br>
				<pre><BR>Skill    : Detect Traps<BR>Domain   : Alert<BR>Available: Bard(15) Jester(15) Trapper(4) Several Classes(5) <BR>Allows   : Mark Trapped, Identify Traps, AutoDetect Traps, AutoMark Traps<BR>Allows   : Shadowpass, Vigilantly I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items Exits <BR>Range    : Touch, or not applicable<BR>Commands : CHECK<BR><BR>Spell    : Detect Traps<BR>Domain   : Divination<BR>Available: Diviner(10) <BR>Allows   : Ranged Divining I, Reduced Divining I, Power Divining I<BR>Allows   : Extended Divining I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : CAST, CA, C<BR>Usage    : CHECK<BR>Example  : check east<BR>Example  : check chest<BR>The thief can take a careful look at an item, container, or door to see if it<BR>is trapped.</pre></P>  <P> 
				<a name="Thief_DisablingCaltrops"><B>Disabling Caltrops (Thief_DisablingCaltrops)</B></a><br><br><br>
				<pre><BR>Skill    : Disabling Caltrops<BR>Domain   : Trapping<BR>Requires : 'Caltrops'<BR>Requires : A base wisdom of at least 10.  <BR>Allows   : Fatiguing I, Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : DISABLINGCALTROPS<BR>Usage    : DISABLING CALTROPS<BR>Example  : disablingcaltrops<BR>The thief drops numerous small metal hooked spikes on the ground around him or<BR>her. While the thief will be able to avoid them, anyone entering, leaving,<BR>advancing, or retreating from the room will be have their feet caught on them,<BR>disabling movement.</pre></P>  <P> 
				<a name="Thief_Distract"><B>Distract (Thief_Distract)</B></a><br><br><br>
				<pre><BR>Skill    : Distract<BR>Domain   : Deceptive<BR>Available: Dancer(7) Thief(19) Several Classes(8) <BR>Allows   : Improved Distraction, Deceptive I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : DISTRACT<BR>Usage    : DISTRACT [TARGET NAME] <BR>Example  : distract orc<BR>The fighter forfeits his or her attacks in order to spend time distracting the<BR>target.  While distracted, the targets attack and defence skills are greatly<BR>reduced.</pre></P>  <P> 
				<a name="Thief_Embezzle"><B>Embezzle (Thief_Embezzle)</B></a><br><br><br>
				<pre><BR>Skill    : Embezzle<BR>Domain   : Criminal<BR>Available: Burglar(25) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : EMBEZZLE<BR>Usage    : EMBEZZLE [BANKER NAME]<BR>Example  : embezzle bob<BR>The thief attempts to embezzle at least 2% of the value of a random bank<BR>account into his own account with the same bank.  If successful, the banker will<BR>notice that something has happened, and will watch their books closely for the<BR>coming month.</pre></P>  <P> 
				<a name="Thief_EscapeBonds"><B>Escape Bonds (Thief_EscapeBonds)</B></a><br><br><br>
				<pre><BR>Skill    : Escape Bonds<BR>Domain   : Binding<BR>Requires : A base dexterity of at least 14.  <BR>Allows   : Binding I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ESCAPEBONDS, ESCAPE<BR><BR>Skill    : Escape Bonds<BR>Available: Jester(6) Minstrel(18) Thief(24) <BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ESCAPEBONDS, ESCAPE<BR>Usage    : ESCAPEBONDS<BR>Example  : escape<BR>This skill allows the thief to apply both his or her dexterity and strength to<BR>escaping from common binds, such as handcuffs, ropes, or webbing.</pre></P>  <P> 
				<a name="Thief_Espionage"><B>Espionage (Thief_Espionage)</B></a><br><br><br>
				<pre><BR>Skill    : Espionage<BR>Domain   : Stealthy<BR>Requires : A base charisma of at least 18.  A base wisdom of at least 18.  <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ESPIONAGE<BR>Usage    : ESPIONAGE [TARGET] <BR>Example  : espionage bob<BR>The thief uses the target to spy on the targets clan communications.  Any talk<BR>on the targets clan-only or clan-ally channels will also be heard by the thief, so<BR>long as the thief is in the same room, and remains unnoticed by the target. The<BR>level of the player that can be used by the thief for espionage will depend on the<BR>thiefs level and on stealth expertise.</pre></P>  <P> 
				<a name="Thief_Evesdrop"><B>Evesdrop (Thief_Evesdrop)</B></a><br><br><br>
				<pre><BR>Skill    : Evesdrop<BR>Domain   : Alert<BR>Requires : 'Listen'<BR>Requires : A base dexterity of at least 14.  A base wisdom of at least 16.  <BR>Allows   : Tap Room, Vigilantly I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : EVESDROP<BR>Usage    : EVESDROP [TARGET] <BR>Example  : evesdrop bob<BR>The thief atunes his hearing so well that he can hear TELL messages to the<BR>target, so long as he remains in the same room as the target and remains unnoticed<BR>by the target.  The level of the player the thief can evesdrop on, and the duration<BR>of the evesdropping will depend on alertness expertise.</pre></P>  <P> 
				<a name="Thief_Flank"><B>Flank (Thief_Flank)</B></a><br><br><br>
				<pre><BR>Skill    : Flank<BR>Domain   : Dirty fighting<BR>Available: Assassin(22) Thief(22) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FLANK<BR>Usage    : FLANK<BR>Example  : flank<BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when flanking his or her opponent in combat.  The thief can only slip around into a<BR>flanking position if their opponent is targeting someone else.</pre></P>  <P> 
				<a name="Thief_Flay"><B>Flay (Thief_Flay)</B></a><br><br><br>
				<pre><BR>Skill    : Flay<BR>Domain   : Legal<BR>Available: Gaoler(15) <BR>Use Cost : Movement (100) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FLAY<BR>Example  : FLAY Orc<BR>The player with this skill is able to use a flailing leather weapon to so harm<BR>the target that it makes the wearing of equipment on the back or torso impossible<BR>for the duration.  The target must not be wearing anything on the torso or back for<BR>the skill to work.  They must also be bound or prone.</pre></P>  <P> 
				<a name="Thief_Footlocks"><B>Footlocks (Thief_Footlocks)</B></a><br><br><br>
				<pre><BR>Skill    : Footlocks<BR>Domain   : Binding<BR>Requires : A base dexterity of at least 7.  <BR>Allows   : Binding I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FOOTLOCK<BR>Usage    : FOOTLOCKS [TARGET NAME]<BR>Example  : footlocks orc<BR>Using a simple piece of cloth pulled taught like a rope, and a couple of chunks<BR>of wood, the thief quickly constructs and deploys an ingenious device called the<BR>footlock.  The ropes and blocks wrap loosely around the targets feet.  They don't<BR>prevent movement, but will cause the target to stumble, preventing sudden movements<BR>such as advancing or retreating in combat, or fleeing. The footlocks don't stay in<BR>place long, but improves with expertise.</pre></P>  <P> 
				<a name="Thief_Forgery"><B>Forgery (Thief_Forgery)</B></a><br><br><br>
