Above The Law (Skill_AboveTheLaw)
Skill : Above The Law Domain : Legal Available: Oracle(25) Invoked : Automatic Example : Some people, Oracles for instance, are so beloved and respected in their home cities that they are instantly forgiven any crimes they might commit.
Alchemy (Alchemy)
Skill : Alchemy Domain : Crafting Available: Arcanist(1) Jester(1) Requires : A base intelligence of at least 12. A base wisdom of at least 12. Allows : Wise Crafting I, Home Cooking I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BREW, ALCHEMY Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER] Example : brew heal flask : brew list : brew list cure This skill allows the player to brew a potion from one of the spells or prayers the player knows. To do this, the player must have a glass drinking container to make the potion out of. Many potions require ingredients, and all require water or some other liquid base to start from. Also, the player must have mastered the spell or prayer before attempting to brew a potion from it. Lastly, the player will lose some experience for brewing the potion.
Alertness (Thief_Alertness)
Skill : Alertness Domain : Alert Available: Thief(20) Allows : Vigilantly I Use Cost : Mana (70) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ALERTNESS Usage : ALERTNESS Example : alertness The thief uses his or her acute vision to notice details about rooms he might otherwise miss. The higher his alertness expertise, the more he will catch.
All Defence (Paladin_Defend)
Skill : All Defence Domain : Evasive Available: Minstrel(22) Paladin(11) Allows : Evasively I Use Cost : Movement (61) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : DEFENCE Usage : DEFENCE Example : defence During combat, the Paladin can use this skill to stop attacking in favor of an all-out defensive posture. Should the Paladin go two full rounds without being hit, the battle will end peacefully.
Ambush (Thief_Ambush)
Skill : Ambush Domain : Stealthy Available: Assassin(22) Beastmaster(24) Thief(25) Allows : Stealthy I Use Cost : Mana (36) Movement (36) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : AMBUSH Usage : AMBUSH Example : ambush The thief directs the movements of his or her group members, positioning them so that they are in a hidden state, ready for an ambush.
Amputation (Amputation)
Skill : Amputation Domain : Anatomy Available: Gaoler(30) Allows : Anatomy I Use Cost : Mana (25) Movement (25) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : AMPUTATE Usage : AMPUTATE [TARGET NAME] [PART] Example : amputate orc arm This ability governs the careful removal of body parts as a punishment for crimes. The target is, amazingly, not harmed during the procedure, but merely loses the specified limb. The target must be lying on an operating table or bed, bound.
Analyze Mark (Thief_AnalyzeMark)
Skill : Analyze Mark Domain : Combat lore Available: Assassin(13) Charlatan(14) Allows : Combat Lore I Invoked : Automatic Example : The thief, after marking a target for death (see the MARK skill), and "observing" the mark for awhile (15 ticks), gains great insight into the target. The thief will be able to see all vital information about the mark every time they examine the mark directly (LOOK).
Animal Frenzy (Ranger_AnimalFrenzy)
Skill : Animal Frenzy Domain : Animal affinity Available: Ranger(30) Allows : Animal Affinity I Invoked : Automatic Example : All animal followers of the ranger gain amazing attack feats, and up to quadruple damage bonuses.
Animal Taming (AnimalTaming)
Skill : Animal Taming Domain : Animal affinity Available: Trapper(18) Allows : Quick Worker I, Animal Affinity I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TAME, TAMING, ANIMALTAMING Usage : TAME [MOB NAME] ([CAGE NAME]) Example : tame bear cage This skill allows the player to remove any behaviors, such as aggressiveness or the tendency to roam around, or other behaviors from the target caged or bound mob.
Animal Trading (AnimalTrading)
Skill : Animal Trading Domain : Animal affinity Available: Trapper(23) Allows : Quick Worker I, Animal Affinity I Use Cost : Movement (20) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME]) Example : asell bear cage shopkeeper Example : asell bear Example : asell bear shopkeeper This skill allows the player to sell bound or caged animals to shopkeepers who deal in them. As can be seen from the parameters, the player may also sell mobs right out of cages, or animals in their group who are bound.
Animal Training (AnimalTraining)
Skill : Animal Training Domain : Animal affinity Available: Beastmaster(15) Trapper(24) Allows : Quick Worker I, Animal Affinity I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ANIMALTRAINING Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL] Example : animaltrain bear cage kill Example : animaltrain bear wander This skill allows the player to add behaviors, such as aggressiveness or the tendency to roam around, or other behaviors and skills to the bound or caged animal.
Apothecary (Apothecary)
Skill : Apothecary Domain : Crafting Available: Barbarian(10) Numerous Classes(1) Requires : A base wisdom of at least 12. Allows : Identify Poison, Poisoning I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : APOTHECARY, MIX Skill : APOTHECARY Usage : MIX LIST/[BREWING CONTAINER] Example : mix pot : mix list : mix list slumber This skill allows the player to create a deadly poison from basic ingredients. The player must be near a fire over which the poison can be brewed. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot may be filled with water or other liquids, if water or the liquid is required for the recipe.
Appraise (Thief_Appraise)
Skill : Appraise Domain : Street smarts Available: Artisan(17) Bard(4) Burglar(3) Dancer(4) Allows : Street Lore I Use Cost : Mana (53) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : APPRAISE Usage : APPRAISE [ITEM NAME] Example : appraise sword The thief carefully examines the item, determining (perhaps even successfully), the items material, weight, size (for armor), and base gold value.
Armor Tweaking (Fighter_ArmorTweaking)
Skill : Armor Tweaking Domain : Armor use Available: Barbarian(9) Fighter(2) Monk(5) Paladin(3) Available: Ranger(4) Allows : Armor Optimizing I Use Cost : Mana (52) Quality : Always Beneficial Targets : Items Range : Touch, or not applicable Commands : ARMORTWEAK, TWEAK Usage : TWEAK [ARMOR PIECE] Example : tweak leggings The fighter becomes familiar enough with his or her armor that he is able to properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece to get maximum benefit from it. The result is a 10% benefit bonus from the armor. The benefits of the tweaking last as long as the armor is worn by the same wearer.
Armorsmithing (Armorsmithing)
Skill : Armorsmithing Domain : Crafting Available: Artisan(7) Numerous Classes(5) Requires : 'Blacksmithing' at 75% Requires : A base strength of at least 12. Allows : Master Armorsmithing, Light Crafting I, Durable Crafting I Allows : Quality Crafting I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ARMORSMITH, ARMORSMITHING Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN) [ARMOR TYPE] Example : armorsmith platemail shirt : armorsmith list : armorsmith list vest : armorsmith mend vest : armorsmith refit sleeves : armorsmith scan : armorsmith scan bob : armorsmith learn vest This skill allows a player to craft armor pieces from metal. This skill requires Blacksmithing in order to learn it. The extent of the items which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the item from on the ground. This command may also be used to mend damaged metal armors, refit metal armors which are the wrong size, or learn to how to smith a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw metal for armorsmithing can be obtained using the Mining skill, and better metals through the Smelting skill. Using better metals will increase both the strength and the required level of the crafted item.
This skill also allows the player to learn how to smith an item he or she has found. To do this, the player needs to have a blank Recipe page, or a Recipe book with blank pages in his or her inventory.
Arrest (Skill_Arrest)
Skill : Arrest Domain : Legal Available: Gaoler(19) Use Cost : Movement (69) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ARREST Usage : ARREST [TARGET NAME] Example : arrest orc This powerful skill allows the player to automagically knock out the target, and instantly handcuff them for travel to the local judge for trial. The Collect Bounty skill is required to turn the prisoner over to the judge. Otherwise, your own recourse is to turn the prisoner over to a cityguard.
Arresting Sap (Skill_ArrestingSap)
Skill : Arresting Sap Domain : Legal Available: Gaoler(12) Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : ASAP Usage : ASAP [TARGET NAME] Example : asap orc If the target has warrants out in the area, this skill will knock them out and cuff them for transport to the judge for trial. The Collect Bounty skill is required to turn the prisoner over to the judge. Otherwise, your own recourse is to turn the prisoner over to a cityguard.
Arsonry (Thief_Arsonry)
Skill : Arsonry Domain : Criminal Available: Thief(13) Allows : Criminal Deviousness I Use Cost : Mana (63) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : ARSON, ARSONRY Usage : ARSONRY [TARGET ITEM]/[DIRECTION] Example : arsonry pile of wood Example : arsonry east If the thief is holding a torch or something else usable to spread fire, he may quickly light an available item, or a random item in an adjacent room using this skill.
Assassinate (Thief_Assassinate)
Skill : Assassinate Domain : Dirty fighting Available: Assassin(14) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Mana (32) Movement (32) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ASSASSINATE Usage : ASSASSINATE ([TARGET NAME]) Example : The thief begins to track their mark for assassination. When the track is complete, the thief will automatically attack. If the thief is hidden, then the attack will be as a backstab. Non-players with this skill will accept a parameter of a name, and will sneak into the room with the target. Players with the Mark skill, however, must Mark the target first.
Atemi Strike (Fighter_AtemiStrike)
Skill : Atemi Strike Domain : Punching Available: Monk(30) Allows : Iron Punching I, Combat Fluidity I Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : ATEMI Usage : ATEMI [TARGET NAME] Example : atemi orc The Monk delivers a lethal, deadly, and powerful strike to the target. Some time later, the target WILL die.
AutoBash (Fighter_AutoBash)
Skill : AutoBash Domain : Shield use Available: Fighter(20) Requires : 'Shield Bash' Allows : Shield Using I Use Cost : Movement (70) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOBASH Usage : AUTOBASH Example : autobash Using this command will toggle Auto Shield Bashing on and off. If the Fighter turns this feature on, and knows Shield Bashing, he will attempt a free shield bash attempt every combat round in which his autobash proficiency check is made.
AutoCaltrops (Thief_Autocaltrops)
Skill : AutoCaltrops Domain : Trapping Available: Trapper(12) Requires : 'Caltrops' Allows : Trapping I Component: 10 pounds of metal Use Cost : Mana (62) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOCALTROPS Usage : AUTOCALTROPS Example : The thief quickly prepares a handful of caltrops and drops them into every room he or she enters automatically.
AutoDetect Traps (Thief_AutoDetectTraps)
Skill : AutoDetect Traps Domain : Alert Available: Trapper(10) Requires : 'Detect Traps' Allows : Vigilantly I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTODETECTTRAPS Usage : AUTODETECTTRAPS Example : autodetecttraps The thief concentrates on scanning all exits and obvious items in a room for signs of traps whenever entering a room.
AutoMark Traps (Thief_AutoMarkTraps)
Skill : AutoMark Traps Domain : Alert Available: Trapper(10) Requires : 'Mark Trapped', and 'Detect Traps' Allows : Vigilantly I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOMARKTRAPS Usage : AUTOMARKTRAPS Example : automarktraps The thief concentrates on scanning all exits and obvious items in a room for signs of traps whenever entering a room. When one is spotted, the thief places the mark upon it so others will know their peril.
AutoSneak (Thief_Autosneak)
Skill : AutoSneak Domain : Stealthy Available: Thief(4) Requires : (One of: 'Woodland Sneak', or 'Sneak') Allows : Stealthy I Use Cost : Mana (54) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : AUTOSNEAK Usage : AUTOSNEAK Example : The thief begins using his or her sneaking skill every time they move. By turning this on, the thief uses half their normal movement cost for sneaking. Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can depend on the level of the mobs in the room the thief is trying to sneak into, and on the thiefs stealth expertise.
Avoid Traps (Thief_AvoidTraps)
Skill : Avoid Traps Domain : Find/remove traps Available: Jester(20) Trapper(3) Allows : Trap Disabling I Invoked : Automatic Example : The player gains the ability to skirt, dodge, withstand, avoid, and otherwise survive traps which he may trigger or be fixing to trigger.
Ax Kick (Fighter_AxKick)
Skill : Ax Kick Domain : Kicking Available: Monk(8) Requires : 'Kick' Allows : Flying Kick, Iron Kicking I, Combat Fluidity I Use Cost : Movement (58) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : AXKICK Usage : AXKICK [TARGET NAME] Example : axkick orc The Monk delivers swift and powerful kick to the target.
Axe Specialization (Specialization_Axe)
Skill : Axe Specialization Domain : Weapon use Available: Assassin(15) Templar(14) Several Classes(1) Allows : Axe Striking I, Axe Slicing I, Axe Piercing I, Master Weaponsmithing Allows : Weaponsmithing Invoked : Automatic The player is an axe master, gaining bonuses to attack when using an axe in combat.
Back Hand (Fighter_BackHand)
Skill : Back Hand Domain : Punching Available: Monk(9) Allows : Iron Punching I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a swift, closed fist. This attack is only delivered to a combatant which the monk is not currently targeting, but with whom the monk is in melee combat all the same.
Back Stab (Thief_BackStab)
Skill : Back Stab Domain : Dirty fighting Available: Trapper(15) Several Classes(10) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BACKSTAB, BS Usage : BACKSTAB [TARGET NAME] Example : backstab orc Shorts : BS If the thief is hidden, or otherwise invisible to the target, this ability will allow him or her to deal a massive one-time attack to them.
Baking (Baking)
Skill : Baking Domain : Crafting Available: Gaoler(1) Numerous Classes(5) Requires : 'Cooking' Allows : Home Cooking I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BAKING, BAKE Usage : BAKE LIST/[BAKING CONTAINER] Example : bake list Example : bake list oven Example : bake oven This skill allows the player to create a more nutricious meal from basic edible ingredients. The player must be near a fire over which the meal can be cooked. The ingredients must be placed in a fire-safe container, that is closeable, and is closed. The container may be filled with water, if water is required for the recipe. The ingredients for cooking are best obtained through the Butchering skill and the Foraging skill.
Bandaging (Bandaging)
Skill : Bandaging Domain : Anatomy Available: Numerous Classes(1) Allows : Anatomy I Component: 1 pound of cloth, or 5 pounds of dust held Use Cost : Movement (20) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : BANDAGE, BANDAGING Usage : BANDAGE [MOB NAME] Example : bandage bob This skill allows the player to use a small bit of raw cloth to bandage up any serious wounds. This skill will stop bleeding, and protect extreme injuries, allowing the body to heal normally. The skill allows a small amount of hit points to be restored during the process.
Banish (Archon_Banish)
Skill : Banish Domain : Archon Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : BANISH Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME) Example : banish gunther Example : banish gunther Midgaard#3001 Example : banish gunther 3 hours Example : banish gunther 14 years From anywhere on the map, the player with this skill can send the target mob/player to a prison from which they can never escape. Use this skill again on the same player to release them. The Archon can optionally specify a room on the map which this skill will copy and use as the jail. The Archon can also optionally end the command with the number of seconds, ticks, minutes, hours, days, weeks, or years in which to keep the player imprisoned.
Battle Cry (Fighter_Battlecry)
Skill : Battle Cry Domain : Singing Available: Barbarian(6) Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Movement (56) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BATTLECRY Usage : BATTLECRY Example : battlecry The Barbarian lets out a primal scream of battle, inspiring all group members to his or her banner. Those under the affect of the cry will hit more frequently. The affect wears off when battle is concluded, or if battle is not joined swiftly enough after the cry is made.
Befriend (Skill_Befriend)
Skill : Befriend Domain : Influential Available: Several Classes(1) Allows : Influencing I Use Cost : Mana (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : BEFRIEND Usage : BEFRIEND [TARGET NAME] Example : befriend vagabond This ability allows the bard to pick up new followers to join his or her adventures. The target must be a mobile npc mob, and must be the same racial category, and of a similar alignment. The bard suffers penalties for trying to befriend mobs of higher or lower levels, though only 10% higher levels are forbidden entirely.
Behead (Fighter_Behead)
Skill : Behead Domain : Anatomy Available: Gaoler(20) Allows : Anatomy I Use Cost : Movement (70) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BEHEAD Usage : BEHEAD [TARGET NAME] Example : behead orc This skill is an execution skill whereby the fighter rears back and beheads a target which has been bound and is lying prone. The target must be wanted for a crime in the area for this skill to work.
Belly Rolling (Skill_BellyRolling)
Skill : Belly Rolling Domain : Foolishness Available: Jester(1) Allows : Foolmaking I Invoked : Automatic During combat, the fighter gains the ability to dodge attacks while sitting or on the floor.
Berzerk (Fighter_Berzerk)
Skill : Berzerk Domain : Martial lore Available: Barbarian(8) Beastmaster(21) Fighter(22) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (58) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : BERZERK Usage : BERZERK Example : berzerk Allows the fighter to gain some temporary bonus hit points, bonus attack points, and bonus damage, at the expense of a slightly lower armor score.
Bind (Thief_Bind)
Skill : Bind Domain : Binding Available: Beastmaster(13) Jester(11) Thief(13) Trapper(16) Allows : Binding I Use Cost : Movement (61) Quality : Malicious Targets : Creatures Rooms Range : Touch, or not applicable Commands : BIND Usage : BIND [TARGET NAME] Example : bind orc The thief uses ropes to bind the target, making them unable to move. The target must be completely incapacitated (asleep) for the binding to work. The bound creature can break free eventually, but the skill of the binding improves with the level of the thief.
Bite (Druid_Bite)
Skill : Bite Domain : Weapon use Available: Beastmaster(7) Allows : Unarmed Striking I, Unarmed Piercing I Use Cost : Movement (57) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BITE Usage : BITE [TARGET NAME] Example : bite orc While in his or her animal form (see ShapeShift), the Druid gains the ability to deliver an especially powerful and piercing bite of damage.
Blacksmithing (Blacksmithing)
Skill : Blacksmithing Domain : Crafting Available: Artisan(4) Gaoler(5) Numerous Classes(3) Requires : A base strength of at least 10. Allows : Armorsmithing, Weaponsmithing, Smelting, Jewel Making Allows : Locksmithing, Light Crafting I, Quality Crafting I Allows : Quick Worker I, Torturesmithing Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BLACKSMITH, BLACKSMITHING Usage : BLACKSMITH (LIST/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : blacksmith pot : blacksmith bundle 100 iron : blacksmith list : blacksmith list pot : blacksmith learn pot This skill allows a player to craft metal items, such as pots and pans. The extent of the items which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the item from on the ground. The player may also learn how to smith an item he or she has found, so long as he or she has a blank recipe page or a recipe book with blank pages in his or her inventory. The raw metal for blacksmithing can be obtained using the Mining skill, and better metals through the Smelting skill.
Blind Fighting (Fighter_BlindFighting)
Skill : Blind Fighting Domain : Martial lore Available: Beastmaster(15) Burglar(17) Fighter(10) Jester(23) Available: Monk(11) Paladin(12) Dancer(23) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Negates the affects of not being able to see your opponent during combat.
Blunt Weapon Specialization (Specialization_BluntWeapon)
Skill : Blunt Weapon Specialization Domain : Weapon use Available: Assassin(12) Gaian(5) Numerous Classes(1) Allows : Blunt Striking I, Blunt Piercing I, Blunt Bashing I Allows : Master Weaponsmithing, Weaponsmithing Invoked : Automatic The player is a master of blunt weapons, gaining bonuses to attack when using a blunt weapon in combat.
Body Flip (Fighter_BodyFlip)
Skill : Body Flip Domain : Grappling Available: Monk(10) Dancer(10) Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BODYFLIP Usage : BODYFLIP [TARGET NAME] Example : bodyflip orc The Monk slips in and turns the target head over heels, dropping them to the ground stunned for a few moments.
Body Piercing (BodyPiercing)
Skill : Body Piercing Domain : Artistic Available: Gaoler(3) Allows : Artsy I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BODYPIERCE, BODYPIERCING Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION] Example : bodypiercing bob ears Example : bodypiercing remove bob ears This skill allows a player to pierce (and heal the piercings) of the body parts of a target. The target must hold still for it, of course. What results can only be seen when the proper wear location is not covered by clothing. Parts available for piercing include the lip, nose, ears, eyebrows, nipples, and belly button.
Body Shield (Fighter_BodyShield)
Skill : Body Shield Domain : Grappling Available: Monk(16) Allows : Vice-Gripping I, Combat Fluidity I Invoked : Automatic Example : This skill allows a fighter to use an opponent pinned using the PIN skill as a shield against weapon attacks.
Body Toss (Fighter_BodyToss)
Skill : Body Toss Domain : Grappling Available: Monk(9) Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (59) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BODYTOSS Usage : BODYTOSS [TARGET NAME] Example : bodytoss orc The fighter picks up the target and tosses them away from himself, doing a bit of damage and putting them out of range.
Breakup Fight (Paladin_Breakup)
Skill : Breakup Fight Domain : Legal Available: Paladin(15) Use Cost : Movement (65) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BREAKUP Usage : BREAKUP [TARGET NAME] Example : breakup bob If the Paladin is not fighting, he or she may use this skill to break up a fight between any two other creatures or players.
