lance/data/socials/
#HELPS
0 'CRITICAL STRIKE'~
When the time is right, your hit will deal a lot more damage than it
originally does.  It doesn't happen all the time, but as your skill in
fighting increases you will recognize your opponent's weak spots and attack
at it more often.  Unskilled fighters will also get the odd lucky hit, but
that's all it will be, a lucky hit.  
~

0 COUNTER~
Blocking your opponent's attack may come in handy once in a while, but what
good is it if you don't use it to your advantage?  While your opponent is
off his guard, hit back with your attack!  Those warriors well trained in
battle will see more opportunities to strike, but that does not mean a lowly
mage can't do it!  When the opportunity arises, anyone can strike back...
just much less than you'd like.
~

0 AMBIDEXTERITY 'DUAL WIELD'~
While almost anybody can wield a weapon in each hand, only the most skilled
warriors can do so effectively.  Simply by holding a weapon in each hand,
your attacks will be doubled, but those that are not adept will suffer large
penalties.  Only the most practiced fighters will find this ability to be
worth their while.
~

0 'SHIELD BLOCK'~
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield.  All classes may learn shield block, but only warriors and
clerics are good at it.  Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them.  Axes may split shields in two.
~

0 WANDS STAVES~
Magical items require training to use properly.  If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it.  The
item skills are as follows:

scrolls		The reading of magical scrolls and books (see 'help recite')
staves		The use of staves and similar devices (see 'help brandish')
wands		The use of wands and similar items (see 'help zap') 
~

0 BACKSTAB~
Backstab is the favored attack of  thieves, murderers, and other rogues.  It 
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves may learn the backstab.
~

0 BASH~
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees.  Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent.  Bashing a dragon
is not generally a wise idea.
~

0 BERSERK~
Only powerful warriors can master berserking, the ability to enter insane rage
in combat.  Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.  
Berserking warriors are more resistant to the effects of magic.
~

0 DIRT 'DIRT KICKING'~
Consider by some to be a cowardly skill, dirt kicking gives the clever 
combatant a chance to blind his opponent by casting dirt into his eyes.  The
blindness does not last long, but can provide an edge in combat.  Dexterity
helps in hitting or avoiding a dirt kick.  Only warriors and thieves may
learn this skill.
~

0 DISARM~
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon.  The best possible chance of disarming occurs when you
are skilled both your own and your opponent's weapon. Only talented thieves
and warriors may learn this skill.
~

0 DODGE~
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'.  The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the 
target. The chance of dodging is also affected by the dexterity of the
attacker and the target.  Any class may learn dodging.
~

0 'ENHANCED DAMAGE'~
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes.  Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
~

0 ENVENOM~
The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, it's a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvience (after all, the typical adventurer could
drink sewer water with only a trace of the runs).  A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison 
burns through his bloodstream.  But be careful, blade venom evaporates 
quickly and is rendered almost powerless by repeated blows in combat.
~

0 'HAND TO HAND'~
Hand to hand combat is a rare skill in the lands of Midgaard.  Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics and warriors are the best at this skill, although thieves and mages
may also learn it.
~

0 KICK~
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance.  Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
~

0 PARRY~
If at first you fail to dodge, block it.  Parry is useful for deflecting 
attacks, and is succesful more often than dodge.  Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage.  The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
~

0 RESCUE~
A friend in need is a friend indeed.  And when in combat, a warrior with
the rescue skill is just the friend you need.  Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned.  Success in rescuing depends on the skill rating, as
well as a comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)
~

0 TRIP~
Back by popular demand.  Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid.  Thieves and warriors may learn trip.
~

0 'SECOND ATTACK'~
Training in second attack allows the character a chance at additional strikes
in combat -- allow a 100% second attack does NOT guarantee 2 attacks every
round.  Any class may learn this skill, although clerics and mages have a 
very hard time with it.
~

0 'THIRD ATTACK'~
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well.  Perfect
third attack does NOT assure three attacks per round.  Only warriors and highly
skilled thieves may learn this skill.
~

0 HIDE SNEAK~
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary.  Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success.  Only warriors and
thieves may learn these skills.
~

0 'FAST HEALING'~
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general 
toughness and stamina.  Fast healing is checked every tick, and it is 
possible for it to fail.  All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle.
~

0 LORE~
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses.  It also may occasionally increase the value
of an object, because more will be known about its worth.  All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use.
~

0 HAGGLE HAGGLING~
Haggling is an indispensable skill to the trader.  It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost.  Unfortunately, most merchants are 
already very skilled at haggling, so the untrainined adventurer had best 
guard his treasure closely.  Thieves are natural masters at haggling, 
although other classes may learn it as well.
~

0 PEEK~
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with.  More intelligent characters are
harder to peek at.  All characters may learn peek, but thieves are the most
common practicioners.
~

0 PICK 'PICK LOCK'~
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas.  Lock picking chances are improved by  
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.
~

0 MEDITATION~
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
~

0 STEAL~
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops!  But beware, shop keepers gaurd their merchandise 
carefully, and attempting to steal from a character earns you a THIEF flag
if you are caught (making you free game for killing).
~

-1 $~

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