				<pre><BR>Skill    : Forgery<BR>Domain   : Calligraphy<BR>Available: Burglar(9) <BR>Allows   : Fine Calligraphy I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FORGERY<BR>Usage    : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]<BR>Example  : forge Midgaard#3001 parchment<BR>Example  : forge "wish" scrollpaper<BR>Example  : forge "an Archon's Note" parchment<BR>The thief gains the ability to forge title's to land, spells onto scrolls (or<BR>at least in seeming), or payment notes.  While shopkeepers will not be fooled by<BR>these documents, other players may well be.</pre></P>  <P> 
				<a name="Thief_FrameMark"><B>Frame Mark (Thief_FrameMark)</B></a><br><br><br>
				<pre><BR>Skill    : Frame Mark<BR>Domain   : Street smarts<BR>Available: Assassin(23) Charlatan(24) <BR>Allows   : Street Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : FRAME<BR>Usage    : FRAME<BR>Example  : frame<BR>This awesome skill allows the thief to effective place the blame for one crime<BR>he or she might have committed in the current area on their mark.  It requires 1000<BR>gold per level of the mark to accomplish this.</pre></P>  <P> 
				<a name="Thief_Graffiti"><B>Graffiti (Thief_Graffiti)</B></a><br><br><br>
				<pre><BR>Skill    : Graffiti<BR>Domain   : Street smarts<BR>Available: Thief(12) <BR>Allows   : Street Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : GRAFFITI<BR>Usage    : GRAFFITI [MESSAGE]<BR>Example  : graffiti kilroy was here<BR>This skill allows the thief to put graffiti on walls and on city streets.<BR>Others must READ the graffiti to see it, as it will not be obvious.</pre></P>  <P> 
				<a name="Thief_Hide"><B>Hide (Thief_Hide)</B></a><br><br><br>
				<pre><BR>Skill    : Hide<BR>Domain   : Stealthy<BR>Available: Gaoler(10) Monk(1) Several Classes(3) Several Classes(2) <BR>Allows   : Conceal Item, Improved Hiding, Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : HIDE<BR>Usage    : HIDE <BR>Example  : hide<BR>The thief attempts to creep into some shadowy corner and remain perfectly<BR>still.  Doing this makes them invisible to any other creatures in the room.  Making<BR>any moves or sounds will negate the hidden advantage.  The quality of the hide<BR>against other players depends in part on the thieves stealth expertise. The thief<BR>can use the VISIBLE command to make themself visible again.  </pre></P>  <P> 
				<a name="Thief_HideInPlainSight"><B>Hide In Plain Sight (Thief_HideInPlainSight)</B></a><br><br><br>
				<pre><BR>Skill    : Hide In Plain Sight<BR>Domain   : Stealthy<BR>Requires : 'Improved Hiding', 'Plant Item', 'Swipe gold', and 'Nondetection'<BR>Requires : A base dexterity of at least 24.  <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : HIDEINPLAINSITE, HIPS<BR>Usage    : HIDEINPLAINSIGHT<BR>Example  : hips<BR>The thief has become so adept at quick small movements, that he can do almost<BR>anything without being directly noticed.  Almost any quiet movement, such as<BR>getting or dropping items, wearing or removing items, or manipulating inventory,<BR>will be totally unnoticable by other players.  Even normally noisy actions will be<BR>done so that people aren't really sure who did it.  Direct speaking or giving is<BR>unaffected, however.</pre></P>  <P> 
				<a name="Thief_HideOther"><B>Hide Other (Thief_HideOther)</B></a><br><br><br>
				<pre><BR>Skill    : Hide Other<BR>Domain   : Stealthy<BR>Requires : 'Improved Hiding'<BR>Requires : An base intelligence of at least 18.  <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : OTHERHIDE<BR>Usage    : OTHERHIDE [TARGET] <BR>Example  : otherhide bob<BR>The thief attempts to hide a group member in some shadowy corner and directs<BR>them to remain perfectly still.  Doing this makes the target invisible to any other<BR>creatures in the room.  If the target makes any moves or sounds, it will negate the<BR>hidden advantage.  The quality of the hide will depend in part on the thieves<BR>stealth expertise. The VISIBLE command can be used to revoke this affect.</pre></P>  <P> 
				<a name="Thief_HighMarks"><B>High Marks (Thief_HighMarks)</B></a><br><br><br>
				<pre><BR>Skill    : High Marks<BR>Domain   : Combat lore<BR>Available: Assassin(19) <BR>Requires : 'Mark'<BR>Allows   : Combat Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>proficiency in this skill allows the thief to Mark higher level persons and<BR>creatures.</pre></P>  <P> 
				<a name="Thief_IdentifyBombs"><B>Identify Bombs (Thief_IdentifyBombs)</B></a><br><br><br>
				<pre><BR>Skill    : Identify Bombs<BR>Domain   : Find/remove traps<BR>Available: Trapper(3) <BR>Allows   : Trap Disabling I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief can sense bombs just by looking at them, or looking at those who<BR>might be bearing them.</pre></P>  <P> 
				<a name="Thief_IdentifyTraps"><B>Identify Traps (Thief_IdentifyTraps)</B></a><br><br><br>
				<pre><BR>Skill    : Identify Traps<BR>Domain   : Alert<BR>Requires : 'Detect Traps'<BR>Requires : An base intelligence of at least 14.  <BR>Allows   : Vigilantly I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items Exits <BR>Range    : Touch, or not applicable<BR>Commands : IDENTIFYTRAPS, IDTRAP<BR>Usage    : IDENTIFYTRAPS<BR>Example  : identifytraps east<BR>Example  : identifytraps chest<BR>The thief can take a careful look at an item, container, or door to see if it<BR>is trapped, and then identify its type and quality level.</pre></P>  <P> 
				<a name="Thief_ImprovedDistraction"><B>Improved Distraction (Thief_ImprovedDistraction)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Distraction<BR>Domain   : Deceptive<BR>Available: Thief(22) <BR>Requires : 'Distract'<BR>Allows   : Deceptive I<BR>Invoked  : Automatic<BR>Example  : <BR>proficiency in this skill allows the thief to distract higher and higher level<BR>opponents.</pre></P>  <P> 
				<a name="Thief_ImprovedHiding"><B>Improved Hiding (Thief_ImprovedHiding)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Hiding<BR>Domain   : Stealthy<BR>Available: Burglar(10) <BR>Requires : 'Hide'<BR>Allows   : Hide Other, Hide In Plain Sight, Stealthy I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief has become so adept at remaining hidden that he or she is able to<BR>speak and make other noises while remaining hidden.</pre></P>  <P> 
				<a name="Thief_ImprovedPeek"><B>Improved Peek (Thief_ImprovedPeek)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Peek<BR>Domain   : Stealing<BR>Available: Burglar(12) <BR>Requires : 'Peek'<BR>Allows   : Theft Mastery I<BR>Invoked  : Automatic<BR>Example  : <BR>proficiency in this skill allows the thief to peek into the inventories of<BR>higher level persons and creatures.</pre></P>  <P> 
				<a name="Thief_ImprovedSteal"><B>Improved Steal (Thief_ImprovedSteal)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Steal<BR>Domain   : Stealing<BR>Available: Burglar(22) <BR>Requires : 'Steal'<BR>Allows   : Theft Mastery I<BR>Invoked  : Automatic<BR>Example  : <BR>Proficiency in this skill allows the thief to steal from the inventories of<BR>higher level persons and creatures.  See help on STEAL.</pre></P>  <P> 