Bribe (Thief_Bribe)
Skill : Bribe Domain : Influential Available: Burglar(14) Thief(24) Allows : Influencing I Use Cost : Mana (64) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : BRIBE Usage : BRIBE [TARGET NAME] [COMMAND] Example : bribe orc sleep The thief will attempt to use money to get a target to do something for him or her.
Buffoonery (Skill_Buffoonery)
Skill : Buffoonery Domain : Foolishness Available: Jester(30) Allows : Foolmaking I Use Cost : Movement (80) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BUFFOONERY Usage : BUFFOONERY [TARGET NAME] [ITEM NAME] Example : buffoonery orc banana This strange skill allows the player to swap out an existing worn or wielded item on the target with one of his or her own. The item must not be an effective weapon or piece of armor for the skill to work effectively. This powerful skill overcomes curses and other inhibitions by the amazing power of silliness.
Bullrush (Fighter_BullRush)
Skill : Bullrush Domain : Acrobatic Available: Barbarian(23) Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (73) Quality : Circumstantial Targets : Creatures Range : Touch - Range 1 Commands : BULLRUSH Usage : BULLRUSH [TARGET NAME] [DIRECTION] Example : bullrush orc east The fighter takes a strong charge at the target, and runs them into the next room or area in one mighty heroic move.
Butchering (Butchering)
Skill : Butchering Available: Numerous Classes(2) Allows : Chirurgy, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BUTCHER, BUTCHERING, SKIN Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY] Example : butcher body Example : butcher bundle 10 bones With this common skill, a dead body can be cut up and its useful parts separated. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Cage (Skill_Cage)
Skill : Cage Domain : Animal affinity Available: Artisan(15) Trapper(21) Allows : Animal Affinity I Use Cost : Mana (32) Movement (32) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CAGE Usage : CAGE [TARGET NAME] [CAGE ITEM] Example : cage rabbit wagon The thief will attempt to get a sleeping or otherwise bound or subdued animal into a cage for safe keeping. The cage door must be closed afterwards. If the door to a cage is left open, the creatures inside may escape within a few minutes!
Cage Building (CageBuilding)
Skill : Cage Building Domain : Crafting Available: Artisan(5) Trapper(19) Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : BUILDCAGE, CAGEBUILDING Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE] Example : cagebuild cage : cagebuild list : cagebuild list cage : cagebuild learn cage This skill allows a player to craft cages and wagon cages. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn how to craft cages he or she finds, provided a blank recipe page, or a recipe book with blank pages is in his or her inventory. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground.
Call Mount (Paladin_SummonMount)
Skill : Call Mount Domain : Grappling Available: Paladin(5) Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Mana (55) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CALLMOUNT Usage : CALLMOUNT Example : callmount Allows the Paladin to call upon a white steed which can bear him from place to place.
Called Shot (Fighter_CalledShot)
Skill : Called Shot Domain : Martial lore Available: Assassin(25) Ranger(25) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CALLEDSHOT Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART] Example : calledshot left arm Example : calledshot orc left arm The player calls out a body part on the target to destroy. If the player manages to take more than 10% of the targets hit points on the next hit, the body part will be removed. Requires the use of a ranged or thrown weapon.
Called Strike (Fighter_CalledStrike)
Skill : Called Strike Domain : Martial lore Available: Fighter(24) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (74) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CALLEDSTRIKE Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART] Example : calledstrike left arm Example : calledstrike orc left arm The player calls out a body part on the target to destroy. If the player manages to take more than 10% of the targets hit points on the next hit, the body part will be removed. Requires the use of a slashing melee weapon.
Caltrops (Thief_Caltrops)
Skill : Caltrops Domain : Trapping Available: Trapper(1) Allows : AutoCaltrops, Trapping I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : CALTROPS Usage : CALTROPS Example : caltrops The thief drops numerous small metal spikes on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be damaged by them.
Careful Step (Thief_CarefulStep)
Skill : Careful Step Domain : Acrobatic Available: Thief(17) Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (67) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : CARESTEP, CAREFULSTEP Usage : CARESTEP [DIRECTION] Example : carestep east The thief moves slowly, watching every single footfall with utter care. This has the effect of helping to prevent certain traps from springing, as well as preventing one from falling off a tightrope or narrow bridge.
Carpentry (Carpentry)
Skill : Carpentry Domain : Crafting Available: Artisan(4) Gaoler(6) Trapper(1) Numerous Classes(3) Requires : A base constitution of at least 10. Allows : Fletching, Construction, Ship Building, Wainwrighting Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I, Lethal Crafting I, Counterbalance Crafting I Allows : Torturesmithing Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CARVE, CARPENTRY Usage : CARVE (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : carve small table : carve bundle 100 maple : carve list : carve list table : carve mend club : carve refit club : carve scan : carve scan bob : carve learn club This skill allows a player to craft wooden items, such as chairs and wooden shields. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to repair any damaged wooden weapons or armor, refit any armor which may be the wrong size, or learn to how to carve a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for carpentry can be obtained using the Chopping skill. Using better materials may increase both the strength and the required level of the crafted item.
Cartwheel (Fighter_Cartwheel)
Skill : Cartwheel Domain : Acrobatic Available: Jester(24) Monk(15) Dancer(19) Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (65) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CARTWHEEL Usage : CARTWHEEL Example : cartwheel The Monk jumps into a hands-over-heels cartwheel away from his or her opponent. This can put the Monk as far as range 2 from enemies.
Catch Projectile (Fighter_CatchProjectile)
Skill : Catch Projectile Domain : Evasive Available: Monk(12) Allows : Evasively I Invoked : Automatic Example : The Monk gains the uncanny ability to catch arrows, spears, and other projectiles in mid flight. The Monk requires a free hand to perform this skill.
Center of Attention (Skill_CenterOfAttention)
Usage : CENTEROFATTENTION Example : centerofattention The bard begins performing loudly, flailing about dramatically. The performance then causes all enemies in the room to stop fighting and freeze in place, watching the bard attentively. This skill can only be used approximately twice every mud hour.
Chantcraft (Skill_Chantcraft)
Skill : Chantcraft Domain : Arcane lore Available: Charlatan(15) Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about druidic magic that he or she can identify chants cast in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Charge (Fighter_Charge)
Skill : Charge Domain : Acrobatic Available: Barbarian(1) Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Range 1 - Range 2 Commands : CHARGE Usage : CHARGE [TARGET NAME] Example : charge orc The Barbarian runs at top speed at an target, delivering a deadly attack, but sacrificing armor.
Chirurgy (Skill_Chirgury)
Skill : Chirurgy Domain : Anatomy Available: Gaoler(25) Requires : 'Butchering' Allows : Anatomy I Use Cost : Mana (75) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHIRURGY Usage : CHIRURGY [BODY PART] [TARGET NAME] Example : chururgy heart corpse The player is able to remove body parts from the dead, blood from the living or the dead, or an unborn fetus from the living.
Circle Parry (Fighter_CircleParry)
Skill : Circle Parry Domain : Evasive Available: Monk(17) Allows : Evasively I Invoked : Automatic Example : The Monk gains the skill to block and parry melee attacks while unarmed.
Circle Trip (Fighter_CircleTrip)
Skill : Circle Trip Domain : Dirty fighting Available: Monk(22) Dancer(25) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (72) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CIRCLETRIP, CTRIP Usage : CIRCLETRIP Example : circletrip Short(s) : ctrip The Monk becomes capable of swinging his foot along the floor, tripping all opponents in range.
Clan Crafting (ClanCrafting)
Skill : Clan Crafting Domain : Crafting Available: Numerous Classes(3) Several Classes(1) Allows : Wise Crafting I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CLANCRAFT Usage : CLANCRAFT (LIST) [ITEM TYPE] Available: Enchanter Clan Members Example : clancraft flag : clancraft list : clancraft list flag This skill allows a player to craft clan items. The clan items from this skill require that the clan have a certain amount of experience in order to make the item. For this reason, only clan members who have the rank of Enchanter (or the equivalent privileges), may use this skill even if they have the skill. The majority of items crafted using this skill serve the CONQUEST system. See the help on CONQUEST for more information on how to use the items. The extent of the items which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the materials he or she wishes to make the item from on the ground. Using better materials will increase both the strength and the required level of the crafted item.
Cleave (Fighter_Cleave)
Skill : Cleave Domain : Martial lore Available: Assassin(23) Barbarian(6) Beastmaster(6) Fighter(5) Available: Paladin(15) Ranger(10) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : This skill allows a fighter who is in combat against more than one opponent to take an extra attack against the next opponent on the same round in which the first opponent is killed.
Climb (Skill_Climb)
Skill : Climb Domain : Fitness Available: Monk(2) Numerous Classes(15) Several Classes(3) Numerous Classes(1) Allows : Fitness I Use Cost : Movement (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CLIMB Usage : CLIMB [DIRECTION] Example : climb up In some places, one may be able (or required) to climb up or down a surface in order to get there safely. Without using this skill, someone attempting the climb such a surface is certain to fall.
Cobbling (Cobbling)
Skill : Cobbling Domain : Crafting Available: Artisan(9) Numerous Classes(5) Requires : 'Leather Working' Requires : A base constitution of at least 12. Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COBBLE, COBBLING Usage : COBBLE (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : cobble shoes : cobble bundle 100 oak : cobble list : cobble list shoe : cobble mend shoe : cobble refit boots : cobble scan : cobble scan bob : cobble learn boots This skill allows a player to craft shoes and footware. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to mend any damaged footware, refit any footware which may be the wrong size, or learn to how to cobble a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin crafting a new item, the player must have placed the material he or she wishes to make the item from on the ground. Using better materials will increase both the strength and the required level of the crafted item. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. or a recipe book with blank pages in his or her inventory.
Collect Bounty (Skill_CollectBounty)
Skill : Collect Bounty Domain : Legal Available: Gaoler(18) Use Cost : Mana (68) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : COLLECTBOUNTY, BOUNTY Usage : COLLECTBOUNTY [TARGET NAME] Example : collectbounty orc If the player is able to bring a legitimately wanted criminal up before a judge in the same area, the judge will pay the player a bounty on the criminal and bring in an authorized cityguard to complete the trial.
Con (Thief_Con)
Skill : Con Domain : Deceptive Available: Burglar(24) Charlatan(23) Allows : Deceptive I Use Cost : Mana (73) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : CON Usage : CON [TARGET NAME] [COMMAND] Example : con orc sleep The thief will attempt to use trickery, and flattery to get a character to do something for him or her. The conned character will do almost anything, but some things even the gullible won't do, such as follow or sleep (among others).
Conceal Door (Thief_ConcealDoor)
Skill : Conceal Door Domain : Stealthy Available: Thief(21) Allows : Stealthy I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR Usage : DOORCONCEAL [EXIT NAME] Example : doorconceal east The thief is able to hide a door or gate. The level of the door he is able to hide is affected by level and stealth expertise. The door remains hidden from non-players for a long time, or permanently if owned.
Conceal Item (Thief_ConcealItem)
Skill : Conceal Item Domain : Stealthy Available: Thief(15) Allows : Stealthy I Use Cost : Mana (32) Movement (32) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM Usage : ITEMCONCEAL [TARGET NAME] Example : itemconceal chest The thief is able to hide an item of moderate size. The size of the item he is able to hide is affected by level and stealth expertise. The item remains hidden for a long time, or permanently if owned.
Conceal Walkway (Thief_ConcealWalkway)
Skill : Conceal Walkway Domain : Stealthy Available: Thief(24) Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY Usage : WALKWAYCONCEAL [EXIT NAME] Example : walkway east The thief is able to hide a walkway to or within a building. The level of the walkway he is able to hide is affected by level and stealth expertise. The walkway remains hidden from non-players for a long time, or permanently if owned.
Conduct Symphony (Skill_Conduct)
Skill : Conduct Symphony Domain : Playing Available: Minstrel(30) Allows : Bold Playing I, Resounding Playing I, Rhythmic Playing I Use Cost : Mana (80) Quality : Circumstantial Targets : Creatures Range : Touch - Range 2 Commands : CONDUCT Usage : CONDUCT Example : conduct This powerful bard skill allows the bard to conduct their group as if it were a symphony. If the bards group all have instruments, and all are prepared to play them, then using this skill will grant them all the ability to play the magical "symphony" as per the bard song.
Construction (Construction)
Skill : Construction Domain : Crafting Available: Artisan(13) Numerous Classes(10) Requires : 'Carpentry' Requires : A base constitution of at least 12. Allows : Ingenious Engineering I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CONSTRUCT Usage : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION] Example : construct wall north : construct list : construct roof : construct door east : construct title A messy room. : construct desc east This is my favorite Door. : construct desc room This is a messy room. : construct stairs : construct help Bob : construct demolish west : construct demolish room This skill allows a player to construct a building or other structures on a property the player owns. Walls, stairs, and doors may be built following the construction of roof and framework. Fences and gates may be built outdoors. This skill also allows the demolition of unwanted walls and structures, upstairs rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a construction project. All of the structures made with this skill are made of wood. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for construction can be obtained using the Chopping skill.
Contract Hit (Thief_ContractHit)
Skill : Contract Hit Domain : Criminal Available: Burglar(30) Allows : Criminal Deviousness I Use Cost : Mana (80) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CONTRACTHIT Usage : CONTRACTHIT [TARGET NAME] Example : contracthit orc By spending an appropriate amount of money, the player can put a 'hit' out on the target. The target will, after some time, be assaulted by 3-6 assassins of appropriate level. The assassins will persist until their job is done, or are all killed. They will track the target if necessary.
Control Undead (Skill_ControlUndead)
Skill : Control Undead Domain : Death lore Available: Cleric(5) Necromancer(1) Oracle(5) Allows : Death Lore I Use Cost : Mana (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : CONTROL Usage : CONTROL [TARGET NAME] Example : control skeleton The evil or neutral priest attempts to frighten the heck out of an undead creature. Depending upon the level of the priest versus the level of the creature, the effect of the skill may be to either cause it to become submissive for a time, or come completely under the clerics control.
Convert (Skill_Convert)
Skill : Convert Domain : Evangelism Available: Numerous Classes(1) Allows : Evangelising I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : CONVERT Usage : CONVERT [PLAYER NAME/DEITY NAME] Example : convert bob Example : convert odin This skill allows Clerics to convert themselves or others to the worship of specific deities. If a player is specified, the target player must not be worshiping another deity at the time, which means that to change deities, the player must first REBUKE their current deity. If an npc mob is specified, then a failed conversion will be followed by a 30 minute period of doubt where the npc may not be converted by anyone. That is then followed by another 30 minute period where the mob will be susceptable to conversion. A converted npc mob will remain so for a period of time, but any religious servicesin the area attended by the mob will extend the period.
A deity may be also be specified as a parameter, allowing the cleric to convert themselves to the worship of a deity. Use the DEITIES command to list available deities. See also the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS for more information.
Cooking (Cooking)
Skill : Cooking Domain : Crafting Available: Artisan(5) Gaoler(1) Numerous Classes(2) Allows : Distilling, Baking, Food Prep, Home Cooking I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COOK, COOKING Usage : COOK LIST/[COOKING CONTAINER] Example : cook list Example : cook list stew Example : cook pot This skill allows the player to create a more nutricious meal from basic edible ingredients. The player must be near a fire over which the meal can be cooked. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot may be filled with water, if water is required for the recipe. The ingredients for cooking are best obtained through the Butchering skill and the Foraging skill, and some Food Prep may be necessary for some dishes.
Costuming (Costuming)
Skill : Costuming Domain : Crafting Available: Artisan(5) Numerous Classes(4) Requires : 'Tailoring' Requires : A base intelligence of at least 12. Allows : Master Costuming, Light Crafting I, Durable Crafting I Allows : Quality Crafting I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : COSTUME, COSTUMING Usage : COSTUME (LIST/MEND/REFIT/SCAN/LEARN) [ITEM TYPE] Example : costume habit : costume list : costume list habit : costume mend habit : costume refit habit : costume scan : costume scan bob : costume learn shirt This skill allows a player to knit specialized clothing, such as children's clothing and culture-based clothing. The extent of the items which can be costumed expands as the player goes up in level. This command also allows the player to mend any damaged clothing, refit any clothes which are the wrong size, or learn to how to knit a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin costuming a new item, the player must have placed the cloth he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw cloth for costuming is found using the Butchering or Foraging skills.
Counter-Attack (Fighter_CounterAttack)
Skill : Counter-Attack Domain : Martial lore Available: Fighter(24) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : This skill allows a fighter to position themselves for an extra attack following a successful Parry.
Counter-Tracking (Thief_Countertracking)
Skill : Counter-Tracking Domain : Stealthy Available: Thief(3) Allows : Stealthy I Invoked : Automatic Example : proficiency in this skills negates mundane tracking skill use against the target, such as the tracking done by rangers and assassins.
Coup de Grace (Fighter_CoupDeGrace)
Skill : Coup de Grace Domain : Dirty fighting Available: Fighter(30) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (150) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : COUP, COUPDEGRACE Usage : COUP [TARGET NAME] Example : coup orc The fighter attempts to deliver a final fatal blow to the target which is very injured, below 25% of their hit points and completely prone (lying down). This is a difficult skill to use properly, so practice often! The typical fighter must quickly whomp their target to the ground and coup-de-grace them before they come back to their senses.
Cover Defence (Fighter_CoverDefence)
Skill : Cover Defence Domain : Evasive Available: Fighter(23) Allows : Evasively I Invoked : Automatic Example : During combat, the fighter will keep an eye out for defensive cover positions to take against missile weapons. When the moment is right, the fighter may take cover behind these positions, negating the missile attack.
Craft Holy Avenger (Paladin_CraftHolyAvenger)
Skill : Craft Holy Avenger Domain : Crafting Available: Paladin(30) Requires : 'Sword Specialization', and 'Weaponsmithing' Allows : Light Crafting I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER Usage : CRAFTHOLY Example : Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack and damage are based on the Paladin's level.
Critical Shot (Fighter_CriticalShot)
Skill : Critical Shot Domain : Martial lore Available: Assassin(17) Fighter(16) Jester(14) Ranger(15) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Gives the fighter a bonus to all damage during combat when firing or throwing a ranged weapon in combat.
Critical Strike (Fighter_CritStrike)
Skill : Critical Strike Domain : Martial lore Available: Assassin(11) Fighter(9) Jester(20) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Gives the fighter a bonus to all damage during combat when using a weapon in melee combat.
Dampen Auras (Thief_DampenAuras)
Skill : Dampen Auras Available: Arcanist(22) Use Cost : Mana (72) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : DAMPENAURAS Usage : DAMPENAURAS Example : dampenauras This skill eliminates any emanations and auras on the thief and his or her inventory items. This includes emanations and auras which others might be using skills to detect (such as magic, goodness, metalicness, etc).
Dazzling Caltrops (Thief_DazzlingCaltrops)
Skill : Dazzling Caltrops Domain : Trapping Available: Trapper(16) Allows : Mana Sapping I, Trapping I Use Cost : Mana (33) Movement (33) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : DAZZLINGCALTROPS Usage : DAZZLING CALTROPS Example : dazzlingcaltrops The thief drops numerous small shiny colorful metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have have to avoid meeting their dazzling gaze or else risk losing mana from doing so.
Death Trap (Thief_DeathTrap)
Skill : Death Trap Domain : Trapping Available: Trapper(30) Allows : Trapping I Use Cost : Mana (40) Movement (40) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : DEATHTRAP Usage : DEATHTRAP Example : deathtrap With 100 pounds of metal on the ground, the thief may construct a most horrible and astounding trap. Anyone entering the room with the trap will be killed most horribly.
Deflect Projectile (Fighter_DeflectProjectile)
Skill : Deflect Projectile Domain : Evasive Available: Monk(7) Allows : Evasively I Invoked : Automatic Example : The Monk gains the uncanny ability to block and deflect arrows, spears, and other projectiles in mid flight. The Monk requires a free hand to perform this skill.
Desert Tactics (Fighter_DesertTactics)
Skill : Desert Tactics Domain : Nature lore Available: Barbarian(13) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in deserts. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Detect Traps (Thief_DetectTraps)
Skill : Detect Traps Domain : Alert Available: Bard(15) Jester(15) Trapper(4) Several Classes(5) Allows : Identify Traps, AutoMark Traps, AutoDetect Traps Allows : Vigilantly I Use Cost : Mana (54) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : CHECK
Spell : Detect Traps Domain : Divination Available: Diviner(10) Allows : Ranged Divining I, Reduced Divining I, Power Divining I Allows : Extended Divining I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : CAST, CA, C Usage : CHECK Example : check east Example : check chest The thief can take a careful look at an item, container, or door to see if it is trapped.
Detection (Thief_Detection)
Skill : Detection Domain : Alert Available: Arcanist(18) Burglar(13) Charlatan(20) Monk(14) Available: Thief(13) Trapper(18) Allows : Vigilantly I Use Cost : Mana (63) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : DETECT, DETECTION Usage : detect Example : The thief takes a careful and meticulous look around, allowing him or her to spot any hidden things in the area. The longer the thief looks around, the more he will see.
Dirt (Skill_Dirt)
Skill : Dirt Domain : Dirty fighting Available: Assassin(5) Barbarian(11) Fighter(11) Minstrel(2) Available: Monk(14) SkyWatcher(12) Thief(5) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (52) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : DIRT Usage : DIRT [TARGET NAME] Example : dirt orc The fighter attempts to kick dirt into the eyes of the target, making them temporarily blind.
Disabling Caltrops (Thief_DisablingCaltrops)
Skill : Disabling Caltrops Domain : Trapping Available: Trapper(24) Allows : Fatiguing I, Trapping I Use Cost : Mana (37) Movement (37) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : DISABLINGCALTROPS Usage : DISABLING CALTROPS Example : disablingcaltrops The thief drops numerous small metal hooked spikes on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have their feet caught on them, disabling movement.
Disarm (Skill_Disarm)
Skill : Disarm Domain : Martial lore Available: Barbarian(7) Beastmaster(9) Fighter(6) Monk(6) Available: Dancer(9) Numerous Classes(8) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (56) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DISARM Usage : DISARM [TARGET NAME] Example : disarm orc The fighter attempts use his or her weapon to disarm the target, hurling their weapon onto the floor and out of reach. To succeed, the player must be armed, make their profficiency check, "hit" their opponent, and not be too underpowered compared to their opponent.
Disease Immunity (Paladin_DiseaseImmunity)
Skill : Disease Immunity Domain : Holy protection Available: Paladin(7) Allows : Protecting I Invoked : Automatic Example : As the Paladin's proficiency grows, he or she becomes more and more immune to diseases and disease like spell affects.
Disguise (Skill_Disguise)
Skill : Disguise Domain : Deceptive Available: Charlatan(3) Allows : Deceptive I Use Cost : Mana (53) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : DISGUISE Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION] Example : disguise race orc Example : disguise class thief Example : disguise height 1000 This powerful ability allows the bard to disguise his or her appearance in numerous ways. The disguise command, without any arguments, will list the attributes which may be changed. Once a disguise has been put on, entering disguise again without any arguments will remove the disguise.
Distilling (Distilling)
Skill : Distilling Domain : Crafting Available: Artisan(10) Numerous Classes(4) Requires : 'Cooking' Allows : Home Cooking I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DISTILLING Usage : DISTILL LIST/[BREWING CONTAINER] Example : distill pot : distill list : distill list whiskey This skill allows the player to create a beer and other liquors from basic ingredients. The player must be near a fire over which the alcohol can be brewed. The ingredients must be placed in a fire-safe container, like a pot or pan. A pot must be filled with water or other liquids required by the recipe. The ingredients for cooking are best obtained through the Foraging skill.
Distract (Thief_Distract)
Skill : Distract Domain : Deceptive Available: Dancer(7) Thief(19) Several Classes(8) Allows : Improved Distraction, Deceptive I Use Cost : Movement (57) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : DISTRACT Usage : DISTRACT [TARGET NAME] Example : distract orc The fighter forfeits his or her attacks in order to spend time distracting the target. While distracted, the targets attack and defence skills are greatly reduced.
Dodge (Skill_Dodge)
Skill : Dodge Domain : Evasive Available: Beastmaster(4) Charlatan(10) Minstrel(9) Monk(4) Available: Dancer(5) Numerous Classes(7) Several Classes(6) Allows : Evasively I Invoked : Automatic Example : dodge During combat, the character begins to dance around on their feet, making them harder to hit in combat.
Domesticating (Domesticating)
Skill : Domesticating Domain : Animal affinity Available: Trapper(21) Allows : Quick Worker I, Animal Affinity I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DOMESTICATE, DOMESTICATING Usage : DOMESTICATE [MOB NAME] Usage : DOMESTICATE NAME [MOB] [NEW NAME] Example : domesticate rabbit Example : domesticate name rabbit bob This skill allows the player to make a animal into a follower, and then to re-name the animal if he chooses. The animal remains renamed only as long as it is a follower.
Drilling (Drilling)
Skill : Drilling Domain : Gathering Available: Artisan(2) Numerous Classes(1) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DRILL, DRILLING Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER] Example : drill pot Example : drill bundle 10 "lamp oil" With this common skill, a player carefully pokes around, in the ground or trees, for useful liquids. The liquids are then placed into the liquid container given by the parameters. Drilling is best done in forests and deserts. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Druidic Pass (Druid_DruidicPass)
Skill : Druidic Pass Domain : Stealthy Available: Several Classes(1) Allows : Stealthy I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PASS Usage : PASS [DIRECTION] Example : pass east This skill allows the druid to move silently and almost invisibly from place to place while traveling in the outdoors. Moreover, this skill allows the Druid to pass into locked dwellings, if those dwellings are located in the druids domain.
Dual Parry (Fighter_DualParry)
Skill : Dual Parry Domain : Martial lore Available: Assassin(16) Fighter(13) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : For players wielding two weapons, this skill allows the fighter to have an extra parry attempt using the off-hand weapon during combat. A successful parry effectively cancels the attack.
Dyeing (Dyeing)
Skill : Dyeing Domain : Artistic Available: Artisan(6) Numerous Classes(2) Requires : A base charisma of at least 8. Allows : Artsy I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : DYE, DYEING Usage : DYE [ITEM NAME] [COLOR] Example : dye shirt blue This skill allows the player to dye a qualifying cloth item a different color.
Edged Weapon Specialization (Specialization_EdgedWeapon)
Skill : Edged Weapon Specialization Domain : Weapon use Available: Templar(3) Numerous Classes(1) Allows : Edged Striking I, Edged Bashing I, Edged Piercing I Allows : Master Weaponsmithing, Weaponsmithing Invoked : Automatic The player is a master of sharp edges, gaining bonuses to attack when using an edged weapon in combat.
Embezzle (Thief_Embezzle)
Skill : Embezzle Domain : Criminal Available: Burglar(25) Allows : Criminal Deviousness I Use Cost : Mana (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : EMBEZZLE Usage : EMBEZZLE [BANKER NAME] Example : embezzle bob The thief attempts to embezzle at least 2% of the value of a random bank account into his own account with the same bank. If successful, the banker will notice that something has happened, and will watch their books closely for the coming month.
Embroidering (Embroidering)
Skill : Embroidering Domain : Calligraphy Available: Artisan(6) Numerous Classes(2) Requires : 'Write' Requires : A base charisma of at least 10. Allows : Fine Calligraphy I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : EMBROIDER, EMBROIDERING Usage : EMBROIDER [ITEM NAME] [MESSAGE] Example : embroider shirt my favorite shirt This skill allows the player to embroider a unique message onto a qualifying cloth or leather item. To read the message, one need only LOOK at the item.
Endurance (Fighter_Endurance)
Skill : Endurance Domain : Fitness Available: Barbarian(18) Fighter(19) Monk(21) Dancer(19) Allows : Fitness I Invoked : Automatic Example : Allows the fighter to recover hit points, mana, and movement more quickly when not in combat.
Engraving (Engraving)
Skill : Engraving Domain : Calligraphy Available: Artisan(6) Numerous Classes(2) Requires : 'Write' Requires : A base charisma of at least 10. Allows : Fine Calligraphy I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : ENGRAVE, ENGRAVING Usage : ENGRAVE [ITEM NAME] [MESSAGE] Example : engrave sword the deathmaster This skill allows the player to engrave a unique message onto a qualifying metal, stone, or wooden item. To read the message, one need only LOOK at the item. Engraving requires profficiency in both this skill and in the WRITEing skill.
Enslave (Skill_Enslave)
Skill : Enslave Domain : Criminal Available: Gaoler(23) Allows : Criminal Deviousness I Use Cost : Mana (73) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ENSLAVE Usage : ENSLAVE [TARGET NAME] Example : enslave orc This skill allows the player to break down an intelligent mob and enslave them. Once enslaved, a mob can be sold to slave traders, brought to the players clan homes or personal homes to remain as permanent residents, ORDERed as vassals of the owner, and, of course, command them to perform tasks. Tasks for the slave to perform must be directed to the slave with the SAY command, and must begin with the words "I command you to" or "I order you to". The slave will then wander around as in a GEAS trying to perform the task. The slave can be released from the task by saying "cancel" to them. Slaves are different from pets in that they require food and drink to survive. If given the food and water, they will eat and drink as necessary from what they have been given. Slaves eventually lose loyalty as well. If they starve, or if they take damage for any reason, their loyalty will decrease, making them more and more likely to leave their masters homes, or attack their masters.
Escape Bonds (Thief_EscapeBonds)
Skill : Escape Bonds Domain : Binding Available: Thief(24) Allows : Binding I Use Cost : Mana (74) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : ESCAPEBONDS, ESCAPE Usage : ESCAPEBONDS Example : escapebonds The player uses his or her special skills to be released from ropes, webs, nets, and other bindings.
Espionage (Thief_Espionage)
Skill : Espionage Domain : Stealthy Available: Assassin(25) Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : ESPIONAGE Usage : ESPIONAGE [TARGET] Example : espionage bob The thief uses the target to spy on the targets clan communications. Any talk on the targets clan-only or clan-ally channels will also be heard by the thief, so long as the thief is in the same room, and remains unnoticed by the target. The level of the player that can be used by the thief for espionage will depend on the thiefs level and on stealth expertise.
Evesdrop (Thief_Evesdrop)
Skill : Evesdrop Domain : Alert Available: Assassin(24) Allows : Vigilantly I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : EVESDROP Usage : EVESDROP [TARGET] Example : evesdrop bob The thief atunes his hearing so well that he can hear TELL messages to the target, so long as he remains in the same room as the target and remains unnoticed by the target. The level of the player the thief can evesdrop on, and the duration of the evesdropping will depend on alertness expertise.
False Arrest (Skill_FalseArrest)
Skill : False Arrest Domain : Deceptive Available: Charlatan(11) Allows : Deceptive I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FALSEARREST Usage : FALSEARREST [CRIMINAL NAME] Example : falsearrest joe This skill allows the player to act as a bounty hunter or arresting officer for any area which enforces law. The target must be a player wanted for some crime in some area. The arresting player or the target player need not be in that area to use this skill. However, unless both players are allowed by the mud rules to attack each other, certain aspects (such as hand-cuffing or subdueing) will fizzle out when the arresting player attempts them.
Far Shot (Fighter_FarShot)
Skill : Far Shot Domain : Martial lore Available: Ranger(17) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at extremely far ranges.
Farming (Farming)
Skill : Farming Domain : Gathering Available: Gaian(11) Numerous Classes(10) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PLANT, FARM, FARMING Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME] Example : plant berries Example : plant bundle 10 berries This skill allows the player to plant a resource into the ground. The player must place a sample of the resource on the ground first to use as seed. After planting is completed, the resource will be ready to harvest some time later, after the plants have grown. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Favored Enemy 1 (Ranger_Enemy1)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Favored Enemy 2 (Ranger_Enemy2)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Favored Enemy 3 (Ranger_Enemy3)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Favored Enemy 4 (Ranger_Enemy4)
Example : As the Ranger gains knowledge of the creatures of the realm, he or she will gain a specific hatred and thus, an attack and damage bonus advantage against those creatures.
Feint (Skill_Feint)
Skill : Feint Domain : Evasive Available: Jester(22) Minstrel(20) Allows : Evasively I Use Cost : Movement (70) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : FEINT Usage : FEINT Example : feint During combat, the player feints a attack in order to put his or her opponent off balance. The next attack then will have a much better chance of hitting. The feinting skill of the player increases with level.
Fifth Totem (Druid_ShapeShift5)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Find Water (Ranger_FindWater)
Skill : Find Water Domain : Nature lore Available: Minstrel(4) Ranger(2) Trapper(4) Allows : Nature Lore I Use Cost : Mana (52) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FINDWATER Usage : FINDWATER Example : findwater The ranger attempts to find a trail leading from where he or she is at present, to the location of a water source (not necessarily the closest)! When walking around, the Ranger will become aware of which direction seems best.
Fire Breathing (Skill_FireBreathing)
Skill : Fire Breathing Available: Jester(9) Use Cost : Mana (59) Quality : Malicious Targets : Creatures Range : Touch - Range 5 Commands : FIREBREATHING, FIREBREATH Usage : FIREBREATH [TARGET NAME] Example : firebreath orc If the player has a torch, or other burning object in his or her hands, they can use it to breathe fire at a target.
Fire Building (FireBuilding)
Skill : Fire Building Domain : Nature lore Available: Gaoler(1) Numerous Classes(3) Allows : Nature Lore I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LIGHT, FIREBUILD, FIREBUILDING Usage : LIGHT [(FIRE) or TARGET NAME] Example : light fire : light wood With this common skill, a player can start fires for light, or cooking, or whatever.
If you were looking for help on the light spell, enter HELP SPELL LIGHT.
Fishing (Fishing)
Skill : Fishing Domain : Gathering Available: Artisan(2) Numerous Classes(1) Requires : A base wisdom of at least 8. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FISH Usage : FISH (BUNDLE [NUM]) [TARGET]) Example : fish Example : fish bundle 10 trout With this common skill, a player can catch lots of fish from a suitable location, assuming the fish are biting. Fishing it best done in the water. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Flailing Weapon Specialization (Specialization_FlailedWeapon)
The player is a master of flails, gaining bonuses to attack when using a flailed weapon in combat.
Flank (Thief_Flank)
Skill : Flank Domain : Dirty fighting Available: Assassin(22) Thief(22) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (72) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : FLANK Usage : FLANK Example : flank This skill allows the thief to deliver a more accurate attack and extra damage when flanking his or her opponent in combat. The thief can only slip around into a flanking position if their opponent is targeting someone else.
Flay (Thief_Flay)
Skill : Flay Domain : Legal Available: Gaoler(15) Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : FLAY Example : FLAY Orc The player with this skill is able to use a flailing leather weapon to so harm the target that it makes the wearing of equipment on the back or torso impossible for the duration. The target must not be wearing anything on the torso or back for the skill to work. They must also be bound or prone.
Fletching (Fletching)
Skill : Fletching Domain : Crafting Available: Artisan(7) Numerous Classes(5) Requires : 'Ranged Weapon Specialization', and 'Carpentry' Requires : A base dexterity of at least 12. Allows : Light Crafting I, Quality Crafting I, Quick Worker I Allows : Lethal Crafting I, Counterbalance Crafting I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FLETCH, FLETCHING Usage : FLETCH (LIST/LEARN) [ITEM TYPE] Example : fletch short bow : fletch list : fletch list bow : fletch learn crossbow This skill allows a player to craft ranged wooden weapons, such as bows, crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn how to fletch found items, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin fletching, the player must have placed the wood he or she wishes to make the item from on the ground. The raw wood for fletching is obtained by using the Chopping skill.
Flying Kick (Fighter_FlyingKick)
Skill : Flying Kick Domain : Kicking Available: Monk(12) Requires : 'Ax Kick' Allows : Iron Kicking I, Combat Fluidity I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Range 1 - Range 5 Commands : FLYINGKICK, FLYKICK Usage : FLYING KICK [TARGET NAME] Example : flying kick orc From a range of 1 or greater, the Monk uses this skill to leap high into the air and land a terrific kick on the target!
Food Prep (FoodPrep)
Skill : Food Prep Domain : Crafting Available: Gaoler(1) Numerous Classes(5) Requires : 'Cooking' Allows : Home Cooking I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FOODPREPPING, FPREP Usage : FOODPREP LIST/[CONTAINER] Example : foodprep bowl Example : foodprep list Example : foodprep list salad This skill allows the player to create a more nutricious meal from basic edible ingredients. The ingredients must be placed in a preparation container, The container may be filled with water, if water is required for the recipe. The ingredients are best obtained through the Butchering skill and the Foraging skill.
Footlocks (Thief_Footlocks)
Skill : Footlocks Domain : Binding Available: Burglar(20) Allows : Binding I Use Cost : Movement (70) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : FOOTLOCK Usage : FOOTLOCKS [TARGET NAME] Example : footlocks orc Using a simple piece of cloth pulled taught like a rope, and a couple of chunks of wood, the thief quickly constructs and deploys an ingenious device called the footlock. The ropes and blocks wrap loosely around the targets feet. They don't prevent movement, but will cause the target to stumble, preventing sudden movements such as advancing or retreating in combat, or fleeing. The footlocks don't stay in place long, but improves with expertise.
Foraging (Foraging)
Skill : Foraging Domain : Gathering Available: Artisan(2) Numerous Classes(1) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : FORAGE, FORAGING Usage : FORAGE (BUNDLE [NUM]) [TARGET]) Example : forage Example : forage bundle 10 berries With this common skill, a player carefully scans an area for any naturally growing plants which may be edible. Foraging is best done in forests and on plains. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Forest Tactics (Fighter_ForestTactics)
Skill : Forest Tactics Domain : Nature lore Available: Barbarian(22) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in forests. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Forgery (Thief_Forgery)
Skill : Forgery Domain : Calligraphy Available: Burglar(9) Allows : Fine Calligraphy I Use Cost : Mana (59) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FORGERY Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME] Example : forge Midgaard#3001 parchment Example : forge "wish" scrollpaper Example : forge "an Archon's Note" parchment The thief gains the ability to forge title's to land, spells onto scrolls (or at least in seeming), or payment notes. While shopkeepers will not be fooled by these documents, other players may well be.
Fourth Totem (Druid_ShapeShift4)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Fragmentation (Fighter_Fragmentation)
Skill : Fragmentation Domain : Weapon use Available: Barbarian(24) Allows : Ranged Striking I Invoked : Automatic This awesome skill allows thrown items to be hurled with SUCH force, that they do TRIPLE their normal damage (depending upon proficiency). The downside is, however, that the weapon is destroyed on impact as the weapon fragments and splinters into the victim.
Frame Mark (Thief_FrameMark)
Skill : Frame Mark Domain : Street smarts Available: Assassin(23) Charlatan(24) Allows : Street Lore I Use Cost : Mana (50) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : FRAME Usage : FRAME Example : frame This awesome skill allows the thief to effective place the blame for one crime he or she might have committed in the current area on their mark. It requires 1000 gold per level of the mark to accomplish this.
Freeze (Archon_Freeze)
Prayer : Freeze Metal Domain : Cursing Available: Purist(15) Allows : Aqualist I Alignment: somewhat good, somewhat evil, pure neutral Use Cost : Mana (65) Quality : Malicious Targets : Items Creatures Range : Touch, or not applicable Commands : PRAY, PR Usage : PRAY "FREEZE METAL" [TARGET NAME] Example : pray "freeze metal" bob This spell causes the metal objects being worn or wielded by the target to begin freezing and biting at their skin, and freeze to whatever they are touching.
Gem Digging (Digging)
Skill : Gem Digging Domain : Gathering Available: Artisan(2) Numerous Classes(1) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : GDIG, GDIGGING, GEMDIGGING Usage : GDIG (BUNDLE [NUM]) [TARGET]) Example : gdig Example : gdig bundle 10 gems With this common skill, a player can perform the delicate task of mining gems and other precious stones. The precious stones found with this skill are best hunted for in mountains or caves. Sand is best found in the desert. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Glass Blowing (GlassBlowing)
Skill : Glass Blowing Domain : Crafting Available: Artisan(4) Numerous Classes(5) Requires : A base constitution of at least 12. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : GLASSBLOW, GLASSBLOWING Usage : GLASSBLOW (LIST/LEARN) [ITEM TYPE] Example : glassblow pot : glassblow list : glassblow list wand : glassblow learn mug This skill allows a player to craft glass items, such as cups and flasks. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn how to make found items, provided a blank recipe page, or a recipe book with blank pages is in his or her inventory. To begin blowing glass, the player must be in a room with an open fire burning, and must have placed the sand he or she wishes to make the item from on the ground. The raw sand for glass blowing is obtained by using the Digging skill.
Golem Form (Druid_GolemForm)
Skill : Golem Form Domain : Shape shifting Available: Delver(10) Allows : Shapeshifting I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : GOLEMFORM Usage : GOLEMFORM [LIST/FORM NAME] Example : golemform Example : golemform list Example : golemform massive stone golem The druid gains the ability, through this skill, to take on the form of a stone golem. The form progresses as the druid gains in level, he will gain access to more powerful forms, each more devastating than the last, though each also a bit slower on the move. Golems are also unable to speak or chant.