				<a name="Thief_ImprovedSwipe"><B>Improved Swipe (Thief_ImprovedSwipe)</B></a><br><br><br>
				<pre><BR>Skill    : Improved Swipe<BR>Domain   : Stealing<BR>Available: Burglar(14) <BR>Requires : 'Swipe gold'<BR>Allows   : Theft Mastery I<BR>Invoked  : Automatic<BR>Example  : <BR>proficiency in this skill allows the thief to swipe the gold of higher level<BR>persons and creatures.</pre></P>  <P> 
				<a name="Thief_Kamikaze"><B>Kamikaze (Thief_Kamikaze)</B></a><br><br><br>
				<pre><BR>Skill    : Kamikaze<BR>Domain   : Criminal<BR>Available: Trapper(25) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : KAMIKAZE<BR>Usage    : KAMIKAZE [TARGET NAME] [DIRECTION(S)]<BR>Example  : kamikaze orc east<BR>Example  : kamikaze orc 2e 3n e e e n w d<BR>The thief pays the target a sufficient amount of money for them to follow the<BR>directions given, drop any bombs (see Make Bombs) being carried, and blow them all<BR>up.</pre></P>  <P> 
				<a name="Thief_KillLog"><B>Kill Log (Thief_KillLog)</B></a><br><br><br>
				<pre><BR>Skill    : Kill Log<BR>Domain   : Combat lore<BR>Available: Assassin(3) <BR>Allows   : Combat Lore I<BR>Invoked  : Automatic<BR>Uage     : KILLLOG<BR>Example  : killlog<BR>The thief has the ability to keep track of their kill percentage on creatures<BR>which they have marked using the Mark still.  The player may use the KILLLOG<BR>command to review the log of kills.  Every new and unique creature added to the<BR>kill log will result in a small experience bonus.</pre></P>  <P> 
				<a name="Thief_Listen"><B>Listen (Thief_Listen)</B></a><br><br><br>
				<pre><BR>Skill    : Listen<BR>Domain   : Alert<BR>Available: Burglar(9) Minstrel(12) Monk(23) Thief(12) <BR>Available: Trapper(9) <BR>Allows   : Evesdrop, Vigilantly I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : LISTEN<BR>Usage    : LISTEN [DIRECTION NAME]<BR>Example  : listen north<BR>Example  : listen<BR>The thief listens a particular direction for signs of movement (life). A very<BR>proficient thief may also tell the number of creatures, and may be able to listen<BR>in on private conversations and whispering that may be going on in the room.  You<BR>may only listen to the room you are in, or to an adjacent indoor room.  How well<BR>the thief can hear will depend on profficiency, how much higher in level than the<BR>thief those being listened to are, and alertness expertise.</pre></P>  <P> 
				<a name="Thief_Lore"><B>Lore (Thief_Lore)</B></a><br><br><br>
				<pre><BR>Skill    : Lore<BR>Domain   : Arcane lore<BR>Available: Arcanist(11) Artisan(30) Bard(2) Burglar(20) <BR>Available: Dancer(2) Thief(20) <BR>Allows   : Arcane Lore I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : LORE<BR>Usage    : LORE [ITEM NAME] <BR>Example  : lore sword<BR>The bard carefully examines the item, using his extensive knowledge of magical<BR>lore to determine the items magical properties, if any.</pre></P>  <P> 
				<a name="Thief_Lure"><B>Lure (Thief_Lure)</B></a><br><br><br>
				<pre><BR>Skill    : Lure<BR>Domain   : Deceptive<BR>Available: Trapper(14) <BR>Allows   : Deceptive I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : LURE<BR>Usage    : LURE [ITEM NAME] <BR>Example  : lure monster east<BR>The thief gains the ability to lure a creature in the direction they want, when<BR>not in combat.</pre></P>  <P> 
				<a name="Thief_MakeBomb"><B>Make Bombs (Thief_MakeBomb)</B></a><br><br><br>
				<pre><BR>Skill    : Make Bombs<BR>Domain   : Trapping<BR>Available: Trapper(17) <BR>Allows   : Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : BOMB<BR>Usage    : BOMB [ITEM] [BOMB NAME]<BR>Example  : bomb list<BR>Example  : bomb waterskin water bomb<BR>The thief attempts to make some sort of bomb from the item, or container<BR>specified.  The bomb may be of any of the listed sort.  The thief who makes the<BR>bomb may activate it by HOLDING the item. Once the item is held, the thief has but<BR>a few seconds to drop, throw, or do whatever they need to before the bomb goes off.<BR> The number of bombs available to the thief will go up as the thief advances in<BR>level, so bomb list may be used to see what new bombs are available as the thief<BR>advances.  Not all bombs may be set on all items, however.</pre></P>  <P> 
				<a name="Thief_Mark"><B>Mark (Thief_Mark)</B></a><br><br><br>
				<pre><BR>Skill    : Invisibility to Mark<BR>Domain   : Stealthy<BR>Available: Assassin(7) <BR>Allows   : Stealthy I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief is considered completely invisible whenever the mark is in the room,<BR>due to their extreme ability to go unnoticed when their energy is focused (as when<BR>the mark is present).  See the MARK ability for more information.</pre></P>  <P> 
				<a name="Thief_MarkerSpying"><B>Marker Spying (Thief_MarkerSpying)</B></a><br><br><br>
				<pre><BR>Skill    : Marker Spying<BR>Requires : 'Mark', and 'Spying'<BR>Requires : A base wisdom of at least 20.  An base intelligence of at least 18. <BR><BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MARKERSPYING, MARKSPY<BR>Usage    : MARKER SPYING [TARGET] <BR>Example  : markerspying<BR>The thief has become adept at rummaging through the papers of his marks.  Until<BR>this skill is disengaged, he will remember those parts of the papers of those he<BR>Marks that the marks themselves read, regardless of where they are in the world. <BR><BR>This skill is identical to SPYING, but does not require that the thief and the<BR>one spyed on be in the same room, and it only works on those the thief has MARKed. <BR>The skill automatically transfers from Mark to Mark indefinitely, or until<BR>disengaged.</pre></P>  <P> 
				<a name="Thief_MarkInvisibility"><B>Invisibility to Mark (Thief_MarkInvisibility)</B></a><br><br><br>
				<pre><BR>Skill    : Invisibility to Mark<BR>Domain   : Stealthy<BR>Available: Assassin(7) <BR>Allows   : Stealthy I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief is considered completely invisible whenever the mark is in the room,<BR>due to their extreme ability to go unnoticed when their energy is focused (as when<BR>the mark is present).  See the MARK ability for more information.</pre></P>  <P> 
				<a name="Thief_MarkTrapped"><B>Mark Trapped (Thief_MarkTrapped)</B></a><br><br><br>
				<pre><BR>Skill    : Mark Trapped<BR>Domain   : Find/remove traps<BR>Requires : 'Detect Traps'<BR>Requires : A base wisdom of at least 12.  <BR>Allows   : Trap Disabling I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Exits Rooms <BR>Range    : Touch, or not applicable<BR>Commands : MARKTRAPPED<BR>Usage    : MARKTRAPPED [ITEM/DIRECTION/HERE]<BR>Example  : marktrapped north<BR>Example  : marktrapped chest<BR>The thief places an easily recognizable marker upon the target which all will<BR>recognize as meaning that it is trapped.  This can serve as a nice warning to team<BR>members that stumble that way, or a confusing countermeasure to force other thieves<BR>to be extra careful.</pre></P>  <P> 