Gouge (Fighter_Gouge)
Skill : Gouge Domain : Dirty fighting Available: Monk(21) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (100) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : GOUGE Usage : GOUGE [TARGET NAME] Example : gouge orc The Fighter gouges at the eyes of the target, blinding them for a short time, and possibly taking out an eye in the process.
Graffiti (Thief_Graffiti)
Skill : Graffiti Domain : Street smarts Available: Thief(12) Allows : Street Lore I Use Cost : Mana (62) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : GRAFFITI Usage : GRAFFITI [MESSAGE] Example : graffiti kilroy was here This skill allows the thief to put graffiti on walls and on city streets. Others must READ the graffiti to see it, as it will not be obvious.
Haggle (Skill_Haggle)
Skill : Haggle Domain : Influential Available: Artisan(19) Thief(10) Several Classes(1) Allows : Influencing I Use Cost : Mana (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : HAGGLE Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME]) Example : haggle buy sword Example : haggle sell sword This skill allows the user to get better rates on buying and selling items by haggling with the shopkeeper over the price.
Half Attack (Skill_AttackHalf)
Skill : Half Attack Domain : Martial lore Available: Assassin(16) Beastmaster(22) Monk(18) Templar(11) Available: Trapper(22) Numerous Classes(20) Numerous Classes(17) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Allows the affected character to deliver a second attack during every other combat round. These attacks will be slightly less effective than primary attacks.
Hammer Specialization (Specialization_Hammer)
Skill : Hammer Specialization Domain : Weapon use Available: Assassin(17) Templar(9) Numerous Classes(1) Allows : Hammer Striking I, Hammer Bashing I, Master Weaponsmithing Allows : Weaponsmithing Invoked : Automatic The player is a master of hammers, gaining bonuses to attack when using a hammer in combat.
Hand to hand combat (Specialization_Natural)
The player becomes so specialized at hand to hand combat that they gain bonuses to attack when fighting unarmed.
Handcuff (Skill_HandCuff)
Skill : Handcuff Domain : Binding Available: Gaoler(13) Allows : Binding I Use Cost : Movement (63) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : HANDCUFF, CUFF Usage : HANDCUFF [TARGET NAME] Example : cuff orc Allows the player to bind another mob that is sitting or lying down, and force them to follow them around. This skill also makes the prisoner temporarily not-assist in combat. This skill can only be used if the target has a warrant out for their arrest. See Arresting Sap for more information.
Healing Hands (Paladin_HealingHands)
Skill : Healing Hands Domain : Healing Available: Paladin(1) Allows : Healing I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HANDS Usage : HANDS [TARGET NAME] Example : hands orc The Paladin becomes a vessel for the healing power of his or her god.
Herbalism (Herbalism)
Skill : Herbalism Domain : Crafting Available: Druid(15) Gaian(10) SkyWatcher(15) Allows : Wise Crafting I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HERBALISM, HERBREW, HBREW Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER] Example : hbrew farsight flask : hbrew list : hbrew list harden This skill allows the player to brew a potion from one of the chants the player knows. To do this, the player must have a drinking container to make the potion out of. All of the brews require ingredients, and all require water or some other liquid base to start from. Also, the player must have mastered the chant before attempting to brew a potion from it. Lastly, the player will lose some experience for brewing the potion. The herbs for this skill must first be identified using the Herbology skill.
Herbology (Herbology)
Skill : Herbology Domain : Nature lore Available: Numerous Classes(1) Allows : Nature Lore I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HERBOLOGY Usage : HERBOLOGY [ITEM NAME] Example : herbology some herbs Without this skill, all herbs found through foraging are unknown to the player, being known only as "herbs". With this skill, the player may identify the herb for the type that it is. This skill is quite necessary for Druids who wish to use their Herbalism skill, but is fairly unnecessary for others. The raw herbs for herbology are obtained by using the Foraging skill.
Heroism (Fighter_Heroism)
Skill : Heroism Domain : Martial lore Available: Fighter(25) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : As the power and noteriety of the fighter grows, his or her ability to resist certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt kicks, trips, etc..) grows.
Hide (Thief_Hide)
Skill : Hide Domain : Stealthy Available: Gaoler(10) Monk(1) Several Classes(3) Several Classes(2) Allows : Improved Hiding, Stealthy I Use Cost : Mana (25) Movement (25) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HIDE Usage : HIDE Example : hide The thief attempts to creep into some shadowy corner and remain perfectly still. Doing this makes them invisible to any other creatures in the room. Making any moves or sounds will negate the hidden advantage. The quality of the hide against other players depends in part on the thieves stealth expertise. The thief can use the VISIBLE command to make themself visible again.
Hide In Plain Sight (Thief_HideInPlainSight)
Skill : Hide In Plain Sight Domain : Stealthy Available: Burglar(25) Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : HIDEINPLAINSITE, HIPS Usage : HIDEINPLAINSIGHT Example : hips The thief has become so adept at quick small movements, that he can do almost anything without being directly noticed. Almost any quiet movement, such as getting or dropping items, wearing or removing items, or manipulating inventory, will be totally unnoticable by other players. Even normally noisy actions will be done so that people aren't really sure who did it. Direct speaking or giving is unaffected, however.
Hide Other (Thief_HideOther)
Skill : Hide Other Domain : Stealthy Available: Burglar(15) Allows : Stealthy I Use Cost : Mana (32) Movement (32) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : OTHERHIDE Usage : OTHERHIDE [TARGET] Example : otherhide bob The thief attempts to hide a group member in some shadowy corner and directs them to remain perfectly still. Doing this makes the target invisible to any other creatures in the room. If the target makes any moves or sounds, it will negate the hidden advantage. The quality of the hide will depend in part on the thieves stealth expertise. The VISIBLE command can be used to revoke this affect.
Hideout (Thief_Hideout)
Skill : Hideout Domain : Street smarts Available: Thief(16) Allows : Street Lore I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : HIDEOUT Usage : HIDEOUT Example : hideout The thief in an urban settings can slip into a small dark hideout until things cool off. Inside, the thief can not recall or bring friends or followers along, but he can rest up until its safe to go back to work.
High Marks (Thief_HighMarks)
Skill : High Marks Domain : Combat lore Available: Assassin(19) Requires : 'Mark' Allows : Combat Lore I Invoked : Automatic Example : proficiency in this skill allows the thief to Mark higher level persons and creatures.
Hills Tactics (Fighter_HillsTactics)
Skill : Hills Tactics Domain : Nature lore Available: Barbarian(17) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in hilly areas. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Hunting (Hunting)
Skill : Hunting Domain : Gathering Available: Artisan(2) Numerous Classes(1) Requires : A base wisdom of at least 8. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : HUNT, HUNTING Usage : HUNT Example : hunt With this common skill, a player checks carefully for the tracks of any game which may be nearby. When the tracks are found, the player needs to check nearby rooms for the animal and attack it to complete the hunt. Hunting can be done almost anywhere, though Forests, Jungles, and Plains are best.
Hush (Archon_Hush)
Social : hush
Target ^?: none You see : SHHHHHHHHHHHHHHHHHHHHHH Others see : Requests everyone quiet down. Shhhhhhhhhhh...
Target ^?: someone No Target : Who needs to be silenced? You see : You nicely ask the target to be more quiet. Target sees: Kindly requests that you please quiet down. Others see : Nicely asks the target to be more quiet.
Target ^?: self You see : You realize you are loud and obnoxious and try to silence yourself. Others see : Covers mouth in an attempt to silence themself.
Identify Bombs (Thief_IdentifyBombs)
Skill : Identify Bombs Domain : Find/remove traps Available: Trapper(3) Allows : Trap Disabling I Invoked : Automatic Example : The thief can sense bombs just by looking at them, or looking at those who might be bearing them.
Identify Poison (Skill_IdentifyPoison)
Skill : Identify Poison Domain : Poisoning Available: Assassin(4) Barbarian(19) Jester(2) Several Classes(7) Requires : 'Apothecary' Allows : Poisoning I Use Cost : Mana (52) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : IDPOISON, IDENTIFYPOISON Usage : IDPOISON [ITEM NAME] Example : idpoison orc This skill allows the player to sniff and taste a potentially poisoned item (like a drink, or a sword) and tell what kind of poison (if any) is on the item.
Identify Traps (Thief_IdentifyTraps)
Skill : Identify Traps Domain : Alert Available: Trapper(5) Requires : 'Detect Traps' Allows : Vigilantly I Use Cost : Mana (55) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : IDENTIFYTRAPS, IDTRAP Usage : IDENTIFYTRAPS Example : identifytraps east Example : identifytraps chest The thief can take a careful look at an item, container, or door to see if it is trapped, and then identify its type and quality level.
Imitate (Skill_Imitation)
Skill : Imitate Domain : Deceptive Available: Charlatan(7) Allows : Deceptive I Invoked : Automatic Usage : IMITATE [SPELL NAME] [TARGET NAME] Example : imitate Fireball Orc This strange pseudo-magical skill allows spells, prayers, songs, and chants learned through Spellcraft, Prayercraft, etc to be faked at a later time. The spell or skill will not yield any actual results (no damage or benefits from casting), but will enable the character to deceive others into believing that he can use that type of magic.
Improved Distraction (Thief_ImprovedDistraction)
Skill : Improved Distraction Domain : Deceptive Available: Thief(22) Requires : 'Distract' Allows : Deceptive I Invoked : Automatic Example : proficiency in this skill allows the thief to distract higher and higher level opponents.
Improved Hiding (Thief_ImprovedHiding)
Skill : Improved Hiding Domain : Stealthy Available: Burglar(10) Requires : 'Hide' Allows : Stealthy I Invoked : Automatic Example : The thief has become so adept at remaining hidden that he or she is able to speak and make other noises while remaining hidden.
Improved Peek (Thief_ImprovedPeek)
Skill : Improved Peek Domain : Stealing Available: Burglar(12) Requires : 'Peek' Allows : Theft Mastery I Invoked : Automatic Example : proficiency in this skill allows the thief to peek into the inventories of higher level persons and creatures.
Improved Shield Defence (Fighter_ImprovedShieldDefence)
Skill : Improved Shield Defence Domain : Shield use Available: Fighter(22) Allows : Shield Using I Invoked : Automatic Example : As the fighter gains proficiency with shield use, he becomes better able to use a shield to enhance his armor.
Improved Steal (Thief_ImprovedSteal)
Skill : Improved Steal Domain : Stealing Available: Burglar(22) Requires : 'Steal' Allows : Theft Mastery I Invoked : Automatic Example : Proficiency in this skill allows the thief to steal from the inventories of higher level persons and creatures. See help on STEAL.
Improved Swipe (Thief_ImprovedSwipe)
Skill : Improved Swipe Domain : Stealing Available: Burglar(14) Requires : 'Swipe gold' Allows : Theft Mastery I Invoked : Automatic Example : proficiency in this skill allows the thief to swipe the gold of higher level persons and creatures.
Improved Throwing (Fighter_ImprovedThrowing)
Skill : Improved Throwing Domain : Weapon use Available: Barbarian(14) Allows : Ranged Striking I Invoked : Automatic As the fighter gains proficiency in this skill, he or she hits more accurately with thrown weapons, and does up to double damage.
Injure (Archon_Injure)
Skill : Injure Domain : Archon Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : INJURE Usage : INJURE [PLAYER NAME] [body part] Example : injure gunther left hand From anywhere on the map, the player with this skill can cause the target to have one of their body parts instantly injured by 20%.
Instrument Bash (Skill_InstrumentBash)
Skill : Instrument Bash Domain : Dirty fighting Available: Minstrel(10) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : INSTRUMENTBASH, IBASH Usage : IBASH [TARGET NAME] Example : ibash orc The bard uses their instrument as a weapon, delivering an otherwise additional blow to the target in combat.
Instrument Making (InstrumentMaking)
Skill : Instrument Making Domain : Crafting Available: Artisan(18) Minstrel(1) Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : INSTRUMENTMAKING, INSTRUMENTMAKE Usage : INSTRUMENTMAKE (LIST/LEARN) [ITEM TYPE] Example : instrumentmake piccolo : instrumentmake list : instrumentmake list piccolo : instrumentmake learn flute This skill allows a player to craft musical instruments, such as flutes and guitars. The extent of the items which can be crafted expands as the player goes up in level. The player make also learn to make new found instruments, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin making a new item, the player must have placed the material he or she wishes to make the item from on the ground. Instruments crafted with balsa can be done with half the required wood listed, while instruments crafted with ironwood will require twice the required wood listed.
Intimidation (Fighter_Intimidate)
Skill : Intimidation Domain : Influential Available: Barbarian(12) Beastmaster(10) Burglar(4) Doomsayer(9) Allows : Influencing I Invoked : Automatic Example : This skill makes the player naturally intimidating to lower level creatures, making them less likely to be able to initiate an attack.
Invisibility to Mark (Thief_MarkInvisibility)
Skill : Invisibility to Mark Domain : Stealthy Available: Assassin(7) Allows : Stealthy I Invoked : Automatic Example : The thief is considered completely invisible whenever the mark is in the room, due to their extreme ability to go unnoticed when their energy is focused (as when the mark is present). See the MARK ability for more information.
Jail Key (Skill_JailKey)
Skill : Jail Key Domain : Legal Available: Gaoler(24) Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Exits Range : Touch, or not applicable Commands : JAILKEY, JKEY Usage : JAILKEY [DIRECTION] Example : jailkey north Allows the player to lock or unlock any door to a jail room in the area.
Jewel Making (JewelMaking)
Skill : Jewel Making Domain : Crafting Available: Artisan(5) Numerous Classes(10) Requires : 'Blacksmithing', and 'Pottery' Requires : A base wisdom of at least 16. Allows : Light Crafting I, Quality Crafting I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : JEWEL, JEWELMAKING Usage : JEWEL (LIST/MEND/REFIT/LEARN/MOUNT (GEM NAME)/ENCRUST (GEM NAME)) [ITEM TYPE] Example : jewel ring : jewel list : jewel list ring : jewel encrust "a diamond" backpack : jewel mount "a diamond" sword : jewel mend ring : jewel refit crown : jewel scan : jewel scan bob : jewel learn brooch This skill allows a player to craft jewelry, such as rings, earrings, necklaces, and bracelets, or to mount or encrust bits of precious jewels onto other items. The extent of the items which can be newly crafted expands as the player goes up in level. The player may also learn to make new found jewelry, provided a blank recipe page, or a recipe book with blank pages is in his or her inventory. To begin crafting, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the item from on the ground, along with any precious gems. which may be mounted in the jewelry. The raw gems for jewel making are found using the Digging skill. The metal is obtained using the Mining skill.
Joke (Skill_Joke)
Skill : Joke Domain : Foolishness Available: Jester(10) Allows : Foolmaking I Use Cost : Mana (60) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : JOKE Usage : JOKE [TARGET NAME] Example : joke orc This will cause the player to tell a random joke to the target. The joke has a 75% chance of giving the target the giggles, and a 25% chance of putting them under the spell of Laughter.
Juggle (Skill_Juggle)
Skill : Juggle Domain : Foolishness Available: Jester(1) Allows : Foolmaking I Use Cost : Movement (51) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : JUGGLE Usage : JUGGLE [ITEM NAME] Example : juggle all Example : juggle dagger Example : juggle This will cause the player to begin juggling one or more items. The number of items the player may juggle is limited by level. Entering juggle without an item name will stop juggling. GETting an item being juggled will also remove that item from the juggle list. During combat, the juggler will be able to throw one item per 5 levels per combat round for a little extra damage.
Jungle Tactics (Fighter_JungleTactics)
Skill : Jungle Tactics Domain : Nature lore Available: Barbarian(11) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in jungles. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Kamikaze (Thief_Kamikaze)
Skill : Kamikaze Domain : Criminal Available: Trapper(25) Allows : Criminal Deviousness I Use Cost : Mana (75) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : KAMIKAZE Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)] Example : kamikaze orc east Example : kamikaze orc 2e 3n e e e n w d The thief pays the target a sufficient amount of money for them to follow the directions given, drop any bombs (see Make Bombs) being carried, and blow them all up.
Ki Strike (Fighter_KiStrike)
Skill : Ki Strike Domain : Punching Available: Monk(17) Allows : Iron Punching I, Combat Fluidity I Use Cost : Movement (67) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : KISTRIKE, KI Usage : KISTRIKE Example : kistrike Short(s) : ki The Monk summons up his or her inner power and focuses it into a single, terrifying attack. This skill will allow the next blow that lands to have that little, extra, well, KI.
Kick (Fighter_Kick)
Skill : Kick Domain : Kicking Available: Monk(1) Dancer(3) Several Classes(2) Allows : Ax Kick, Iron Kicking I, Combat Fluidity I Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : KICK Usage : KICK [TARGET NAME] Example : kick orc The fighter uses his or her feet to deliver an extra bit of pain in combat.
Kill Log (Thief_KillLog)
Skill : Kill Log Domain : Combat lore Available: Assassin(3) Allows : Combat Lore I Invoked : Automatic Uage : KILLLOG Example : killlog The thief has the ability to keep track of their kill percentage on creatures which they have marked using the Mark still. The player may use the KILLLOG command to review the log of kills. Every new and unique creature added to the kill log will result in a small experience bonus.
Knife Hand (Fighter_KnifeHand)
Skill : Knife Hand Domain : Punching Available: Monk(7) Requires : 'Monkey Punch' Allows : Iron Punching I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a pointed, swift strike.
Know Plants (Druid_KnowPlants)
Skill : Know Plants Domain : Nature lore Available: Gaian(7) Allows : Nature Lore I Use Cost : Mana (57) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : KNOWPLANT Usage : KNOWPLANT [ITEM NAME] Example : knowplant flowers This skill allows a player to gain knowledge about a plant, or an item made from plant material. If the plant was summoned by a druid, it will give the name of the druid who summoned it as well.
Lacquering (Lacquerring)
Skill : Lacquering Domain : Artistic Available: Artisan(6) Numerous Classes(2) Requires : A base charisma of at least 8. Allows : Artsy I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LACQUERING, LACQUER Usage : LACQUER [ITEM NAME] [COLOR] Example : lacquer shirt blue This skill allows the player to lacquer a qualifying item a different color. Lacquer only works on metal, wood, and stone items.
Lay Minor Traps (Thief_MinorTrap)
Skill : Lay Minor Traps Domain : Trapping Available: Jester(6) Allows : Trapping I Use Cost : Mana (28) Movement (28) Quality : Malicious Targets : Items Exits Rooms Range : Touch, or not applicable Commands : MTRAP, MINORTRAP Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME] Example : mtrap list Example : mtrap east noise Example : mtrap chest needle The thief attempts to lay some sort of trap upon the item, door, room, entryway, or container specified. The trap may be gaseous, needles, blades, or pits, and may be triggered by unlocking, opening, getting, or moving through in the case of entryways, or entering in the case of rooms. The thief who sets the trap may not trigger the trap. The number of traps available to the thief will go up as the thief advances in level, so trap list may be used to see what new traps are available as the thief advances. Not all traps may be set on all items, however. Lay Minor traps only allows a small subset of the traps avaiailable from the full Lay Traps skill.
Lay Traps (Thief_Trap)
Skill : Lay Traps Domain : Trapping Available: Assassin(20) Thief(23) Trapper(8) Allows : Trapping I Use Cost : Mana (29) Movement (29) Quality : Malicious Targets : Items Exits Rooms Range : Touch, or not applicable Commands : TRAP Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME] Example : trap list Example : trap east noise Example : trap chest needle The thief attempts to lay some sort of trap upon the item, door, room, entryway, or container specified. The trap may be gaseous, needles, blades, or pits, and may be triggered by unlocking, opening, getting, or moving through in the case of entryways, or entering in the case of rooms. The thief who sets the trap may not trigger the trap. The number of traps available to the thief will go up as the thief advances in level, so trap list may be used to see what new traps are available as the thief advances. Not all traps may be set on all items, however.
Leather Working (LeatherWorking)
Skill : Leather Working Domain : Crafting Available: Artisan(4) Numerous Classes(3) Requires : A base constitution of at least 10. Allows : Cobbling, Master Leather Working, Light Crafting I Allows : Durable Crafting I, Quality Crafting I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LEATHERWORK, LEATHERWORKING Usage : LEATHERWORK (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : leatherwork pot : leatherwork bundle 100 leather : leatherwork list : leatherwork list hard : leatherwork mend vest : leatherwork refit sleeves : leatherwork scan : leatherwork scan bob : leatherwork learn gloves This skill allows a player to craft leather items, such as armor, clothing, and even whips. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to mend any damaged leather items, refit any armor which may be the wrong size, or learn how to make an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin crafting a new item, the player must have placed the leather he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw leather for leather working is found using the Butchering skill.
Leeching (Skill_Leeching)
Skill : Leeching Domain : Anatomy Available: Gaoler(17) Allows : Anatomy I Use Cost : Mana (67) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : LEECH, LEECHING Usage : LEECHING [TARGET NAME] Example : leech org The player is able to apply leeches to the target. The target will be unable to heal, but will have any poisons removed for the duration of the leeches presence.
Lightning Strike (Fighter_LightningStrike)
Skill : Lightning Strike Domain : Martial lore Available: Monk(24) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (74) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : LIGHTNINGSTRIKE, LSTRIKE Usage : LIGHTNINGSTRIKE [TARGET NAME] Example : lightningstrike orc Short(s) : lstrike This most powerful of Monk abilities allows him or her to deliver as many unarmed blows in a single round as he or she has Monk levels. After this exhausting exchange, the Monk will collapse for many rounds of needed rest.
Linguistic Comprehension (Thief_Comprehension)
Skill : Linguistic Comprehension Domain : Street smarts Available: Burglar(24) Thief(18) Allows : Street Lore I Use Cost : Mana (68) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : COMPREHEND, COMPREHENSION Usage : COMPREHEND Example : comprehend This skill will cause the thief to begin listening intensely to what is being said around him in other languages, so that he or she may understand it. Depending upon proficiency, from a few seconds to a few minutes after each statement, the thief will understand.
Listen (Thief_Listen)
Skill : Listen Domain : Alert Available: Burglar(9) Minstrel(12) Monk(23) Thief(12) Available: Trapper(9) Allows : Vigilantly I Use Cost : Mana (59) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : LISTEN Usage : LISTEN [DIRECTION NAME] Example : listen north Example : listen The thief listens a particular direction for signs of movement (life). A very proficient thief may also tell the number of creatures, and may be able to listen in on private conversations and whispering that may be going on in the room. You may only listen to the room you are in, or to an adjacent indoor room. How well the thief can hear will depend on proficiency, how much higher in level than the thief those being listened to are, and alertness expertise.
Locksmithing (LockSmith)
Skill : Locksmithing Domain : Crafting Available: Artisan(12) Gaoler(8) Numerous Classes(10) Requires : 'Blacksmithing' Requires : A base dexterity of at least 14. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : LOCKSMITH, LOCKSMITHING Usage : LOCKSMITH (BOLTLOCK) (DELOCK) [ITEM/DIRECTION] Example : locksmith chest : locksmith south : locksmith boltlock south : locksmith delock south This skill allows a player to craft keys and locks for items and doors. If the item or door specified already has a lock, the proper key will be built for it (assuming a level check). If the item or door does not have a lock, and the skill user is the owner, then a lock will be built, along with a key. If a lock is being made for a door, and the word BOLTLOCK is specified, then the lock will ONLY be on that side of the door. A lock can be removed from a door using the DELOCK parameter. This skill requires metal from which to make the lock and/or key.
Lore (Thief_Lore)
Skill : Lore Domain : Arcane lore Available: Arcanist(11) Artisan(30) Bard(2) Burglar(20) Available: Dancer(2) Thief(20) Allows : Arcane Lore I Use Cost : Mana (52) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : LORE Usage : LORE [ITEM NAME] Example : lore sword The bard carefully examines the item, using his extensive knowledge of magical lore to determine the items magical properties, if any.
Lure (Thief_Lure)
Skill : Lure Domain : Deceptive Available: Trapper(14) Allows : Deceptive I Use Cost : Mana (32) Movement (32) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : LURE Usage : LURE [ITEM NAME] Example : lure monster east The thief gains the ability to lure a creature in the direction they want, when not in combat.
Make Bombs (Thief_MakeBomb)
Skill : Make Bombs Domain : Trapping Available: Trapper(17) Allows : Trapping I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : BOMB Usage : BOMB [ITEM] [BOMB NAME] Example : bomb list Example : bomb waterskin water bomb The thief attempts to make some sort of bomb from the item, or container specified. The bomb may be of any of the listed sort. The thief who makes the bomb may activate it by HOLDING the item. Once the item is held, the thief has but a few seconds to drop, throw, or do whatever they need to before the bomb goes off. The number of bombs available to the thief will go up as the thief advances in level, so bomb list may be used to see what new bombs are available as the thief advances. Not all bombs may be set on all items, however.
Make Maps (Skill_Map)
Skill : Make Maps Domain : Calligraphy Available: Burglar(18) Several Classes(13) Allows : Fine Calligraphy I Use Cost : Mana (63) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MAP Usage : MAP [PAPER NAME] Example : map parchment Allows you to begin mapping on the targeted piece of paper. As you walk around the parchment will be filled with a pictoral map of the rooms you walk through.
Mark (Thief_Mark)
Skill : Mark Domain : Combat lore Available: Assassin(1) Charlatan(4) Allows : High Marks, Marker Spying, Combat Lore I Invoked : Automatic Usage : MARK [TARGET NAME] Example : mark orc The player marks the target for death. Once done, the player will remember who they have marked until the death of the mark is witnessed, or the mark is changed. The ability of the player to kill the mark will go up the longer the player has to "observe" the mark. The mark is observed whenever the player is in the same room as the mark and can see him, but the mark cannot see the player. Marking for death is also useful for certain higher level assassin skills. You can issue a Mark a second time against the same target to remove the mark.
Mark Disguise (Skill_MarkDisguise)
Skill : Mark Disguise Domain : Deceptive Available: Charlatan(25) Allows : Deceptive I Use Cost : Mana (75) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : MARKDISGUISE Usage : MARKDISGUISE (!) Example : markdisguise Example : markdisguise ! This powerful ability allows the bard to disguise him or herself to be identical to his or her mark. The bard must first mark a target using the Mark skill. After that, the bard must observe the mark from a hidden position for an amount of time. After sufficient time, the bard may use this skill to take on the apperance of the mark through disguise. Entering the command word again will remove the disguise. The optional ! parameter may be given for the bard to disguise him or herself as the same person they did before, regardless of whether they are presently marked.
Mark Trapped (Thief_MarkTrapped)
Skill : Mark Trapped Domain : Find/remove traps Available: Trapper(7) Allows : AutoMark Traps, Trap Disabling I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Items Exits Rooms Range : Touch, or not applicable Commands : MARKTRAPPED Usage : MARKTRAPPED [ITEM/DIRECTION/HERE] Example : marktrapped north Example : marktrapped chest The thief places an easily recognizable marker upon the target which all will recognize as meaning that it is trapped. This can serve as a nice warning to team members that stumble that way, or a confusing countermeasure to force other thieves to be extra careful. The skill can be used again to remove such marks. Marks last quite a long time, though each thief is limited in the number that may be marked.
Marker Spying (Thief_MarkerSpying)
Skill : Marker Spying Available: Assassin(21) Requires : 'Mark', and 'Spying' Use Cost : Mana (35) Movement (35) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : MARKERSPYING, MARKSPY Usage : MARKER SPYING [TARGET] Example : markerspying The thief has become adept at rummaging through the papers of his marks. Until this skill is disengaged, he will remember those parts of the papers of those he Marks that the marks themselves read, regardless of where they are in the world.
This skill is identical to SPYING, but does not require that the thief and the one spyed on be in the same room, and it only works on those the thief has MARKed. The skill automatically transfers from Mark to Mark indefinitely, or until disengaged.
Marketeering (Merchant)
Skill : Marketeering Domain : Influential Available: Artisan(15) Allows : Influencing I, Quick Worker I Invoked : Automatic Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE]) Example : market list : market shoe 500 : market all.shoe : market remove shoe This skill allows a player to behave like a shopkeeper, allowing other players to LIST, BUY, and VIEW items which the player has put up for sale. The player may add any item in their inventory to their items for sale, and set a price for the item. The remove command may be used to take items of that name off the market.
Masonry (Masonry)
Skill : Masonry Domain : Crafting Available: Artisan(14) Numerous Classes(10) Requires : 'Sculpting' Requires : A base constitution of at least 12. Allows : Ingenious Engineering I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASONRY Usage : MASONRY [LIST/[PROJECT NAME]] [DIRECTION] Example : masonry wall north : masonry list : masonry roof : masonry title A messy room. : masonry desc east This is my favorite Door. : masonry desc room This is a messy room. : masonry stairs : masonry help Bob : masonry demolish west : masonry demolish room This skill allows a player to construct a building or other structures on a property the player owns. Walls or Stairs may be built following the construction of roof and framework. This skill also allows the demolition of unwanted walls and structures, upstairs rooms, and the giving of a title and description to a room. The parameters also allow more than one person to assist in a masonry project. All of the structures made with this skill are made of stone. The raw stone for masonry is found using the Digging or Mining skills.
Master Armorsmithing (MasterArmorsmithing)
Skill : Master Armorsmithing Domain : Crafting Available: Artisan(23) Requires : 'Armorsmithing' at 100% Requires : A base strength of at least 16. Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MARMORSMITH, MASTERARMORSMITHING Usage : MARMORSMITH (LIST/MEND/SCAN/LEARN) [ARMOR TYPE] Example : marmorsmith chainmail : marmorsmith list : marmorsmith list chain : marmorsmith scan : marmorsmith scan bob : marmorsmith learn helmet This skill allows a player to craft master-level armors from metal. This skill requires Blacksmithing and Armorsmithing in order to learn it. The extent of the armor which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the armor from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn how to smith an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. The metal for armorsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Master Costuming (MasterCostuming)
Skill : Master Costuming Domain : Crafting Available: Artisan(21) Requires : 'Costuming' at 100% Requires : A base intelligence of at least 16. Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING Usage : MCOSTUME (LIST/MEND/REFIT/SCAN/LEARN) [ITEM TYPE] Example : mcostume shirt : mcostume list : mcostume list shirt : mcostume mend shirt : mcostume refit shirt : mcostume scan : mcostume scan bob : mcostume learn shirt This skill allows a player to knit masterful specialized clothing, such as children's clothing and culture-based clothing. The extent of the items which can be costumed expands as the player goes up in level. This command also allows the player to mend any damaged clothing, refit any clothes which are the wrong size, or learn to how to knit a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin costuming a new item, the player must have placed the cloth he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw cloth for costuming is found using the Butchering or Foraging skills.
Master Leather Working (MasterLeatherWorking)
Skill : Master Leather Working Domain : Crafting Available: Artisan(22) Requires : 'Leather Working' at 100% Requires : A base constitution of at least 16. Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING Usage : MLEATHERWORK (LIST/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM TYPE] Example : mleatherwork vest : mleatherwork bundle 100 leather : mleatherwork list : mleatherwork list vest : mleatherwork mend vest : mleatherwork refit sleeves : mleatherwork scan : mleatherwork scan bob : mleatherwork learn gloves This skill allows a player to craft masterful leather items, such as armor, clothing, and even whips. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to mend any damaged leather items, refit any armor which may be the wrong size, or learn how to make an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin crafting a new item, the player must have placed the leather he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw leather for leather working is found using the Butchering skill.
Master Tailoring (MasterTailoring)
Skill : Master Tailoring Domain : Crafting Available: Artisan(20) Requires : 'Tailoring' at 100% Requires : A base dexterity of at least 16. Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR, MASTERTAILORING Usage : MKNIT (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : mknit shirt : mknit bundle 100 cotton : mknit list : mknit list vest : mknit mend vest : mknit refit sleeves : mknit scan : mknit scan bob : mknit learn shirt This skill allows a player to knit masterful clothing, such as dresses and suits. The extent of the items which can be knitted expands as the player goes up in level. This command also allows the player to mend any damaged clothing, refit any clothes which are the wrong size, or learn how to knit an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. To begin knitting a new item, the player must have placed the cloth he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw cloth for knitting is found using the Butchering or Foraging skills.
Master Weaponsmithing (MasterWeaponsmithing)
Skill : Master Weaponsmithing Domain : Crafting Available: Artisan(24) Requires : 'Weaponsmithing' at 100%, and (One of: 'Axe Specialization', 'Blunt Weapon Specialization', 'Edged Weapon Specialization', 'Flailing Weapon Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm Specialization', 'Ranged Weapon Specialization', 'Staff Specialization', 'Sword Specialization', or 'Weapon Specialization') Requires : A base strength of at least 16. Allows : Light Crafting I, Quality Crafting I, Quick Worker I Allows : Lethal Crafting I, Counterbalance Crafting I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MWEAPONSMITH, MASTERWEAPONSMITHING Usage : MWEAPONSMITH (LIST/MEND/SCAN/LEARN) [WEAPON TYPE] Example : mweaponsmith twohanded sword : mweaponsmith list : mweaponsmith list sword : mweaponsmith scan : mweaponsmith scan bob : mweaponsmith learn axe This skill allows a player to craft master-level weapons from metal. This skill requires Blacksmithing and Weaponsmithing in order to learn it. It also requires specialization in the weapon type the player wishes to make. The extent of the weapons which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the weapon from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn how to smith an item he or she has found, provided a blank recipe page or a recipe book with blank pages is in his or her inventory. The metal for weaponsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Meditation (Skill_Meditation)
Skill : Meditation Domain : Fitness Available: Shaman(23) SkyWatcher(22) Numerous Classes(16) Allows : Fitness I Use Cost : Mana (66) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : MEDITATE Usage : MEDITATE Example : meditate If the mage is in a quiet, sitting position, this skill will allow him or her to gain mana back at an accellerated rate.
Memorize (Skill_ScrollCopy)
Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME] Example : memorize magic missile scroll By spending the necessary practice points or trains, a Mage may use this command to gain the ability to learn some spell that is written on a scroll. If the memorization is successful, the spell may be practiced and cast as normal, and the mage will gain experience based on the level of himself and the spell learned.
Metacrafting (Archon_Metacraft)
Mimicry (Skill_Mimicry)
Skill : Mimicry Domain : Foolishness Available: Jester(5) Allows : Foolmaking I Use Cost : Mana (55) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : MIMICRY, MIMIC Usage : MIMICRY [TARGET NAME] Example : mimcry orc The player begins to mimic the actions of the target, thus annoying them.
Mining (Mining)
Skill : Mining Domain : Gathering Available: Artisan(2) Numerous Classes(4) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : MINE, MINING Usage : MINE (BUNDLE [NUM]) [TARGET] Example : mine Example : mine bundle 10 stone With this common skill, a player whacks at rock and ground looking to uncover metals, and uncommon stones. Mining is best done in caves and mountains. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Monkey Punch (Fighter_MonkeyPunch)
Skill : Monkey Punch Domain : Punching Available: Monk(1) Allows : Knife Hand, Iron Punching I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a swift, closed fist.
Mountain Tactics (Fighter_MountainTactics)
Skill : Mountain Tactics Domain : Nature lore Available: Barbarian(14) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in the mountains. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Mounted Charge (Paladin_MountedCharge)
Skill : Mounted Charge Domain : Animal affinity Available: Paladin(16) Allows : Animal Affinity I Use Cost : Movement (66) Quality : Malicious Targets : Creatures Range : Range 1 - Range 99 Commands : MOUNTEDCHARGE, MCHARGE Usage : MCHARGE [TARGET NAME] Example : mcharge orc The Paladin, from the back of a mount, rides at top speed at an target, delivering a deadly attack, but sacrificing armor.
Mounted Combat (Skill_MountedCombat)
Skill : Mounted Combat Domain : Animal affinity Available: Barbarian(17) Several Classes(11) Allows : Animal Affinity I Invoked : Automatic Example : This skill helps negate the bad consequences of fighting from horseback or from a boat or other vehicle.
Mug (Thief_Mug)
Skill : Mug Domain : Stealing Available: Burglar(19) Allows : Theft Mastery I Use Cost : Mana (34) Movement (34) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : MUG Usage : MUG [ITEM NAME] Example : mug bag The thief will attempt to pilfer some non-monetary item from the inventory of the person he or she is fighting. This skill can only be used in combat.
Multiwatch (Archon_Multiwatch)
Ability : Multiwatch Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME]) Example : multiwatch add playerone playertwo Example : multiwatch auto Example : multiwatch stop Description: This is an archon skill to assist in determining if a set of players who are connected from the same ip address are the same person. It does this by tracking certain pieces of data which together may be taken as rather circumstantial evidence of someone multiplaying. The definition of the numbers are as follows: SYNC - The number of commands entered by more than one member of an IP group within a single 4 second period. SPEECH - This refers to SAY commands, broken into three sections. The first number represents the number of SAY commands done in the same room with a player who has the same IP address. The second number represents the number of SAY commands directed at another player. The last number is the number of SAY commands total. SOCIALS - These are also divided into three numbers where, again, the first is the number of socials in the same room with a player with the same IP, the second being socials directed at another player, and the last being the number of total socials. CMD - The number of commands entered which are different than the previous command entered. ORDER - The number of times one of the players in the group gave an ORDER to another player in the group. A sure sign indeed.
My Plants (Druid_MyPlants)
Skill : My Plants Domain : Nature lore Available: Several Classes(1) Allows : Nature Lore I Use Cost : Mana (51) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : MYPLANTS, PLANTS Usage : MYPLANTS Example : myplants A druid can, at will, become attuned to the plants which he or she has created through druidic magic. This ability allows the druid to perceive all of his or her magical plants still alive, and where they are.
This skill is most useful for Plant Pass and for creating a druidic connection to an area. A druid in a rural area has placed one of his or her plants in at least 50% of the rooms in an area will create a druidic connection to the area. See also Druidic Connection for more information on this phenomenon.
Druids also gain experience for placing their plants inside areas classified as cities. A certain number of plants per city per mud-month can be summoned for experience in this way.
Nondetection (Thief_Nondetection)
Skill : Nondetection Domain : Stealthy Available: Thief(30) Allows : Stealthy I Invoked : Automatic Example : The thief has so perfected his or her ability to hide that, when doing so, they are completely undetectable by any magical or other means.
Observe (Thief_Observation)
Skill : Observe Domain : Alert Available: Arcanist(21) Assassin(13) Beastmaster(14) Burglar(7) Available: SkyWatcher(18) Thief(9) Trapper(13) Allows : Vigilantly I Use Cost : Mana (57) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : OBSERVE Usage : OBSERVE Example : observe The thief opens his or her eyes and takes careful notice of his or her surroundings, allowing them to spot anyone that may try to sneak into the room.
Opponent Knowledge (Fighter_SizeOpponent)
Skill : Opponent Knowledge Domain : Combat lore Available: Fighter(21) Allows : Combat Lore I Use Cost : Movement (71) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SIZEUP, OPPONENT Usage : SIZEUP [TARGET NAME] Example : sizeup orc The fighter's experience is used to determine a more accurate survey of an targets health, combat prowess, and defensive capability.
Pack Call (Druid_PackCall)
Skill : Pack Call Domain : Animal affinity Available: Beastmaster(30) Allows : Animal Affinity I Use Cost : Mana (80) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PACKCALL Usage : PACKCALL Example : packcall This powerful skill allows the druid, while in their animal form, to call on the aid of like animals during combat. The combat aid will always arrive in the form of animals one-step below the druids current animal form, and always in numbers reflective of their level and skill, as well as reflective of the druids leadership abilities. These animals are able to rescue the druid from his or her enemies on command. To do this, the druid needs only to order them to 'rescue'. Like many druid abilities, the druid must be out in the wild for this skill to work.
Painting (Painting)
Skill : Painting Domain : Artistic Available: Artisan(11) Numerous Classes(5) Requires : A base charisma of at least 12. Allows : Artsy I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PAINT, PAINTING Usage : PAINT WALL/[ITEM TYPE] Example : paint wall : paint a sheet of canvas This skill allows a player to make artistic paintings on either canvas or silkscreen, such as those made with the Papermaking skill. The player is also able to create and destroy "wall" paintings in a privately owned room. "Wall" paintings are unlisted, ungettable items in a room which can nevertheless be LOOKed at.
Paladin`s Aura (Paladin_Aura)
Skill : Paladin`s Aura Domain : Holy protection Available: Paladin(19) Allows : Protecting I Invoked : Automatic Example : When the Paladin's Aura begins to exude, it will act as the cleric spell Protection From Evil for the paladin's group. Evil and Undead spells and affects will be repelled by the aura. Any evil players or creatures in the paladin's group will be hurt by the aura.
Paladin`s Courage (Paladin_Courage)
Skill : Paladin`s Courage Domain : Holy protection Available: Paladin(13) Allows : Protecting I Invoked : Automatic Example : When the Paladin's aura of Courage begins to exude, the paladin and other non-evil group members become immune to the Fear spells "Spook", "Nightmare", and "Fear".