				<a name="Thief_MinorTrap"><B>Lay Minor Traps (Thief_MinorTrap)</B></a><br><br><br>
				<pre><BR>Skill    : Lay Minor Traps<BR>Domain   : Trapping<BR>Available: Jester(6) <BR>Allows   : Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Items Exits Rooms <BR>Range    : Touch, or not applicable<BR>Commands : MTRAP, MINORTRAP<BR>Usage    : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]<BR>Example  : mtrap list<BR>Example  : mtrap east noise<BR>Example  : mtrap chest needle<BR>The thief attempts to lay some sort of trap upon the item, door, room,<BR>entryway, or container specified.  The trap may be gaseous, needles, blades, or<BR>pits, and may be triggered by unlocking, opening, getting, or moving through in the<BR>case of entryways, or entering in the case of rooms.  The thief who sets the trap<BR>may not trigger the trap.  The number of traps available to the thief will go up as<BR>the thief advances in level, so trap list may be used to see what new traps are<BR>available as the thief advances.  Not all traps may be set on all items, however. <BR>Lay Minor traps only allows a small subset of the traps avaiailable from the full<BR>Lay Traps skill.</pre></P>  <P> 
				<a name="Thief_Mug"><B>Mug (Thief_Mug)</B></a><br><br><br>
				<pre><BR>Skill    : Mug<BR>Domain   : Stealing<BR>Available: Burglar(19) <BR>Allows   : Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : MUG<BR>Usage    : MUG [ITEM NAME]<BR>Example  : mug bag<BR>The thief will attempt to pilfer some item from the inventory of the person he<BR>or she is fighting.  This skill can only be used in combat.</pre></P>  <P> 
				<a name="Thief_Nondetection"><B>Nondetection (Thief_Nondetection)</B></a><br><br><br>
				<pre><BR>Skill    : Nondetection<BR>Domain   : Stealthy<BR>Available: Thief(30) <BR>Allows   : Hide In Plain Sight, Stealthy I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief has so perfected his or her ability to hide that, when doing so, they<BR>are completely undetectable by any magical or other means.</pre></P>  <P> 
				<a name="Thief_Observation"><B>Observe (Thief_Observation)</B></a><br><br><br>
				<pre><BR>Skill    : Observe<BR>Domain   : Alert<BR>Available: Arcanist(21) Assassin(13) Beastmaster(14) Burglar(7) <BR>Available: SkyWatcher(18) Thief(9) Trapper(13) <BR>Allows   : Vigilantly I<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : OBSERVE<BR>Usage    : OBSERVE <BR>Example  : observe<BR>The thief opens his or her eyes and takes careful notice of his or her<BR>surroundings, allowing them to spot anyone that may try to sneak into the room.</pre></P>  <P> 
				<a name="Thief_Palm"><B>Palm (Thief_Palm)</B></a><br><br><br>
				<pre><BR>Skill    : Palm<BR>Domain   : Stealing<BR>Available: Burglar(3) <BR>Allows   : Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : PALM<BR>Usage   : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])<BR>Example : palm all dagger backpack<BR>Example : palm all body<BR>Example : palm pie<BR>Example : palm all<BR>Example : palm pie.2<BR>Example : palm all.pie container.3<BR>Short(s): <BR>This skill works exactly like GET except for two important advantages. One is<BR>that PALM is so quick that no other players in the room will see it happen. The<BR>other is that PALM can be done as a free action/skill during combat.</pre></P>  <P> 
				<a name="Thief_Panhandling"><B>Panhandling (Thief_Panhandling)</B></a><br><br><br>
				<pre><BR>Skill    : Panhandling<BR>Domain   : Street smarts<BR>Available: Thief(21) <BR>Allows   : Street Lore I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PANHANDLE, PANHANDLING<BR>Example  : <BR>Using this skill, a thief can sit down along a city street and beg passer-bys<BR>for change.  Some may even hand it over.</pre></P>  <P> 
				<a name="Thief_Peek"><B>Peek (Thief_Peek)</B></a><br><br><br>
				<pre><BR>Skill    : Peek<BR>Domain   : Stealing<BR>Available: Assassin(18) Bard(9) Burglar(7) Jester(9) <BR>Available: Thief(7) <BR>Allows   : Improved Peek, Cautiously I, Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PEEK<BR>Usage    : PEEK [TARGET NAME]<BR>Example  : peek orc<BR>The thief will attempt to sneak a look at the inventory of the target.</pre></P>  <P> 
				<a name="Thief_Pick"><B>Pick Locks (Thief_Pick)</B></a><br><br><br>
				<pre><BR>Skill    : Pick Locks<BR>Domain   : Criminal<BR>Available: Several Classes(6) <BR>Allows   : Shadowpass, Safecracking, Criminal Deviousness I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Exits <BR>Range    : Touch, or not applicable<BR>Commands : PICK<BR>Usage    : PICK [DIRECTION/ITEM NAME/EXIT NAME]<BR>Example  : pick e<BR>The thief attempts to pick the lock on a door, or container lid.  Success<BR>depends on the level of the thief and the level of the door or item as well as the<BR>thief`s proficiency.  This skill can be used to lock as well as unlock.</pre></P>  <P> 
				<a name="Thief_PlantItem"><B>Plant Item (Thief_PlantItem)</B></a><br><br><br>
				<pre><BR>Skill    : Plant Item<BR>Domain   : Stealing<BR>Available: Burglar(13) <BR>Allows   : Hide In Plain Sight, Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : PLANTITEM<BR>Usage    : PLANTITEM [ITEM NAME] [TARGET NAME]<BR>Example  : plantitem bomb orc<BR>Plant item is the ability to slip an item to another creature unaware.  If<BR>successful, the item will be hidden in the targets inventory.</pre></P>  <P> 
				<a name="Thief_Racketeer"><B>Racketeer (Thief_Racketeer)</B></a><br><br><br>
				<pre><BR>Skill    : Racketeer<BR>Domain   : Criminal<BR>Available: Burglar(21) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : RACKETEER<BR>Usage    : RACKETEER [BANKER NAME]<BR>Example  : racketeer bob<BR>The thief, though intimidation and bluffing, attempts to convince a shopkeeper<BR>to pay him or her "protection" money.  The shopkeeper will then be safe from more<BR>payments for the coming month from any thief.</pre></P>  <P> 
				<a name="Thief_RemoveTraps"><B>Remove Traps (Thief_RemoveTraps)</B></a><br><br><br>
				<pre><BR>Skill    : Remove Traps<BR>Domain   : Find/remove traps<BR>Available: Arcanist(9) Several Classes(8) <BR>Allows   : Trap Disabling I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Exits <BR>Range    : Touch, or not applicable<BR>Commands : DETRAP, UNTRAP, REMOVETRAPS<BR>Usage    : DETRAP [ITEM, DIRECTION]<BR>Example  : detrap east<BR>Example  : detrap chest<BR>If an item is trapped, the thief can attempt to disable or safely trigger the<BR>trap, rendering it ineffective until it resets.</pre></P>  <P> 
				<a name="Thief_Robbery"><B>Robbery (Thief_Robbery)</B></a><br><br><br>