Paladin`s Goodness (Paladin_Goodness)
Skill : Paladin`s Goodness Domain : Holy protection Available: Paladin(25) Allows : Protecting I Invoked : Automatic Example : When the Paladin's aura of Goodness begins to exude, it becomes almost impossible for evil to approach the paladin. Any evil group members or creatures within melee range will take severe damage from the aura of goodness, which grows more powerful as the Paladin gains levels.
Paladin`s Purity (Paladin_Purity)
Skill : Paladin`s Purity Domain : Holy protection Available: Paladin(14) Allows : Protecting I Invoked : Automatic Example : The Paladins goodness becomes capable of warding off any influence over his goodness that originates from an external source, such as wicked magic. The Paladin must remain good for the purity to endure, and the purity will not protect him or her from intentional acts of wickedness.
Paladin`s Resistance (Paladin_ImprovedResists)
Skill : Paladin`s Resistance Domain : Holy protection Available: Paladin(2) Allows : Protecting I Invoked : Automatic Example : As the Paladin gains in levels, he or she becomes more and more resistant to magical, poisonous, disease, and other magical and non-magical attacks against him.
Palm (Thief_Palm)
Skill : Palm Domain : Stealing Available: Burglar(3) Allows : Theft Mastery I Use Cost : Mana (26) Movement (26) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PALM Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME]) Example : palm all dagger backpack Example : palm all body Example : palm pie Example : palm all Example : palm pie.2 Example : palm all.pie container.3 Short(s): This skill works exactly like GET except for two important advantages. One is that PALM is so quick that no other players in the room will see it happen. The other is that PALM can be done as a free action/skill during combat.
Panhandling (Thief_Panhandling)
Skill : Panhandling Domain : Street smarts Available: Thief(21) Allows : Street Lore I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PANHANDLE, PANHANDLING Example : Using this skill, a thief can sit down along a city street and beg passer-bys for change. Some may even hand it over.
Paper Making (PaperMaking)
Skill : Paper Making Domain : Crafting Available: Artisan(9) Numerous Classes(5) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PAPERMAKE, PAPERMAKING Usage : PAPERMAKE (LIST) ([PAPER TYPE]) Example : papermake canvas : papermake list : papermake list paper This skill allows a player to craft papers from woods, silks, and other materials. The types of paper which can be crafted expands as the player goes up in level. Eventually, even arcane scrolls, suitable for scribing spells onto, can be made. Wood is obtained by the Chopping skill, and silks through the Foraging skill.
Parry (Skill_Parry)
Skill : Parry Domain : Evasive Available: Charlatan(22) Minstrel(14) Templar(6) Trapper(11) Available: Several Classes(9) Several Classes(3) Allows : Evasively I Invoked : Automatic Example : Parrying is the ability to cancel an armed attack by an opponent using your own weapon. The character with this skill will parry the attacks of his or her armed opponents whenever possible.
Peek (Thief_Peek)
Skill : Peek Domain : Stealing Available: Assassin(18) Bard(9) Burglar(7) Jester(9) Available: Thief(7) Allows : Improved Peek, Cautiously I, Theft Mastery I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PEEK Usage : PEEK [TARGET NAME] Example : peek orc The thief will attempt to sneak a look at the inventory of the target.
Pick Locks (Thief_Pick)
Skill : Pick Locks Domain : Criminal Available: Several Classes(6) Allows : Safecracking, Criminal Deviousness I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : PICK Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME] Example : pick e The thief attempts to pick the lock on a door, or container lid. Success depends on the level of the thief and the level of the door or item as well as the thief`s proficiency. This skill can be used to lock as well as unlock.
Pin (Fighter_Pin)
Skill : Pin Domain : Grappling Available: Beastmaster(12) Monk(13) Trapper(20) Allows : Vice-Gripping I, Combat Fluidity I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : PIN Usage : PIN [TARGET NAME] Example : pin orc The fighter grabs the target and wrestles them to the ground in a strong, solid pin maneuver. For a short, period, both the fighter and the target are locked in struggle and too occupied to fight.
Plains Tactics (Fighter_PlainsTactics)
Skill : Plains Tactics Domain : Nature lore Available: Barbarian(24) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting on the plains. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Plant Form (Druid_PlantForm)
Skill : Plant Form Domain : Shape shifting Available: Gaian(10) Allows : Shapeshifting I Use Cost : Mana (60) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : PLANTFORM Usage : PLANTFORM [LIST/FORM NAME] Example : plantform Example : plantform list Example : plantform flower The druid gains the ability, through this skill, to take on the form of a plant. The plant form progresses as the druid gains in level.
Plant Item (Thief_PlantItem)
Skill : Plant Item Domain : Stealing Available: Burglar(13) Trapper(14) Allows : Theft Mastery I Use Cost : Mana (31) Movement (31) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : PLANTITEM Usage : PLANTITEM [ITEM NAME] [TARGET NAME] Example : plantitem bomb orc Plant item is the ability to slip an item to another creature unaware. If successful, the item will be hidden in the targets inventory.
Plant Lore (PlantLore)
Skill : Plant Lore Domain : Nature lore Available: Druid(15) Gaian(9) Ranger(15) Allows : Nature Lore I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : PLANTLORE, PSPECULATE Usage : PLANTLORE Example : plantlore This skill allows a player to carefully evaluate the plant growth patterns in the present area, and all surrounding areas to see what vegetation resources might be available for foraging or chopping.
Point Blank Shot (Fighter_PointBlank)
Skill : Point Blank Shot Domain : Martial lore Available: Fighter(19) Ranger(12) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at very close range.
Poison Immunity (Paladin_PoisonImmunity)
Skill : Poison Immunity Domain : Holy protection Available: Paladin(17) Allows : Protecting I Invoked : Automatic Example : As the Paladin's proficiency grows, he or she becomes more and more immune to poison and poisonous affects.
Polearm Specialization (Specialization_Polearm)
Skill : Polearm Specialization Domain : Weapon use Available: Assassin(19) Templar(8) Numerous Classes(1) Allows : Polearm Striking I, Polearm Slicing I, Polearm Piercing I Allows : Master Weaponsmithing, Weaponsmithing Invoked : Automatic The player is a polearm master, gaining bonuses to attack when using a polearm in combat.
Pottery (Pottery)
Skill : Pottery Domain : Crafting Available: Artisan(3) Numerous Classes(4) Allows : Jewel Making, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : POT, POTTERY Usage : POT (LIST/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : pot pitcher : pot bundle 100 clay : pot list : pot list pitcher : pot learn pot This skill allows a player to craft cooked clay items, such as cups and plates. The extent of the items which can be crafted expands as the player goes up in level. The player may also learn to how to make a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin crafting, the player must be in a room with an open fire burning, and must have placed the clay he or she wishes to make the item from on the ground. The Clay is obtained by using the Digging skill.
Power Grab (Thief_PowerGrab)
Usage : POWERGRAB ([CONTAINER]) ITEM Example : powergrab corpse sword The thief summons all thier thiefly skill to take possession of an item that would otherwise be too powerful to pick up.
Prayercraft (Skill_Prayercraft)
Skill : Prayercraft Domain : Arcane lore Available: Charlatan(18) Oracle(8) Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about divine magic that he or she can identify prayers cast in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Pressure Points (Fighter_PressurePoints)
Skill : Pressure Points Domain : Martial lore Available: Monk(11) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Gives the fighter a bonus to all damage during combat when fighting unarmed in melee.
Puppeteer (Skill_Puppeteer)
Skill : Puppeteer Domain : Foolishness Available: Jester(25) Allows : Foolmaking I Use Cost : Mana (75) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : PUPPETEER, PUPPET Usage : PUPPETEER [ITEM NAME] Example : puppeteer [item name] This skill allows the player to animate one or more puppets. While animated, the puppets will fight for the player. However, the player is unable to attack or perform many other actions while animating the puppets. Puppets may be created with the carpentry skill. To stop animating a puppet, the player need only pick it up.
QuickChange (Skill_QuickChange)
Skill : QuickChange Domain : Foolishness Available: Jester(3) Allows : Foolmaking I Use Cost : Mana (53) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : QUICKCHANGE Usage : QUICKCHANGE Example : quickchange The bard is so adept at costume changes that he can seemingly instantly remove all of his gear (putting it who knows where), retreive another custome (from who knows where) and put it on. This skill will swap what the bard is currently wearing with whatever gear the thief was wearing the last time a quick change was done. The gear currently worn when a quick change is done is magically stored away, no longer consuming bag space or encumbrance weight. Even cursed items can be stored in this way.
Racketeer (Thief_Racketeer)
Skill : Racketeer Domain : Criminal Available: Burglar(21) Allows : Criminal Deviousness I Use Cost : Mana (71) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : RACKETEER Usage : RACKETEER [BANKER NAME] Example : racketeer bob The thief, though intimidation and bluffing, attempts to convince a shopkeeper to pay him or her "protection" money. The shopkeeper will then be safe from more payments for the coming month from any thief.
Rally Cry (Fighter_Rallycry)
Skill : Rally Cry Domain : Singing Available: Barbarian(16) Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Movement (66) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : RALLYCRY Usage : RALLYCRY Example : rallycry The Barbarian lets out a primal call to rally, inspiring all group members to draw from their inner strength. Those under the affect of the cry will be able to take more hits. The affect wears off when battle is concluded, or if battle is not joined swiftly enough after the cry is made.
Ranged Weapon Specialization (Specialization_Ranged)
Skill : Ranged Weapon Specialization Domain : Weapon use Available: Templar(10) Numerous Classes(1) Allows : Fletching, Ranged Striking I, Ranged Piercing I, Ranged Bashing I Allows : Master Weaponsmithing, Weaponsmithing Invoked : Automatic The player becomes so specialized at thrown and ranged combat that they gain bonuses to attack when fighting from afar.
Rapid Shot (Fighter_RapidShot)
Skill : Rapid Shot Domain : Martial lore Available: Arcanist(14) Fighter(7) Ranger(7) Thief(14) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Rapid shot is the ability to make extra attacks per round whenever using a ranged weapon that requires ammunition, such as a bow or crossbow. The number of extra attacks will go up as the players level does.
Recall (Skill_Recall)
Skill : Recall Available: Numerous Classes(1) Use Cost : Mana (51) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : RECALL, / Usage : RECALL Example : recall The player calls upon the power of the gods to return to his or her place of origin, along with any npc group members present with him or her. Normal fleeing penalties apply during combat.
Record (Archon_Record)
Skill : Record Domain : Archon Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : RECORD Usage : RECORD [PLAYER NAME] Example : record gunther From anywhere on the map, the player with this skill can begin recording all activity of the target to a file in the local file system as if they were snooping them.
Recover Voice (Druid_RecoverVoice)
Skill : Recover Voice Domain : Fitness Available: SkyWatcher(16) Allows : Fitness I Use Cost : Mana (66) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : VRECOVER, RECOVERVOICE Usage : RECOVERVOICE Example : recovervoice Short(s) : vrecover This skill allows the druid to "shake off" any magical or other affects which may be preventing him or her from speaking and thus chanting.
Regional Awareness (Skill_RegionalAwareness)
Skill : Regional Awareness Domain : Nature lore Available: Ranger(24) Allows : Nature Lore I Use Cost : Mana (24) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : REGION, REGIONALAWARENESS Usage : REGIONAL Example : regional The player scans the horizon, getting a rough estimate of the lay of the wilderness around him or her. The depth of the map expands as the player gains levels. The key to the map is as follows: ~ water T forest : rocks/badlands J jungle = city/street M mountains _ plains . desert * here x swamp h hills
Remove Traps (Thief_RemoveTraps)
Skill : Remove Traps Domain : Find/remove traps Available: Arcanist(9) Several Classes(8) Allows : Trap Disabling I Use Cost : Mana (29) Movement (29) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : DETRAP, UNTRAP, REMOVETRAPS Usage : DETRAP [ITEM, DIRECTION] Example : detrap east Example : detrap chest If an item is trapped, the thief can attempt to disable or safely trigger the trap, rendering it ineffective until it resets.
Rend (Druid_Rend)
Skill : Rend Domain : Weapon use Available: Beastmaster(25) Allows : Unarmed Striking I, Unarmed Piercing I Use Cost : Movement (75) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : REND Usage : REND [TARGET NAME] Example : rend orc While in his or her animal form (see ShapeShift), the Druid gains the ability to kick their way out of a pin, or rip open an target prone on the ground with his or her legs.
Rescue (Fighter_Rescue)
Skill : Rescue Domain : Martial lore Available: Barbarian(8) Minstrel(8) Paladin(2) Ranger(2) Available: Several Classes(5) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (52) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : RESCUE, RES Usage : RESCUE [GROUP MEMBER] Example : rescue bob Allows the fighter to step forward and take all damage from an opponent, when fighting in a group. The person taking the opponents damage during combat is commonly called the "tank".
Resistance (Skill_Resistance)
Ability : Skill_Resistance Parameters : see Prop_HaveResister Example : see Prop_HaveResister Description: Gives the mob skill-based resistances and immunities.
Return Projectile (Fighter_ReturnProjectile)
Skill : Return Projectile Domain : Evasive Available: Monk(25) Allows : Evasively I Invoked : Automatic Example : The Monk gains the amazing ability to catch arrows, spears, and other projectile attacks in mid flight, and then return them right back to his or her opponent. The Monk requires a free hand to perform this skill.
Revoke (Skill_Revoke)
Skill : Revoke Available: Arcanist(5) Charlatan(2) Paladin(6) Ranger(6) Available: Numerous Classes(1) Use Cost : Mana (51) Quality : Circumstantial Targets : Items Creatures Exits Rooms Range : Touch - Range 10 Commands : REVOKE Usage : REVOKE [TARGET NAME] Example : revoke bob Mages, Clerics, and at later levels, Rangers and Paladins can revoke their magical abilities using the revoke command. Only one spell or prayer is revoked using this skill, usually the most recent spell.
Robbery (Thief_Robbery)
Skill : Robbery Domain : Stealing Available: Burglar(18) Allows : Cautiously I, Theft Mastery I Use Cost : Mana (34) Movement (34) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : ROBBERY, ROB Usage : ROBBERY [ITEM NAME] [SHOPKEEPER] Example : robbery bob The thief may use this skill to steal items from the inventory of shopkeepers. Regardless of whether the thief is actually caught, the shopkeeper will be much less willing to deal with the thief for a period after the robbery.
Roll With Blows (Fighter_Roll)
Skill : Roll With Blows Domain : Evasive Available: Barbarian(21) Fighter(16) Jester(25) Dancer(21) Allows : Evasively I Invoked : Automatic Example : While in combat, this skill trims off some of the damage from normal melee hits.
Running Fight (Thief_RunningFight)
Skill : Running Fight Domain : Dirty fighting Available: Trapper(19) Allows : Combat Fluidity I, Dirty Fighting I Invoked : Automatic Example : The Thief is able to maneuver his or her fighting opponent into another room by simply heading that way. The opponent must be in one-on-one combat with the thief for it to work.
Safecracking (Thief_Safecracking)
Skill : Safecracking Domain : Criminal Available: Burglar(16) Requires : 'Pick Locks' Allows : Criminal Deviousness I Invoked : Automatic Example : This skill allows a thief the ability to pick the locks on doors which are normally reserved for a thief of a much higher level. It also allows the thief to mundanely circumvent a Wizard Lock under certain circumstances.
Safehouse (Thief_Safehouse)
Skill : Safehouse Domain : Street smarts Available: Burglar(19) Allows : Street Lore I Use Cost : Mana (34) Movement (34) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : SAFEHOUSE Usage : SAFEHOUSE Example : safehouse The thief uses his knowledge of the city to hide out from the law. If the thief is in an indoor room just off the street, then using this skill will make him realize that he is probably already in a safehouse, and can remain safely until he leaves it. If the current room is not a safehouse, the thief will remember where one is nearby, so that he can go there and hide out
Sap (Thief_Sap)
Skill : Sap Domain : Dirty fighting Available: Assassin(18) Thief(21) Trapper(13) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (63) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SAP Usage : SAP [TARGET NAME] Example : sap orc The thief delivers a strong well placed blow to the target, knocking them unconscious for a short amount of time. Like a back-stab, the thief must not be visible to the target for this to work.
Satire (Skill_Satire)
Skill : Satire Domain : Foolishness Available: Jester(19) Allows : Foolmaking I Use Cost : Mana (69) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SATIRE Usage : SATIRE [TARGET NAME] Example : satire cityguard This ability allows the bard to playfully mock and shame an officer of the law satirically, to his face. Any group members (other than him or herself) wanted for a crim in that area may be forgiven one warrant if the satire is successful. Unsuccessful satire will get the bard in trouble with the law. Even successful satire will occasionally cause trouble for the bard, depending on the bard's charisma.
Scalping (Scalp)
Skill : Scalping Domain : Anatomy Available: Barbarian(5) Allows : Anatomy I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCALP, SCALPING Usage : SCALP [TARGET BODY] Example : scalp body With this common skill, a dead body can be scalped, removing the top part of its head.
Scrapping (Scrapping)
Skill : Scrapping Domain : Nature lore Available: Artisan(25) Numerous Classes(20) Allows : Nature Lore I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCRAP, SCRAPPING Usage : SCRAP [ITEM NAME] Example : scrap longsword This skill allows a player to scrap one or more identical items into their component resources, which can then be used by the other common skills. Some materials require that a fire be built before scrapping can begin. The yield on scrapping is always 1 pound of material resources per 5 pounds of items.
Scrimshawing (ScrimShaw)
Skill : Scrimshawing Domain : Crafting Available: Artisan(3) Numerous Classes(5) Requires : 'Sculpting' Allows : Light Crafting I, Quality Crafting I, Quick Worker I Allows : Lethal Crafting I, Counterbalance Crafting I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCRIM, SCRIMSHAWING Usage : SCRIM (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : scrim small table : scrim bundle 100 bone : scrim list : scrim list sword : scrim mend sword : scrim refit earrings : scrim scan : scrim scan bob : scrim learn hand This skill allows a player to craft bone items, such as chairs and swords. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to repair any damaged bone weapons or armor, refit any armor which may be the wrong size, or learn to how to scrim a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin scrimshawing a new item, the player must have placed the bone he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw bone for scrimshaw is found using the Butchering skill.
Sculpting (Sculpting)
Skill : Sculpting Domain : Crafting Available: Numerous Classes(4) Requires : A base constitution of at least 10. Allows : Scrimshawing, Masonry, Light Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SCULPT, SCULPTING Usage : SCULPT (LIST/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] (PARAMETER) Example : sculpt bench : sculpt bundle 100 stone : sculpt statue of the great Alramus : sculpt list : sculpt list statue : sculpt mend avalanche : sculpt scan : sculpt scan bob : sculpt learn throne This skill allows a player to sculpt stone items, such as statues and furniture, or mend any broken stone weapons or armor. The extent of the items which can be crafted expands as the player goes up in level. To begin crafting, the player must have placed the stone he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to sculpt a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The raw stone for sculpting is found using the Digging or Mining skills.
Searching (Searching)
Skill : Searching Domain : Alert Available: Artisan(3) Numerous Classes(4) Allows : Vigilantly I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SEARCH, SEARCHING Usage : SEARCH Example : search This skill allows a player to spend some time looking around a room. For this duration of the search, any hidden items will become apparant to the one searching. Once the search is completed, hidden items or mobs still in the room may no longer be seen.
Second Attack (Skill_Attack2)
Skill : Second Attack Domain : Martial lore Available: Assassin(15) Beastmaster(12) Fighter(8) Templar(21) Available: Several Classes(9) Numerous Classes(17) Allows : Third Attack, Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Allows the affected character to deliver a second attack during their round. These attacks will be slightly less effective than primary attacks.
Second Totem (Druid_ShapeShift2)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Sense Law (Thief_SenseLaw)
Skill : Sense Law Domain : Street smarts Available: Burglar(19) Allows : Street Lore I Invoked : Automatic Example : The thief gains an uncanny ability to sense law enforcement officials in the same room or any adjacent room, even if they are invisible or unseen.
Set Alarm (Thief_SetAlarm)
Skill : Set Alarm Domain : Trapping Available: Trapper(20) Allows : Trapping I Use Cost : Mana (35) Movement (35) Quality : Circumstantial Targets : Exits Range : Touch, or not applicable Commands : SETALARM Usage : SETALARM [DIRECTIONNAME] Example : setalarm east This skill allows a trap to be set on a door. Should the door be opened, an alarm will be set off which can be heard from many rooms away. All mobile creatures in the area will come running to the rooms, curious about the noise. Once the alarm has run out, they will disperse.