				<pre><BR>Skill    : Robbery<BR>Domain   : Stealing<BR>Available: Burglar(18) <BR>Allows   : Cautiously I, Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : ROBBERY, ROB<BR>Usage    : ROBBERY [ITEM NAME] [SHOPKEEPER]<BR>Example  : robbery bob<BR>The thief may use this skill to steal items from the inventory of shopkeepers. <BR>Regardless of whether the thief is actually caught, the shopkeeper will be much<BR>less willing to deal with the thief for a period after the robbery.</pre></P>  <P> 
				<a name="Thief_RunningFight"><B>Running Fight (Thief_RunningFight)</B></a><br><br><br>
				<pre><BR>Skill    : Running Fight<BR>Domain   : Dirty fighting<BR>Available: Trapper(19) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Invoked  : Automatic<BR>Example  : <BR>The Thief is able to maneuver his or her fighting opponent into another room by<BR>simply heading that way.  The opponent must be in one-on-one combat with the thief<BR>for it to work.</pre></P>  <P> 
				<a name="Thief_Safecracking"><B>Safecracking (Thief_Safecracking)</B></a><br><br><br>
				<pre><BR>Skill    : Safecracking<BR>Domain   : Criminal<BR>Available: Burglar(16) <BR>Requires : 'Pick Locks'<BR>Allows   : Criminal Deviousness I<BR>Invoked  : Automatic<BR>Example  : <BR>This skill allows a thief the ability to pick the locks on doors which are<BR>normally reserved for a thief of a much higher level.  It also allows the thief to<BR>mundanely circumvent a Wizard Lock under certain circumstances.</pre></P>  <P> 
				<a name="Thief_Safehouse"><B>Safehouse (Thief_Safehouse)</B></a><br><br><br>
				<pre><BR>Skill    : Safehouse<BR>Domain   : Street smarts<BR>Requires : 'Sneak', and 'Sense Law'<BR>Requires : A base wisdom of at least 18.  <BR>Allows   : Street Lore I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : SAFEHOUSE<BR>Usage    : SAFEHOUSE<BR>Example  : safehouse<BR>The thief uses his knowledge of the city to hide out from the law. If the thief<BR>is in an indoor room just off the street, then using this skill will make him<BR>realize that he is probably already in a safehouse, and can remain safely until he<BR>leaves it. If the current room is not a safehouse, the thief will remember where<BR>one is nearby, so that he can go there and hide out</pre></P>  <P> 
				<a name="Thief_Sap"><B>Sap (Thief_Sap)</B></a><br><br><br>
				<pre><BR>Skill    : Sap<BR>Domain   : Dirty fighting<BR>Available: Assassin(18) Thief(21) Trapper(13) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SAP<BR>Usage    : SAP [TARGET NAME] <BR>Example  : sap orc<BR>The thief delivers a strong well placed blow to the target, knocking them<BR>unconscious for a short amount of time.  Like a back-stab, the thief must not be<BR>visible to the target for this to work.</pre></P>  <P> 
				<a name="Thief_SenseLaw"><B>Sense Law (Thief_SenseLaw)</B></a><br><br><br>
				<pre><BR>Skill    : Sense Law<BR>Domain   : Street smarts<BR>Available: Burglar(19) <BR>Allows   : Safehouse, Street Lore I<BR>Invoked  : Automatic<BR>Example  : <BR>The thief gains an uncanny ability to sense law enforcement officials in the<BR>same room or any adjacent room, even if they are invisible or unseen.  </pre></P>  <P> 
				<a name="Thief_SetAlarm"><B>Set Alarm (Thief_SetAlarm)</B></a><br><br><br>
				<pre><BR>Skill    : Set Alarm<BR>Domain   : Trapping<BR>Available: Trapper(20) <BR>Allows   : Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Exits <BR>Range    : Touch, or not applicable<BR>Commands : SETALARM<BR>Usage    : SETALARM [DIRECTIONNAME] <BR>Example  : setalarm east<BR>This skill allows a trap to be set on a door.  Should the door be opened, an<BR>alarm will be set off which can be heard from many rooms away.  All mobile<BR>creatures in the area will come running to the rooms, curious about the noise. <BR>Once the alarm has run out, they will disperse.</pre></P>  <P> 
				<a name="Thief_SetDecoys"><B>Set Decoys (Thief_SetDecoys)</B></a><br><br><br>
				<pre>Usage    : SETDECOYS<BR>Example  : setdecoys<BR>This skill sets a series of decoys that, during the heat of combat, will fool<BR>the thiefs opponents into thinking that he or she is actually where the decoy is. <BR>The victim is fooled into running towards the decoy until they realize their<BR>mistake.  This has the effect of putting the victim at a distant range from the<BR>thief for a time.  After the trap is set, the decoys will begin popping up every so<BR>often for a duration.</pre></P>  <P> 
				<a name="Thief_Shadow"><B>Shadow (Thief_Shadow)</B></a><br><br><br>
				<pre><BR>Skill    : Shadow<BR>Domain   : Stealthy<BR>Available: Arcanist(17) Assassin(8) Thief(17) Trapper(22) <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SHADOW<BR>Usage    : shadow [TARGET NAME] <BR>Example  : shadow orc<BR>If the thief is hidden, or otherwise invisible to the target, this skill will<BR>allow the thief to follow them perfectly while remaining hidden.  Entering 'shadow'<BR>again will stop the shadowing.</pre></P>  <P> 
				<a name="Thief_Shadowpass"><B>Shadowpass (Thief_Shadowpass)</B></a><br><br><br>
				<pre><BR>Skill    : Shadowpass<BR>Domain   : Stealthy<BR>Requires : 'Pick Locks', and 'Detect Traps'<BR>Requires : A base wisdom of at least 18.  A base dexterity of at least 22.  <BR>Allows   : Stealthy I<BR>Use Cost : Movement (50) <BR>Quality  : Circumstantial<BR>Targets  : <BR>Range    : Touch, or not applicable<BR>Commands : SHADOWPASS<BR>Usage    : SHADOWPASS [DIRECTION LIST...] <BR>Example  : shadowpass 4n 3e 3s e s w<BR>This ability allows the thief to pass from one dark room to another, avoiding<BR>traps, and slipping through doors and entryways.  The starting room, and the room<BR>represented by the end of the trail must both be in utter darkness, regardless of<BR>the rooms in between, or the shadowpass will fail.  The thief is unable to take any<BR>followers or mounts on his journey.</pre></P>  <P> 
				<a name="Thief_Shadowstrike"><B>Shadowstrike (Thief_Shadowstrike)</B></a><br><br><br>
				<pre><BR>Skill    : Shadowstrike<BR>Domain   : Stealthy<BR>Available: Assassin(30) <BR>Allows   : Stealthy I<BR>Use Cost : Movement (100) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SHADOWSTRIKE<BR>Usage    : SHADOWSTRIKE [TARGET NAME]<BR>Example  : shadowstrike orc<BR>If the thief is unseen (hidden especially) by the target, then a sneaky melee<BR>strike can be made.  Following the strike, the thief will instantly try to recover<BR>their hidden position.  The target will be totally unaware of where the attack came<BR>from.</pre></P>  <P> 
				<a name="Thief_SilentDrop"><B>Silent Drop (Thief_SilentDrop)</B></a><br><br><br>
				<pre><BR>Skill    : Silent Drop<BR>Domain   : Stealthy<BR>Requires : A base dexterity of at least 10.  <BR>Allows   : Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : SILENTDROP, SDROP<BR>Usage    : SILENTDROP [TARGET ITEM]<BR>Example  : silentdrop gold<BR>This command is similar to the drop command, except that the thief is able to<BR>drop the item without anyone else knowing about it.</pre></P>  <P> 
				<a name="Thief_SilentGold"><B>Silent AutoGold (Thief_SilentGold)</B></a><br><br><br>
				<pre><BR>Skill    : Silent AutoGold<BR>Domain   : Stealing<BR>Available: Burglar(15) Thief(16) <BR>Allows   : Theft Mastery I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : SILENTGOLD<BR>Usage    : SILENTGOLD<BR>Example  : silentgold<BR>This command is similar to the AUTOGOLD command, which allows a player to<BR>automatically take gold from the corpse of a defeated monster.  If the player is in<BR>a group when AUTOGOLD is used, the gold is evenly distributed among the players. <BR>SILENTGOLD, like AUTOGOLD, is toggled on and off.  When on the thief will<BR>automatically, and without anyone knowing, take 10% of a defeated monsters gold.<BR>This will work regardless of whether the thief played any part in the defeat of the<BR>monster, or is even a member of the group which defeated the monster.  Also, the<BR>gold taken is "off the top" of any gold which may be obtained while the thief is<BR>part of a group.</pre></P>  <P> 
				<a name="Thief_SilentLoot"><B>Silent AutoLoot (Thief_SilentLoot)</B></a><br><br><br>
				<pre><BR>Skill    : Silent AutoLoot<BR>Domain   : Stealing<BR>Available: Burglar(16) Thief(18) <BR>Allows   : Theft Mastery I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : SILENTLOOT<BR>Usage    : SILENTLOOT<BR>Example  : silentloot<BR>This command is similar to the AUTOLOOT command, which allows a player to<BR>automatically take items from the corpse of a defeated monster.  SILENTLOOT, like<BR>AUTOLOOT, is toggled on and off.  When on the thief will automatically, and without<BR>anyone knowing, take one of a defeated monsters items. This will work regardless of<BR>whether the thief played any part in the defeat of the monster, or is even a member<BR>of the group which defeated the monster.  </pre></P>  <P> 
				<a name="Thief_SlipItem"><B>Slip Item (Thief_SlipItem)</B></a><br><br><br>
				<pre><BR>Skill    : Slip Item<BR>Domain   : Stealing<BR>Available: Burglar(12) <BR>Allows   : Cautiously I, Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SLIPITEM<BR>Usage    : "SLIPITEM" [ITEM NAME] [TARGET NAME]<BR>Example  : slipitem hat orc<BR>The thief will attempt to remove some item the target is wearing.  If<BR>successful, the item will appear in the target's inventory.  This skill is very<BR>sly, and may not be used in combat, lest the target notice what the thief is doing.</pre></P>  <P> 
				<a name="Thief_SlipperyMind"><B>Slippery Mind (Thief_SlipperyMind)</B></a><br><br><br>
				<pre><BR>Skill    : Slippery Mind<BR>Requires : 'Con'<BR>Requires : A base charisma of at least 18.  <BR>Allows   : Dampen Auras<BR>Use Cost : Mana (50) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SLIPPERYMIND<BR>Usage    : SLIPPERYMIND<BR>Example  : slipperymind<BR>The thief manages to convince himself and others that he is utterly neutral<BR>with regard to all factions (right in the middle of the range of each of his<BR>factions).</pre></P>  <P> 
				<a name="Thief_Snatch"><B>Weapon Snatch (Thief_Snatch)</B></a><br><br><br>
				<pre><BR>Skill    : Weapon Snatch<BR>Domain   : Stealing<BR>Available: Monk(20) Thief(19) <BR>Allows   : Theft Mastery I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SNATCH<BR>Usage    : SNATCH [TARGET NAME] <BR>Example  : snatch orc<BR>The thief attempts to disarm the target, flinging their weapon into the air so<BR>that it can be caught by the thieves other hand.</pre></P>  <P> 
				<a name="Thief_Sneak"><B>Sneak (Thief_Sneak)</B></a><br><br><br>
				<pre><BR>Skill    : Sneak Attack<BR>Domain   : Dirty fighting<BR>Available: Assassin(3) Thief(2) Trapper(9) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Invoked  : Automatic<BR>Example  : <BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when attacking from a hidden position.</pre></P>  <P> 
				<a name="Thief_SneakAttack"><B>Sneak Attack (Thief_SneakAttack)</B></a><br><br><br>
				<pre><BR>Skill    : Sneak Attack<BR>Domain   : Dirty fighting<BR>Available: Assassin(3) Thief(2) Trapper(9) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Invoked  : Automatic<BR>Example  : <BR>This skill allows the thief to deliver a more accurate attack and extra damage<BR>when attacking from a hidden position.</pre></P>  <P> 
				<a name="Thief_Snipe"><B>Snipe (Thief_Snipe)</B></a><br><br><br>
				<pre><BR>Skill    : Snipe<BR>Domain   : Dirty fighting<BR>Available: Trapper(22) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Mana (50) Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SNIPE<BR>Usage    : SNIPE [TARGET NAME]<BR>Example  : snipe orc<BR>If the thief is unseen (hidden especially) by the target, then a sneaky ranged<BR>strike can be made.  Following the shot, the thief will instantly try to recover<BR>their hidden position.  The target will be totally unaware of where the attack came<BR>from.</pre></P>  <P> 
				<a name="Thief_Spying"><B>Spying (Thief_Spying)</B></a><br><br><br>
				<pre><BR>Skill    : Spying<BR>Domain   : Stealthy<BR>Requires : A base wisdom of at least 18.  <BR>Allows   : Marker Spying, Stealthy I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SPYING, SPY<BR>Usage    : SPYING [TARGET] <BR>Example  : spy bob<BR>The thief, by lip reading and discrete over-the-shoulder glaces, is able to<BR>read anything the target reads while they are both in the same room. The thief must<BR>remain unnoticed by the target.  Otherwise, this skill lasts indefinitely once the<BR>thief has figured out how to spy on the target. The level of player the thief can<BR>spy on depends on part on stealth expertise.</pre></P>  <P> 
				<a name="Thief_Squatting"><B>Squatting (Thief_Squatting)</B></a><br><br><br>
				<pre><BR>Skill    : Squatting<BR>Domain   : Criminal<BR>Available: Thief(25) <BR>Allows   : Criminal Deviousness I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SQUAT, SQUATTING<BR>Usage    : SQUATTING<BR>Example  : squat<BR>To use this skill, the player must be sitting on a piece of property that is,<BR>or was once for sale.  After a mud month of continuous sitting, the property will<BR>change ownership.  Property belonging to another player will go back on the market.<BR> Property on the market will belong to the squatter.</pre></P>  <P> 
				<a name="Thief_Steal"><B>Steal (Thief_Steal)</B></a><br><br><br>
				<pre><BR>Skill    : Steal<BR>Domain   : Stealing<BR>Available: Bard(23) Burglar(11) Jester(21) Thief(11) <BR>Allows   : Improved Steal, Cautiously I, Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : STEAL<BR>Usage    : STEAL [ITEM NAME] [TARGET NAME]<BR>Example  : steal paper orc<BR>The thief will attempt to pilfer some item from the inventory of the target. <BR>This skill can not be used in combat, and works best when the target can not see<BR>the thief.  This skill is almost always successful if the target is incapacitated<BR>(asleep, knocked out, bound, etc).</pre></P>  <P> 