Set Decoys (Thief_SetDecoys)
Skill : Set Decoys Domain : Deceptive Available: Thief(18) Allows : Deceptive I Use Cost : Mana (34) Movement (34) Quality : Malicious Targets : Rooms Range : Touch, or not applicable Commands : SETDECOYS, DECOYS Usage : SETDECOYS Example : setdecoys This skill sets a series of decoys that, during the heat of combat, will fool the thiefs opponents into thinking that he or she is actually where the decoy is. The victim is fooled into running towards the decoy until they realize their mistake. This has the effect of putting the victim at a distant range from the thief for a time. After the trap is set, the decoys will begin popping up every so often for a duration.
Shadow (Thief_Shadow)
Skill : Shadow Domain : Stealthy Available: Arcanist(17) Assassin(8) Thief(17) Trapper(23) Allows : Stealthy I Use Cost : Mana (29) Movement (29) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SHADOW Usage : shadow [TARGET NAME] Example : shadow orc If the thief is hidden, or otherwise invisible to the target, this skill will allow the thief to follow them perfectly while remaining hidden. Entering 'shadow' again will stop the shadowing.
Shadowpass (Thief_Shadowpass)
Skill : Shadowpass Domain : Stealthy Available: Assassin(14) Allows : Stealthy I Use Cost : Movement (64) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SHADOWPASS Usage : SHADOWPASS [DIRECTION LIST...] Example : shadowpass 4n 3e 3s e s w This ability allows the thief to pass from one dark room to another, avoiding traps, and slipping through doors and entryways. The starting room, and the room represented by the end of the trail must both be in utter darkness, regardless of the rooms in between, or the shadowpass will fail. The thief is unable to take any followers or mounts on his journey.
Shadowstrike (Thief_Shadowstrike)
Skill : Shadowstrike Domain : Stealthy Available: Assassin(30) Allows : Stealthy I Use Cost : Movement (100) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SHADOWSTRIKE Usage : SHADOWSTRIKE [TARGET NAME] Example : shadowstrike orc If the thief is unseen (hidden especially) by the target, then a sneaky melee strike can be made. Following the strike, the thief will instantly try to recover their hidden position. The target will be totally unaware of where the attack came from.
Shape Shift (Druid_ShapeShift)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Shearing (Shearing)
Skill : Shearing Domain : Animal affinity Available: Artisan(3) Numerous Classes(1) Allows : Quick Worker I, Animal Affinity I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SHEAR, SHEARING Usage : SHEAR [TARGET] Example : shear sheep With this common skill, you can shear the wool off of a sheeps body, or at least as much of it as you can.
Shield Bash (Skill_Bash)
Skill : Shield Bash Domain : Shield use Available: Templar(14) Several Classes(4) Allows : AutoBash, Shield Using I Use Cost : Movement (54) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : BASH Usage : BASH [TARGET NAME] Example : bash orc The fighter uses their shield as a weapon, delivering an otherwise additional blow to the target in combat.
Shield Block (Fighter_ShieldBlock)
Skill : Shield Block Domain : Shield use Available: Fighter(9) Allows : Shield Using I Invoked : Automatic Example : So long as the Fighter is holding a shield, he has a chance to totally block weapon attacks coming at him or her.
Ship Building (Shipwright)
Skill : Ship Building Domain : Crafting Available: Artisan(8) Numerous Classes(10) Requires : 'Carpentry' Requires : A base wisdom of at least 12. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT Usage : SHIPWRIGHT (LIST/MEND/SCAN) [ITEM TYPE] Example : shipwright canoe : shipwright list : shipwright list canoe : shipwright mend canoe : shipwright scan : shipwright scan bob : shipwright learn boat This skill allows a player to craft wooden boats. The extent of the items which can be crafted expands as the player goes up in level. This command also allows the player to repair any damaged wooden boats. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to make a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for building is found using the Chopping skill.
Shrug Off (Fighter_Shrug)
Skill : Shrug Off Domain : Fitness Available: Barbarian(30) Allows : Fitness I Use Cost : Movement (80) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : BRACE Usage : BRACE Example : shrugoff The Barbarian braces him or herself for the next blow, allowing that blow to be shrugged off without any damage.
Shuffle (Skill_Shuffle)
Skill : Shuffle Domain : Foolishness Available: Charlatan(16) Allows : Foolmaking I Use Cost : Movement (66) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SHUFFLE Example : This strange but very useful skill allows the player to rearrange the order of the people in the room by running around and bumping into them.
Side Kick (Fighter_SideKick)
Skill : Side Kick Domain : Kicking Available: Monk(16) Allows : Iron Kicking I, Combat Fluidity I Invoked : Automatic Example : So long as the Monk is unarmed, he or she has this ability to deliver an extra attack per round using a swift side kick. This attack is only delivered to a combatant which the monk is not currently targeting, but with whom the monk is in melee combat all the same.
Silent AutoGold (Thief_SilentGold)
Skill : Silent AutoGold Domain : Stealing Available: Burglar(15) Thief(16) Allows : Theft Mastery I Use Cost : Mana (65) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SILENTGOLD Usage : SILENTGOLD Example : silentgold This command is similar to the AUTOGOLD command, which allows a player to automatically take gold from the corpse of a defeated monster. If the player is in a group when AUTOGOLD is used, the gold is evenly distributed among the players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief will automatically, and without anyone knowing, take 10% of a defeated monsters gold. This will work regardless of whether the thief played any part in the defeat of the monster, or is even a member of the group which defeated the monster. Also, the gold taken is "off the top" of any gold which may be obtained while the thief is part of a group.
Silent AutoLoot (Thief_SilentLoot)
Skill : Silent AutoLoot Domain : Stealing Available: Burglar(16) Thief(18) Allows : Theft Mastery I Use Cost : Mana (66) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SILENTLOOT Usage : SILENTLOOT Example : silentloot This command is similar to the AUTOLOOT command, which allows a player to automatically take items from the corpse of a defeated monster. SILENTLOOT, like AUTOLOOT, is toggled on and off. When on the thief will automatically, and without anyone knowing, take one of a defeated monsters items. This will work regardless of whether the thief played any part in the defeat of the monster, or is even a member of the group which defeated the monster.
Silent Drop (Thief_SilentDrop)
Skill : Silent Drop Domain : Stealthy Available: Burglar(17) Allows : Stealthy I Use Cost : Mana (33) Movement (33) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : SILENTDROP, SDROP Usage : SILENTDROP [TARGET ITEM] Example : silentdrop gold This command is similar to the drop command, except that the thief is able to drop the item without anyone else knowing about it.
Silent Open (Thief_SilentOpen)
Skill : Silent Open Domain : Stealthy Available: Burglar(18) Allows : Stealthy I Use Cost : Mana (34) Movement (34) Quality : Circumstantial Targets : Items Exits Range : Touch, or not applicable Commands : SILENTOPEN, SOPEN Usage : SILENTOPEN [TARGET ITEM] Example : silentopen door This command is similar to the open command, except that the thief is able to open the container or door without anyone else knowing about it.
Slapstick (Skill_Slapstick)
Skill : Slapstick Domain : Foolishness Available: Jester(4) Allows : Foolmaking I Use Cost : Movement (54) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SLAPSTICK Usage : SLAPSTICK [TARGET NAME] Example : slapstick orc This will cause the player to perform some random slapstick comedy to or for the target. The result will be a loss of mana, which the target will not even feel.
Slave Trading (SlaveTrading)
Skill : Slave Trading Domain : Criminal Available: Gaoler(22) Allows : Criminal Deviousness I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME]) Example : ssell boy shopkeeper Example : ssell boy This skill allows the player to sell slaves to shopkeepers who deal in them.
Slip Item (Thief_SlipItem)
Skill : Slip Item Domain : Stealing Available: Burglar(12) Allows : Cautiously I, Theft Mastery I Use Cost : Mana (31) Movement (31) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SLIPITEM Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME] Example : slipitem hat orc The thief will attempt to remove some item the target is wearing. If successful, the item will appear in the target's inventory. This skill is very sly, and may not be used in combat, lest the target notice what the thief is doing.
Slippery Mind (Thief_SlipperyMind)
Skill : Slippery Mind Available: Arcanist(25) Use Cost : Mana (75) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SLIPPERYMIND Usage : SLIPPERYMIND Example : slipperymind The thief manages to convince himself and others that he is utterly neutral with regard to all factions (right in the middle of the range of each of his factions).
Slow Fall (Skill_SlowFall)
Skill : Slow Fall Domain : Fitness Available: Jester(12) Allows : Fitness I Invoked : Automatic If the proficiency check is made, this player does not fall from high places, but floats instead.
Smelting (Smelting)
Skill : Smelting Domain : Crafting Available: Artisan(6) Numerous Classes(10) Requires : 'Blacksmithing' Requires : A base constitution of at least 12. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SMELT, SMELTING Usage : SMELT (LIST) [ITEM TYPE] ([MAX AMOUNT OF BASE METALS TO SMELT]) Example : smelt steel : smelt list : smelt list steel : smelt bronze 10 This skill allows a player to create metal alloys, such as steel, bronze, and adamantium. You can also make very strong cloths, such as spidersteel. To begin smelting, the player must be in a room with an open fire burning, and must have placed the two base metals he or she wishes to make the alloy from on the ground. If you have excess metals, you may specify a max amount of each base metal to smelt. The default is to smelt as much as possible. The raw metal for smelting is found using the Mining skill.
Smoke Rings (SmokeRings)
Skill : Smoke Rings Domain : Artistic Available: Numerous Classes(1) Requires : A base charisma of at least 5. Allows : Artsy I, Quick Worker I Invoked : Automatic Usage : (automatic) This skill allows the player to produce beautiful smoke rings whenever smoking a pipe or cigar.
Smoke Signals (Fighter_SmokeSignals)
Skill : Smoke Signals Domain : Nature lore Available: Barbarian(5) Allows : Nature Lore I Invoked : Automatic Usage : "SMOKESIGNALS" [MESSAGE] Example : smokesignals I'm here at the temple! This skill requires a fire to be built in the area, and it must be performed outdoors. This skill sends a smoke signal viewable throughout the entire area by those outside. Those with the smoke signal skill will be able to read the message in the signal.
Sneak (Thief_Sneak)
Skill : Sneak Domain : Stealthy Available: Jester(10) Monk(6) Trapper(6) Several Classes(4) Allows : Stealthy I, AutoSneak Use Cost : Movement (54) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : SNEAK Usage : SNEAK [DIRECTION] Example : sneak e The thief attempts to sneak in the indicated direction. If successful, he or she will not be seen when entering the room. Also, a sneak attempt automatically invokes a hide attempt. The success of a sneak attempt can depend on the level of the mobs in the room the thief is trying to sneak into, and on the thiefs stealth expertise.
Sneak Attack (Thief_SneakAttack)
Skill : Sneak Attack Domain : Dirty fighting Available: Assassin(3) Thief(2) Trapper(9) Allows : Combat Fluidity I, Dirty Fighting I Invoked : Automatic Example : This skill allows the thief to deliver a more accurate attack and extra damage when attacking from a hidden position.
Snipe (Thief_Snipe)
Skill : Snipe Domain : Dirty fighting Available: Trapper(22) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Mana (50) Movement (50) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SNIPE Usage : SNIPE [TARGET NAME] Example : snipe orc If the thief is unseen (hidden especially) by the target, then a sneaky ranged strike can be made. Following the shot, the thief will instantly try to recover their hidden position. The target will be totally unaware of where the attack came from.
Song Write (Skill_SongWrite)
Usage : SONGWRITE [SONG NAME] [TARGET NAME] Example : songwrite "valor" scroll This skill allows the bard to place any song he or she knows onto a scroll. Once placed on the scroll, the song may be sung off it. Song writing is very draining on the caster however. The caster will lose some experience points for using this skill. Song writing also requires that the caster be at full mana.
Songcraft (Skill_Songcraft)
Skill : Songcraft Domain : Arcane lore Available: Charlatan(6) Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about bardic magic that he or she can identify magical songs sung in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Speculating (Speculate)
Skill : Speculating Domain : Nature lore Available: Artisan(11) Numerous Classes(10) Requires : A base wisdom of at least 10. Allows : Nature Lore I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : SPECULATE, SPECULATING Usage : SPECULATE Example : speculate This skill allows a player to carefully evaluate the present area, and all surrounding to see what resources might be available for hunting, fishing, foraging, chopping, mining, digging, etc..
Spellcraft (Skill_Spellcraft)
Skill : Spellcraft Domain : Arcane lore Available: Arcanist(7) Charlatan(12) Diviner(4) Numerous Classes(8) Allows : Arcane Lore I Invoked : Automatic Example : The player is so knowledgable about arcane magic that he or she can identify spells cast in his or her presence by name. The players ability to identify more powerful magic will go up in level as he or she does.
Arcanists have the ability to remember how to cast a number of spells (based on level) learned through this skill.
Spring Attack (Fighter_Spring)
Skill : Spring Attack Domain : Acrobatic Available: Barbarian(10) Dancer(11) Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (60) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SPRINGATTACK, SPRING, SATTACK Usage : SPRINGATTACK [TARGET NAME] Example : sattack orc Short(s) : spring, sattack The Barbarian delivers a quick damaging blow, then leaps backwards to a further position of range 1 or 2.
Spying (Thief_Spying)
Skill : Spying Domain : Stealthy Available: Assassin(10) Allows : Marker Spying, Stealthy I Use Cost : Mana (30) Movement (30) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : SPYING, SPY Usage : SPYING [TARGET] Example : spy bob The thief, by lip reading and discrete over-the-shoulder glaces, is able to read anything the target reads while they are both in the same room. The thief must remain unnoticed by the target. Otherwise, this skill lasts indefinitely once the thief has figured out how to spy on the target. The level of player the thief can spy on depends on part on stealth expertise.
Squatting (Thief_Squatting)
Skill : Squatting Domain : Criminal Available: Thief(25) Allows : Criminal Deviousness I Use Cost : Mana (37) Movement (37) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : SQUAT, SQUATTING Usage : SQUATTING Example : squat To use this skill, the player must be sitting on a piece of property that is, or was once for sale. If it is owned by another player or clan, then an owner must be online when squatting begins. After a mud month of continuous sitting, the property will change ownership. Property belonging to another player will go back on the market. Property on the market will belong to the squatter.
Stability (Skill_Stability)
Skill : Stability Domain : Acrobatic Available: Artisan(17) Assassin(20) Jester(16) Allows : Acrobatic I, Combat Fluidity I Invoked : Automatic This skill allows the player to remain on his or her feet despite certain magical or physical attempts to get them on the ground.
Staff Specialization (Specialization_Staff)
Skill : Staff Specialization Domain : Weapon use Available: Druid(1) Allows : Master Weaponsmithing, Weaponsmithing Invoked : Automatic The player is proficient with staffs, gaining bonuses to attack when using a staff in combat.
Steal (Thief_Steal)
Skill : Steal Domain : Stealing Available: Bard(23) Burglar(11) Jester(21) Thief(11) Allows : Improved Steal, Cautiously I, Theft Mastery I Use Cost : Mana (30) Movement (30) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : STEAL Usage : STEAL [ITEM NAME] [TARGET NAME] Example : steal paper orc The thief will attempt to pilfer some item from the inventory of the target. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc).
Stinkify (Archon_Stinkify)
Skill : Stinkify Domain : Archon Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : STINKIFY Usage : STINKIFY [PLAYER NAME] Example : stinkify gunther From anywhere on the map, the player with this skill can cause the target to become 1 level stinkier than they were before.
Stone Body (Fighter_Stonebody)
Skill : Stone Body Domain : Fitness Available: Barbarian(25) Allows : Fitness I Invoked : Automatic Example : The Barbarian has become so hardened to battle that he or she ignores 2 points from every damage roll taken.
Strategic Retreat (Thief_StrategicRetreat)
Skill : Strategic Retreat Domain : Dirty fighting Available: Trapper(5) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (55) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : FREEFLEE, STRATEGICRETREAT Usage : FREEFLEE ([DIRECTION]) Example : freeflee While in combat, your character may need to quickly disengage and flee the room. A direction may be specified, but if one is not specified, a direction will be chosen for you. Unlike FLEE, this command may be used without experience loss, provided the proficiency check is passed.
Strip Item (Thief_StripItem)
Skill : Strip Item Domain : Stealing Available: Burglar(21) Allows : Theft Mastery I Use Cost : Movement (71) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : STRIPITEM Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME] Example : stripitem hat orc The thief will attempt to remove some item the target is wearing. If successful, the item will appear in the target's inventory. This skill is blatant, and may be used during combat.
Struggle (Skill_Struggle)
Skill : Struggle Available: Jester(6) Minstrel(18) Use Cost : Mana (56) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : STRUGGLE Usage : STRUGGLE Example : struggle The player wriggles and pulls to escape from bonds holding him or her. This skill can be used to more quickly become released from ropes, webs, nets, and other bindings.
Subdue (Skill_Subdue)
Skill : Subdue Domain : Evasive Available: Fighter(6) Allows : Evasively I Use Cost : Movement (56) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SUBDUE Usage : SUBDUE [TARGET NAME] Example : subdue orc The fighter uses finesse to avoid killing the target by making more strategic hits on the target. The actual damage will be minimal, but in reality the fighters damage will count towards subdueing damage. If carried through to the end, it will end up knocking the target cold instead of killing them. Dueing combat, a smart fighter can examine his or her target and tell how close they are to being fully subdued despite the apparant actual damage done. Once knocked out, the target can not be killed until consciousness is regained.
Enter SUBDUE again to cancel this effect.
Surrender (Thief_Surrender)
Skill : Surrender Domain : Influential Available: Thief(14) Allows : Influencing I Use Cost : Mana (64) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : SURRENDER Usage : SURRENDER Example : surrender A unique thief skills which allows him or her to toss shiny coins at his opponents for allowing the thief to leave combat without losing experience.
Swamp Tactics (Fighter_SwampTactics)
Skill : Swamp Tactics Domain : Nature lore Available: Barbarian(12) Allows : Nature Lore I Invoked : Automatic This skill gives the fighter an edge in attack, defence, and damage when fighting in swamps. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Sweep (Fighter_Sweep)
Skill : Sweep Domain : Dirty fighting Available: Barbarian(16) Fighter(15) Monk(15) Paladin(24) Available: Ranger(18) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (65) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SWEEP Usage : SWEEP Example : Allows the fighter wielding a slashing weapon to rear back and take a free whack at all opponents within range. Attack ability on such an attack is one half less and damage is one third normal.
Swim (Skill_Swim)
Skill : SWIM Usage : SWIM [DIRECTION] Available: ALL Example : swim e This skill allows the character to travel on a water surface. The amount of weight being carried can affect this skill.
Swipe gold (Thief_Swipe)
Skill : Swipe gold Domain : Stealing Available: Bard(19) Burglar(1) Charlatan(2) Jester(19) Available: Thief(1) Allows : Improved Swipe, Cautiously I, Theft Mastery I Use Cost : Mana (25) Movement (25) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SWIPE Usage : SWIPE [TARGET NAME] Example : swipe orc The thief will attempt to pocket some of a targets gold. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc).
Sword Specialization (Specialization_Sword)
Skill : Sword Specialization Domain : Weapon use Available: Numerous Classes(1) Allows : Craft Holy Avenger, Sword Striking I, Sword Slicing I Allows : Sword Piercing I, Master Weaponsmithing, Weaponsmithing Invoked : Automatic The player is a sword master, gaining bonuses to attack when using a sword in combat.
Tag Turf (Thief_TagTurf)
Skill : Tag Turf Domain : Street smarts Available: Burglar(5) Allows : Street Lore I Use Cost : Mana (27) Movement (27) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : TAGTURF, TURFTAG Usage : TAGTURF (UNTAG) Example : tagturf Example : tagturf untag The thief tags this place as their "turf" or, if they are a part of a clan, their clan's "turf". Other thieves will not be able to use their skills here. The tag can only be seen by the tagging thief, and those who can see hidden things. A tag can be removed only by a turf war.
Tailoring (Tailoring)
Skill : Tailoring Domain : Crafting Available: Artisan(4) Numerous Classes(3) Requires : A base dexterity of at least 10. Allows : Costuming, Master Tailoring, Light Crafting I, Durable Crafting I Allows : Quality Crafting I, Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : KNIT, TAILOR, TAILORING Usage : KNIT (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : knit shirt : knit bundle 100 cotton : knit list : knit list vest : knit mend vest : knit refit sleeves : knit scan : knit scan bob : knit learn shirt This skill allows a player to knit clothing, such as shirts and leggings. The extent of the items which can be knitted expands as the player goes up in level. This command also allows the player to mend any damaged clothing, refit any clothes which are the wrong size, or learn to how to knit a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin knitting a new item, the player must have placed the cloth he or she wishes to make the clothing from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw cloth for knitting is found using the Butchering or Foraging skills.
Tap Room (Thief_TapRoom)
Skill : Tap Room Domain : Alert Available: Assassin(21) Allows : Vigilantly I Use Cost : Mana (35) Movement (35) Quality : Sometimes Beneficial Targets : Caster only Range : Touch - Range 50 Commands : TAPROOM Example : taproom The thief is able to use two glass drinking cups and some sort of raw cloth to stretch a long tapline between the room he wishes to tap, and some destination room. The distance the line can be stretched depends upon the thieves level and alertness expertise. If, while stretching the line, the thief runs out of either cloth or distance allowance, the second cup must be put down. At the destination, the thief will hear, through the second cup, all that is said in the room where the skill was involved, where the first cup was hidden.
Tar And Feather (Thief_TarAndFeather)
Skill : Tar And Feather Domain : Legal Available: Gaoler(14) Use Cost : Mana (50) Movement (50) Quality : Malicious Targets : Items Creatures Range : Touch, or not applicable Commands : TARANDFEATHER, TAR Example : TAR Orc The player with this skill is able to cover the target with tar and feathers, making the wearing of equipment impossible for the duration. The target must not be wearing clothes for the skill to work. They must also be bound or prone.
Tattooing (Tattooing)
Skill : Tattooing Domain : Artistic Available: Gaoler(7) Allows : Artsy I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TATTOO, TATTOOING Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION] Example : tattooing bob arms a skull and crossbones Example : tattooing bob arms remove This skill allows a player to tattoo the body parts of the target. The target must hold still for it, of course. What results can only be seen when the proper wear location is not covered by clothing. Tattoos can also be removed with this skill. Parts available for tattooing include: arms, legs, hands, head, feet, wrists, neck, and torso.
Taxidermy (Taxidermy)
Skill : Taxidermy Domain : Crafting Available: Artisan(16) Trapper(1) Numerous Classes(10) Requires : A base intelligence of at least 12. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : STUFF, TAXIDERMY Usage : STUFF ([POSE]/LIST) [BODY NAME] Example : stuff body of an orc Example : stuff list Example : stuff list scary Example : stuff scary body of a horse This skill allows a player to stuff a dead body with cloth, cotton, feathers, fur, or similar substances to make a light statue. To begin stuffing a body, the player must have placed the cloth he or she wishes to stuff with on the ground with the body. A pose for the body may optionally be specified. A list of valid poses may be obtained by entering TAXIDERMY LIST.
Third Attack (Skill_Attack3)
Skill : Third Attack Domain : Martial lore Available: Fighter(18) Requires : 'Second Attack' Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Allows the character to deliver a third attack during their round. These attacks will be slightly less effective than primary attacks.
Third Totem (Druid_ShapeShift3)
Skill : Second Totem Domain : Shape shifting Available: Beastmaster(6) Allows : Shapeshifting I Use Cost : Mana (56) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM) Example : shapeshift 2 Example : shapeshift lion Example : shapeshift cub Example : shapeshift 3 Example : shapeshift 4 As certain Druids gain in experience and skill, they may acquire new totems or animal forms which they may take on. By specifying the totem number or the name of the animal form, the druid may take on the new form. Just like the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power as the druid gains levels.
Torturesmithing (Torturesmithing)
Skill : Torturesmithing Domain : Crafting Available: Gaoler(16) Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%) Requires : A base intelligence of at least 14. Allows : Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : TORTURESMITH, TORTURESMITHING Usage : TORTURESMITH [ITEM TYPE] Example : torturesmith rack : torturesmith list : torturesmith list rack This skill allows a player to craft implements of execution and torture. The extent of the items which can be crafted expands as the player goes up in level. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The raw wood for building is found using the Chopping skill. Some items require metal gathered with the Mining skill. Most items require that the victim be bound, and some require that the MOUNT command be used to get them onto the implement.
Track (Ranger_Track)
Skill : Track Domain : Combat lore Available: Charlatan(12) Ranger(1) Trapper(12) Allows : Combat Lore I Use Cost : Movement (51) Quality : Sometimes Beneficial Targets : Creatures Range : Touch, or not applicable Commands : TRACK Usage : TRACK [TARGET NAME] Example : track orc The ranger attempts to find a trail leading from where he or she is at present, to the location of the indicated target (not necessarily the closest)! When walking around, the Ranger will become aware of which direction seems best.
Track Animal (Ranger_TrackAnimal)
Skill : Track Animal Domain : Combat lore Available: Ranger(3) Allows : Combat Lore I Use Cost : Movement (53) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : TRACKANIMAL Usage : TRACK ANIMAL Example : trackanimal The ranger, being a skilled hunter, may use this skill to track down the nearest unintelligent animal in the area.
Trap Immunity (Thief_TrapImmunity)
Skill : Trap Immunity Domain : Find/remove traps Available: Trapper(25) Allows : Trap Disabling I Invoked : Automatic Example : As the Thief's proficiency grows, he or she becomes more and more immune to traps and bombs.
Trip (Skill_Trip)
Skill : Trip Domain : Dirty fighting Available: Beastmaster(8) Fighter(14) Monk(8) Paladin(18) Available: Ranger(17) Several Classes(13) Several Classes(11) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (58) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : TRIP Usage : TRIP [TARGET NAME] Example : trip orc The fighter attempts to trip the target, putting them on the floor for a short time. During that time, the tripped target is much easier to hit.
Trophy Count (Thief_TrophyCount)
Skill : Trophy Count Domain : Combat lore Available: Minstrel(6) Trapper(2) Allows : Combat Lore I Invoked : Automatic Uage : TROPHYCOUNT Example : trophycount The thief has the ability to keep track of their racial kills. The player may use the TROPHYCOUNT command to review the log of kills.
True Shot (Fighter_TrueShot)
Skill : True Shot Domain : Martial lore Available: Assassin(15) Fighter(8) Ranger(8) Trapper(11) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : Gives the fighter an enormous boost to attack rating when using a ranged or thrown weapon in ranged combat.
Tumble (Fighter_Tumble)
Skill : Tumble Domain : Acrobatic Available: Assassin(24) Burglar(23) Fighter(20) Jester(18) Available: Monk(19) Dancer(15) Allows : Acrobatic I, Combat Fluidity I Use Cost : Movement (65) Quality : Always Beneficial Targets : Caster only Range : Touch, or not applicable Commands : TUMBLE Usage : TUMBLE Example : tumble Allows the fighter to avoid a couple of potentially painful hits in combat by tumbling around. This comes at the cost of some attack and damage capability, however.
Tune Instrument (Skill_TuneInstrument)
Skill : Tune Instrument Domain : Artistic Available: Minstrel(5) Allows : Artsy I Use Cost : Mana (55) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : TUNEINSTRUMENT, TUNE Usage : TUNE Example : The Bard tunes their instrument, which can provide bonuses to many songs which are played with it.
Turf War (Thief_TurfWar)
Skill : Turf War Domain : Street smarts Available: Burglar(11) Allows : Street Lore I Use Cost : Mana (30) Movement (30) Quality : Circumstantial Targets : Rooms Range : Touch, or not applicable Commands : TURFWAR Usage : TURFWAR Example : turfwar The thief declares the tagged room he is in to be in dispute. Any turf tag on the room will be removed unless the thief who tagged the room successfully defends the turf in combat. After declaring the turf war, the tagging thief will be notified that it is in dispute. The tagger has until the expiration of the war to respond to the challenge. As soon as the tagger arrives in the disputed room, the tagger and the challenger will immediately be entered into combat. The combat will be non-lethal, with the loser merely being recalled instead of dying. After combat begins, the first combatant to be forced from the disputed room (e.g. by non-lethal "death"), will be the winner.
A TurfWar can only be infrequently declared.
Turn Undead (Skill_TurnUndead)
Skill : Turn Undead Domain : Death lore Available: Cleric(5) Healer(1) Oracle(5) Purist(1) Allows : Death Lore I Use Cost : Mana (51) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : TURN Usage : TURN [TARGET NAME] Example : turn skeleton The good or neutral priest attempts to frighten the heck out of an undead creature. Depending upon the level of the priest versus the level of the creature, the effect of the skill may be to either frighten the creature away or cause it to be completely destroyed
Two Weapon Fighting (Skill_TwoWeaponFighting)
Skill : Two Weapon Fighting Domain : Martial lore Available: Assassin(12) Bard(14) Dancer(14) Ranger(4) Available: Thief(12) Several Classes(3) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic Example : While in combat, this skill allows the fighter to attack with a second weapon in the hold position, assuming the fighter is in range for the second weapon. The fighter suffers a 20% attack and 5% damage penalty for using 2 weapons.
Unbinding (Unbinding)
Skill : Unbinding Domain : Binding Available: Bard(10) Thief(1) Allows : Binding I, Quick Worker I Use Cost : Movement (20) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : UNBIND, UNTIE Usage : UNBIND [TARGET NAME] Example : unbind jack : untie bob This skill allows a player remove the bonds entangling or binding someone. The length of time it takes to complete the task depends on the difficulty of the task and the level of the one trying to do it.
Underground Connections (Thief_UndergroundConnections)
Skill : Underground Connections Domain : Street smarts Available: Burglar(2) Allows : Street Lore I Use Cost : Mana (26) Movement (26) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : UNDERGROUNDCONNECTIONS Usage : UNDERGROUNDCONNECTIONS Example : undergroundconnections The thief contacts his or her underground connections within the city. The connections arrange quick (though seldom comfortable) transportation outside the current area into an adjoining one. The thief and group members will make the trip in an environment free from the restrictions of law, geas, or spells, and without being harassed by the local law or any other aggressive monsters.
Urban Tactics (Fighter_UrbanTactics)
Skill : Urban Tactics Domain : Nature lore Available: Fighter(21) Allows : Nature Lore I Invoked : Automatic This skill gives one an edge in attack, defence, and damage when fighting in urban areas. They can also hide themselves simply by sitting down on the ground and staying still for a few mins.
Use Poison (Thief_UsePoison)
Skill : Use Poison Domain : Poisoning Available: Arcanist(8) Assassin(12) Burglar(22) Jester(8) Available: Thief(7) Trapper(7) Allows : Poisoning I Use Cost : Mana (28) Movement (28) Quality : Circumstantial Targets : Items Range : Touch, or not applicable Commands : POISON, USEPOISON Usage : POISON [ITEM NAME] [POISON SOURCE] Example : poison sword beesting Example : poison waterskin beesting This allows the player to poison a weapon, food, or drink with a pre-prepared poison source. The Apothecary skill must be used to create the poison. After that, the poison may be applied, where it will persist for a short time on weapons, and forever on food and drink.
Wainwrighting (Wainwrighting)
Skill : Wainwrighting Domain : Crafting Available: Artisan(8) Trapper(1) Numerous Classes(10) Requires : 'Carpentry' Requires : A base intelligence of at least 12. Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WAINWRIGHTING Usage : WAINWRIGHT (LIST/LEARN) [ITEM TYPE] Example : wainwright wagon : wainwright list : wainwright list wagon : wainwright learn cart This skill allows a player to craft wagons and carts. The extent of the items which can be crafted expands as the player goes up in level. To begin carving a new item, the player must have placed the wood he or she wishes to make the item from on the ground. The player may also learn to how to make a found cart, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. Items crafted with balsa can be done with half the required wood listed, while items crafted with ironwood will require twice the required wood listed. The raw wood for building is found using the Chopping skill.
Wands (Skill_WandUse)
Skill : Wands Available: Almost All Example : A wand is an holdable item that can be used to create magical affects.
This skill allows one to effectively use a magical wand or staff. To invoke a wand or staff, it must first be held. Then the magic word is spoken to the target. For instance, if the magic word is `zuy`, you would enter the following to invoke your wand: sayto orc zuy.
If the spell on the wand requires extra parameters, then you can include those after the casting words. For a wand of Summon, for instance, you might try: say zuy cityguard. Wands generally require a small amount of mana to use, and less if the wand user is capable of learning the spell cast by the wand.
War Cry (Fighter_Warcry)
Skill : War Cry Domain : Singing Available: Barbarian(13) Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I Use Cost : Movement (63) Quality : Always Beneficial Targets : Creatures Range : Touch, or not applicable Commands : WARCRY Usage : WARCRY Example : warcry The Barbarian lets out a primal call to war, inspiring all group members to follow his or her banner. Those under the affect of the cry will deliver more damaging blows. The affect wears off when battle is concluded, or if battle is not joined swiftly enough after the cry is made.
Warrants (Skill_Warrants)
Skill : Warrants Domain : Legal Available: Artisan(5) Charlatan(9) Gaoler(9) Thief(23) Use Cost : Mana (55) Quality : Circumstantial Targets : Creatures Range : Touch, or not applicable Commands : WARRANTS Example : The player, using nothing more than local contacts and charismatic persuasion, gathers information about all warrants and wanted criminals.
Weapon Break (Fighter_WeaponBreak)
Skill : Weapon Break Domain : Martial lore Available: Barbarian(15) Fighter(12) Monk(13) Allows : Combat Fluidity I, Martial Lore I Use Cost : Movement (62) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : BREAK Usage : BREAK [TARGET NAME] Example : break orc The fighter will attempt the difficult maneuver of breaking the weapon of the target.
Weapon Catch (Fighter_WeaponCatch)
Skill : Weapon Catch Domain : Martial lore Available: Fighter(23) Allows : Combat Fluidity I, Martial Lore I Invoked : Automatic This skill allows the fighter to thwart disarm attempts by catching his as it flies out of his hand.
Weapon Snatch (Thief_Snatch)
Skill : Weapon Snatch Domain : Stealing Available: Monk(20) Thief(19) Allows : Theft Mastery I Use Cost : Movement (65) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : SNATCH Usage : SNATCH [TARGET NAME] Example : snatch orc The thief attempts to disarm the target, flinging their weapon into the air so that it can be caught by the thieves other hand.
Weaponsmithing (Weaponsmithing)
Skill : Weaponsmithing Domain : Crafting Available: Artisan(7) Numerous Classes(5) Requires : 'Blacksmithing' at 75%, and (One of: 'Axe Specialization', 'Blunt Weapon Specialization', 'Edged Weapon Specialization', 'Flailing Weapon Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm Specialization', 'Ranged Weapon Specialization', 'Staff Specialization', 'Sword Specialization', or 'Weapon Specialization') Requires : A base strength of at least 12. Allows : Master Weaponsmithing, Craft Holy Avenger, Light Crafting I Allows : Quality Crafting I, Quick Worker I, Lethal Crafting I Allows : Counterbalance Crafting I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WEAPONSMITH, WEAPONSMITHING Usage : WEAPONSMITH (LIST/MEND/SCAN/LEARN) [WEAPON TYPE] Example : weaponsmith twohanded sword : weaponsmith list : weaponsmith list sword : weaponsmith scan : weaponsmith scan bob : weaponsmith learn knife This skill allows a player to craft weapons from metal. This skill requires Blacksmithing in order to learn it. It also requires specialization in the weapon type the player wishes to make. The extent of the weapons which can be crafted expands as the player goes up in level. To begin smithing, the player must be in a room with an open fire burning, and must have placed the metal he or she wishes to make the weapon from on the ground. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter, or learn to how to smith a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. The metal for weaponsmithing is obtained using the Mining skill, or better metals from the Smelting skill. Using better materials will increase both the strength and the required level of the crafted item.
Weaving (Weaving)
Skill : Weaving Domain : Crafting Available: Numerous Classes(4) Requires : A base wisdom of at least 10. Allows : Light Crafting I, Durable Crafting I, Quality Crafting I Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : WEAVING, WEAVE Usage : WEAVE (LIST/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE] Example : weave basket : weave bundle 100 vine : weave list : weave list vest : weave mend vest : weave refit sleeves : weave scan : weave scan bob : weave learn shirt This skill allows a player to weave items, such as baskets and ropes. The extent of the items which can be weaved expands as the player goes up in level. This command also allows the player to mend any damaged items, refit any clothes which are the wrong size, or learn to how to weave a found item, provided a blank recipe page, or recipe book with blank pages is in his or her inventory. To begin weaving a new item, the player must have placed the material he or she wishes to make the item from on the ground. Weaving requires cotton, silk, hemp, leather, fur, or seaweed. The player may also scan the room or other players for equipment that may be mended by this skill, using the scan parameter. The raw material for weaving is found using the Foraging or Butchering skills.
Whomp (Fighter_Whomp)
Skill : Whomp Domain : Dirty fighting Available: Fighter(17) Allows : Combat Fluidity I, Dirty Fighting I Use Cost : Movement (67) Quality : Malicious Targets : Creatures Range : Touch, or not applicable Commands : WHOMP Usage : WHOMP [TARGET NAME] Example : whomp orc The fighter attempts to deliver a massive blow to the target, causing them to instantly to fall unconscious for a time.
Wilderness Lore (Skill_WildernessLore)
Skill : Wilderness Lore Domain : Nature lore Available: Oracle(9) Several Classes(1) Allows : Nature Lore I Use Cost : Mana (51) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : WILDERNESSLORE, WLORE Usage : WLORE Example : wlore Tells you what type of terrain you are presently in or on.
Wood Chopping (Chopping)
Skill : Wood Chopping Domain : Gathering Available: Numerous Classes(2) Allows : Quick Worker I Use Cost : Movement (25) Quality : Circumstantial Targets : Items Creatures Range : Touch, or not applicable Commands : CHOP, CHOPPING Usage : CHOP (BUNDLE [NUM]) [TARGET]) Example : chop Example : chop bundle 10 oak With this common skill, a player can find good trees, chop a few down, and the chop up the wood for carrying. Trees for chopping are best found in forests. You can also bundle multiple resources together using this skill. The GET command can be used to unbundle such resources.
Woodland Creep (Ranger_WoodlandCreep)
Skill : Woodland Creep Domain : Stealthy Available: Ranger(24) Allows : Stealthy I Use Cost : Mana (37) Movement (37) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : WCREEP Usage : WCREEP Example : wcreep The ranger creep slowly from bush to tree, remaining especially hard to spot. Doing this makes them invisible to any other creatures in the area. The ranger must be in the wild for this skill to work. You can use the VISIBLE command to make yourself visible again.
Woodland Hide (Ranger_Hide)
Skill : Woodland Hide Domain : Stealthy Available: Gaian(7) Ranger(21) SkyWatcher(5) Allows : Stealthy I Use Cost : Mana (27) Movement (27) Quality : Sometimes Beneficial Targets : Caster only Range : Touch, or not applicable Commands : WHIDE Usage : WHIDE Example : whide The ranger attempts to creep behind a rock, or into a bush and remain perfectly still. Doing this makes them invisible to any other creatures in the room. Making any moves or sounds will negate the hidden advantage. The ranger must be in the wild for this skill to work. You can use the VISIBLE command to make yourself visible again.
Woodland Lore (Ranger_WoodlandLore)
Skill : Woodland Lore Available: Ranger(15) Invoked : Automatic Usage : automatic Example : So long as the Ranger is in the wild, he or she will have gain a advantage in attack, damage, and armor adjustements.
Woodland Sneak (Ranger_Sneak)
Skill : Woodland Sneak Domain : Stealthy Available: Ranger(10) SkyWatcher(10) Allows : Stealthy I, AutoSneak Use Cost : Movement (60) Quality : Circumstantial Targets : Range : Touch, or not applicable Commands : WSNEAK Usage : WSNEAK [DIRECTION] Example : wsneak e So long as the Ranger is in the wild, he or she can use this skill to attempt to sneak in the indicated direction. If successful, he or she will not be seen when entering the room. Also, a sneak attempt automatically invokes a woodland hide attempt. The success of a sneak attempt can depend on the level of the mobs in the room the ranger is trying to sneak into, and on the rangers stealth expertise.
Wrath (Archon_Wrath)
Skill : Wrath Domain : Archon Use Cost : Movement (51) Quality : Malicious Targets : Creatures Range : Touch - Range 1 Commands : WRATH Usage : WRATH [PLAYER NAME] (!) Example : wrath gunther Example : wrath gunther ! From anywhere on the map, the player with this skill can immediately knock another mob out of their shoes, depriving them of half of their hit points, mana, and movement in the process. If the "!" flag is added, an announcement of the wrath will also be made.
Write (Skill_Write)
Skill : WRITE Usage : WRITE [ITEM] ([TEXT TO WRITE]) Available: ALL Example : write parchment From recall, go nseeseenwesee This skill allows one to write ordinary messages onto ordinary paper, parchments, and similar writing material. The language the player will write in will depend on which language the player is currently SPEAKing.
When writing on a journal, you need not specify any parameters when using this command.
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