				<a name="Thief_StrategicRetreat"><B>Strategic Retreat (Thief_StrategicRetreat)</B></a><br><br><br>
				<pre><BR>Skill    : Strategic Retreat<BR>Domain   : Dirty fighting<BR>Available: Trapper(5) <BR>Allows   : Combat Fluidity I, Dirty Fighting I<BR>Use Cost : Movement (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : FREEFLEE, STRATEGICRETREAT<BR>Usage    : FREEFLEE ([DIRECTION])<BR>Example  : freeflee<BR>While in combat, your character may need to quickly disengage and flee the<BR>room.  A direction may be specified, but if one is not specified, a direction will<BR>be chosen for you.  Unlike FLEE, this command may be used without experience loss,<BR>provided the proficiency check is passed.</pre></P>  <P> 
				<a name="Thief_StripItem"><B>Strip Item (Thief_StripItem)</B></a><br><br><br>
				<pre><BR>Skill    : Strip Item<BR>Domain   : Stealing<BR>Available: Burglar(21) <BR>Allows   : Theft Mastery I<BR>Use Cost : Movement (50) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : STRIPITEM<BR>Usage    : "STRIPITEM" [ITEM NAME] [TARGET NAME]<BR>Example  : stripitem hat orc<BR>The thief will attempt to remove some item the target is wearing.  If<BR>successful, the item will appear in the target's inventory.  This skill is blatant,<BR>and may be used during combat.</pre></P>  <P> 
				<a name="Thief_Surrender"><B>Surrender (Thief_Surrender)</B></a><br><br><br>
				<pre><BR>Skill    : Surrender<BR>Domain   : Influential<BR>Available: Thief(14) <BR>Allows   : Influencing I<BR>Use Cost : Mana (50) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : SURRENDER<BR>Usage    : SURRENDER<BR>Example  : surrender<BR>A unique thief skills which allows him or her to toss shiny coins at his<BR>opponents for allowing the thief to leave combat without losing experience.</pre></P>  <P> 
				<a name="Thief_Swipe"><B>Swipe gold (Thief_Swipe)</B></a><br><br><br>
				<pre><BR>Skill    : Swipe gold<BR>Domain   : Stealing<BR>Available: Bard(19) Burglar(1) Charlatan(2) Jester(19) <BR>Available: Thief(1) <BR>Allows   : Hide In Plain Sight, Improved Swipe, Cautiously I<BR>Allows   : Theft Mastery I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : SWIPE<BR>Usage    : SWIPE [TARGET NAME]<BR>Example  : swipe orc<BR>The thief will attempt to pocket some of a targets gold. This skill can not be<BR>used in combat, and works best when the target can not see the thief. This skill is<BR>almost always successful if the target is incapacitated (asleep, knocked out,<BR>bound, etc).</pre></P>  <P> 
				<a name="Thief_TagTurf"><B>Tag Turf (Thief_TagTurf)</B></a><br><br><br>
				<pre><BR>Skill    : Tag Turf<BR>Domain   : Street smarts<BR>Available: Burglar(5) <BR>Allows   : Street Lore I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Rooms <BR>Range    : Touch, or not applicable<BR>Commands : TURFTAG, TAGTURF<BR>Usage    : TAGTURF (UNTAG)<BR>Example  : tagturf<BR>Example  : tagturf untag<BR>The thief tags this place as their "turf" or, if they are a part of a clan,<BR>their clan's "turf".  Other thieves will not be able to use their skills here.  The<BR>tag can only be seen by the tagging thief, and those who can see hidden things.</pre></P>  <P> 
				<a name="Thief_TapRoom"><B>Tap Room (Thief_TapRoom)</B></a><br><br><br>
				<pre></pre></P>  <P> 
				<a name="Thief_TarAndFeather"><B>Tar And Feather (Thief_TarAndFeather)</B></a><br><br><br>
				<pre><BR>Skill    : Tar And Feather<BR>Domain   : Legal<BR>Available: Gaoler(14) <BR>Use Cost : Mana (50) Movement (50) <BR>Quality  : Malicious<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TARANDFEATHER, TAR<BR>Example  : TAR Orc<BR>The player with this skill is able to cover the target with tar and feathers,<BR>making the wearing of equipment impossible for the duration.  The target must not<BR>be wearing clothes for the skill to work.  They must also be bound or prone.</pre></P>  <P> 
				<a name="Thief_Trap"><B>Lay Traps (Thief_Trap)</B></a><br><br><br>
				<pre><BR>Skill    : Lay Traps<BR>Domain   : Trapping<BR>Available: Assassin(20) Thief(23) Trapper(10) <BR>Allows   : Trapping I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Malicious<BR>Targets  : Items Exits Rooms <BR>Range    : Touch, or not applicable<BR>Commands : TRAP<BR>Usage    : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]<BR>Example  : trap list<BR>Example  : trap east noise<BR>Example  : trap chest needle<BR>The thief attempts to lay some sort of trap upon the item, door, room,<BR>entryway, or container specified.  The trap may be gaseous, needles, blades, or<BR>pits, and may be triggered by unlocking, opening, getting, or moving through in the<BR>case of entryways, or entering in the case of rooms.  The thief who sets the trap<BR>may not trigger the trap.  The number of traps available to the thief will go up as<BR>the thief advances in level, so trap list may be used to see what new traps are<BR>available as the thief advances.  Not all traps may be set on all items, however.</pre></P>  <P> 
				<a name="Thief_TrapImmunity"><B>Trap Immunity (Thief_TrapImmunity)</B></a><br><br><br>
				<pre><BR>Skill    : Trap Immunity<BR>Domain   : Find/remove traps<BR>Available: Trapper(25) <BR>Allows   : Trap Disabling I<BR>Invoked  : Automatic<BR>Example  : <BR>As the Thief's proficiency grows, he or she becomes more and more immune to<BR>traps and bombs.</pre></P>  <P> 
				<a name="Thief_TrophyCount"><B>Trophy Count (Thief_TrophyCount)</B></a><br><br><br>
				<pre><BR>Skill    : Trophy Count<BR>Domain   : Combat lore<BR>Available: Minstrel(6) Trapper(2) <BR>Allows   : Combat Lore I<BR>Invoked  : Automatic<BR>Uage     : TROPHYCOUNT<BR>Example  : trophycount<BR>The thief has the ability to keep track of their racial kills. The player may<BR>use the TROPHYCOUNT command to review the log of kills.</pre></P>  <P> 
				<a name="Thief_UndergroundConnections"><B>Underground Connections (Thief_UndergroundConnections)</B></a><br><br><br>
				<pre><BR>Skill    : Underground Connections<BR>Domain   : Street smarts<BR>Requires : 'Sneak'<BR>Requires : A base charisma of at least 14.  <BR>Allows   : Street Lore I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Sometimes Beneficial<BR>Targets  : Caster only<BR>Range    : Touch, or not applicable<BR>Commands : UNDERGROUNDCONNECTIONS<BR>Usage    : UNDERGROUNDCONNECTIONS<BR>Example  : undergroundconnections<BR>The thief contacts his or her underground connections within the city.  The<BR>connections arrange quick (though seldom comfortable) transportation outside the<BR>current area into an adjoining one.  The thief and group members will make the trip<BR>in an environment free from the restrictions of law, geas, or spells, and without<BR>being harassed by the local law or any other aggressive monsters.</pre></P>  <P> 
				<a name="Thief_UsePoison"><B>Use Poison (Thief_UsePoison)</B></a><br><br><br>
				<pre><BR>Skill    : Use Poison<BR>Domain   : Poisoning<BR>Available: Arcanist(8) Assassin(12) Burglar(22) Jester(8) <BR>Available: Thief(7) Trapper(7) <BR>Allows   : Poisoning I<BR>Use Cost : Mana (25) Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items <BR>Range    : Touch, or not applicable<BR>Commands : POISON, USEPOISON<BR>Usage    : POISON [ITEM NAME] [POISON SOURCE]<BR>Example  : poison sword beesting<BR>Example  : poison waterskin beesting<BR>This allows the player to poison a weapon, food, or drink with a pre-prepared<BR>poison source.  The Apothecary skill must be used to create the poison.  After<BR>that, the poison may be applied, where it will persist for a short time on weapons,<BR>and forever on food and drink.</pre></P>  <P> 
				<a name="Torturesmithing"><B>Torturesmithing (Torturesmithing)</B></a><br><br><br>
				<pre><BR>Skill    : Torturesmithing<BR>Domain   : Crafting<BR>Available: Gaoler(16) <BR>Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)<BR>Requires : An base intelligence of at least 14.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : TORTURESMITH, TORTURESMITHING<BR>Usage    : TORTURESMITH [ITEM TYPE]<BR>Example  : torturesmith rack<BR>: torturesmith list<BR>This skill allows a player to craft implements of execution and torture.  The<BR>extent of the items which can be crafted expands as the player goes up in level. <BR>To begin carving a new item, the player must have placed the wood he or she wishes<BR>to make the item from on the ground. The raw wood for building is found using the<BR>Chopping skill.  Some items require metal gathered with the Mining skill.  Most<BR>items require that the victim be bound, and some require that the MOUNT command be<BR>used to get them onto the implement.</pre></P>  <P> 
				<a name="Unbinding"><B>Unbinding (Unbinding)</B></a><br><br><br>
				<pre><BR>Skill    : Unbinding<BR>Domain   : Binding<BR>Available: Bard(10) Thief(1) <BR>Allows   : Binding I, Quick Worker I<BR>Use Cost : Movement (20) <BR>Quality  : Circumstantial<BR>Targets  : Creatures <BR>Range    : Touch, or not applicable<BR>Commands : UNBIND, UNTIE<BR>Usage    : UNBIND [TARGET NAME]<BR>Example  : unbind jack<BR>: untie bob<BR>This skill allows a player remove the bonds entangling or binding someone.  The<BR>length of time it takes to complete the task depends on the difficulty of the task<BR>and the level of the one trying to do it.</pre></P>  <P> 
				<a name="Wainwrighting"><B>Wainwrighting (Wainwrighting)</B></a><br><br><br>
				<pre><BR>Skill    : Wainwrighting<BR>Domain   : Crafting<BR>Available: Apprentice(6) Artisan(8) Gaoler(30) Trapper(1) <BR>Available: Numerous Classes(10) <BR>Requires : 'Carpentry'<BR>Requires : An base intelligence of at least 12.  <BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : WAINWRIGHTING<BR>Usage    : WAINWRIGHT [ITEM TYPE]<BR>Example  : wainwright wagon<BR>: wainwright list<BR>This skill allows a player to craft wagons and carts.  The extent of the items<BR>which can be crafted expands as the player goes up in level.  To begin carving a<BR>new item, the player must have placed the wood he or she wishes to make the item<BR>from on the ground. Items crafted with balsa can be done with half the required<BR>wood listed, while items crafted with ironwood will require twice the required wood<BR>listed. The raw wood for building is found using the Chopping skill.</pre></P>  <P> 
				<a name="Weaponsmithing"><B>Weaponsmithing (Weaponsmithing)</B></a><br><br><br>
				<pre><BR>Skill    : Weaponsmithing<BR>Domain   : Crafting<BR>Available: Apprentice(19) Artisan(7) Gaoler(30) Numerous Classes(5) <BR>Requires : 'Blacksmithing' at 75%, and (One of: 'Axe Specialization', 'Blunt<BR>Weapon Specialization', 'Edged Weapon Specialization', 'Flailing Weapon<BR>Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm<BR>Specialization', 'Ranged Weapon Specialization', 'Staff Specialization', 'Sword<BR>Specialization', or 'Weapon Specialization')<BR>Requires : A base strength of at least 12.  <BR>Allows   : Master Weaponsmithing, Craft Holy Avenger, Light Crafting I<BR>Allows   : Quality Crafting I, Quick Worker I, Lethal Crafting I<BR>Allows   : Counterbalance Crafting I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : WEAPONSMITH, WEAPONSMITHING<BR>Usage    : WEAPONSMITH (LIST/MEND/SCAN) [WEAPON TYPE]<BR>Example  : weaponsmith twohanded sword<BR>: weaponsmith list<BR>: weaponsmith scan<BR>: weaponsmith scan bob<BR>This skill allows a player to craft weapons from metal.  This skill requires<BR>Blacksmithing in order to learn it.  It also requires specialization in the weapon<BR>type the player wishes to make.  The extent of the weapons which can be crafted<BR>expands as the player goes up in level.  To begin smithing, the player must be in a<BR>room with an open fire burning, and must have placed the metal he or she wishes to<BR>make the weapon from on the ground.  The player may also scan the room or other<BR>players for equipment that may be mended by this skill, using the scan parameter.<BR>The metal for weaponsmithing is obtained using the Mining skill, or better metals<BR>from the Smelting skill.</pre></P>  <P> 
				<a name="Weaving"><B>Weaving (Weaving)</B></a><br><br><br>
				<pre><BR>Skill    : Weaving<BR>Domain   : Crafting<BR>Available: Apprentice(4) Artisan(4) Gaoler(30) Numerous Classes(1) <BR>Requires : A base wisdom of at least 10.  <BR>Allows   : Light Crafting I, Durable Crafting I, Quality Crafting I<BR>Allows   : Quick Worker I<BR>Use Cost : Movement (25) <BR>Quality  : Circumstantial<BR>Targets  : Items Creatures <BR>Range    : Touch, or not applicable<BR>Commands : WEAVING, WEAVE<BR>Usage    : WEAVE (LIST/MEND/REFIT/SCAN) (BUNDLE [NUM]) [ITEM TYPE]<BR>Example  : weave basket<BR>: weave bundle 100 vine<BR>: weave list<BR>: weave mend vest<BR>: weave refit sleeves<BR>: weave scan<BR>: weave scan bob<BR>This skill allows a player to weave items, such as baskets and ropes.  The<BR>extent of the items which can be weaved expands as the player goes up in level. <BR>This command also allows the player to mend any damaged items, or refit any clothes<BR>which are the wrong size. To begin weaving a new item, the player must have placed<BR>the material he or she wishes to make the item from on the ground. Weaving requires<BR>cotton, silk, hemp, leather, fur, or seaweed. The player may also scan the room or<BR>other players for equipment that may be mended by this skill, using the scan<BR>parameter.  The raw material for weaving is found using the Foraging or Butchering<BR>skills.</pre></P>  <P> 
				<a name="WingFlying"><B>Winged Flight (WingFlying)</B></a><br><br><br>
				<pre>Ability    : WingFlying<BR>Parameters : <BR>Example    : <BR>Usage      : FLAP<BR>Description: <BR>The ability to control winged flight.</pre></P> 
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